Anthony’s Psyche: Escape

Just a little postmortem on my LD #21 entry, Anthony’s Psyche: Escape.

This was my third Ludum Dare.  In each one, I’ve challenged myself to come up with a different interpretation of the theme than I thought would be typically done.  For the Escape theme, I decided to go with the idea of psychological escape mechanisms, or avoiding painful thoughts and memories.  This turned out to be a rather artsy, narrative-driven playable story of sorts.  This is very different than anything I’ve developed before.

I spent about 27 hours on this entry.  Friday night when the theme was announced, I spent three hours in the typical initial panic of trying to come up with an original interpretation of the theme.  I settled on the psychological escape mechanisms concept, and that it would have something to do with words on the screen representing thought fragments.  I was still unclear about the specifics beyond that.

On Saturday, I spent a couple more hours playing with ideas in my head, and settled on a design.  I then spent about ten hours writing code and debugging.  It took me much longer than I anticipated to get text with variable alpha per character working in Flashpunk. Probably five hours on that alone.  I also spent a few minutes making the “art” for the game (the one stick figure) for a total of 12 hours on Saturday.  By this point I had most of the basic functionality of the game working (moving a box of text around the screen and having the words fill in when over the character).

On Sunday, I spent about an hour getting Reason and my keyboard set up, and coming up with the short music loop and “thought complete” riff.  I then spent several hours trying to come up with a decent story.  I discovered that telling a story through first-person thought fragments is very difficult.  When I started entering the text for the thoughts, it just wasn’t coming together.  I also discovered some bugs in the way Flash renders text, so I spent a couple hours debugging and working around that.  I finally gave up on the story I’d come up with, and about two hours before the deadline, I came up with a very different story that came together pretty quickly.  I also wrote some more code for the title screens, ending screen, etc.  That made a total of about 12 hours for Sunday.

The end result isn’t exactly a “game”, but I’m satisfied with what I came up with because it’s very different for me, and pushed me in a different direction.  I like the overall feeling of the play.  I’m thinking of developing something like this a little further.

Like my previous two LD entries, I created things as stand-in content (the stick figure guy, and especially the very short, repetitive music loop) so I had things to write the code around, but they ended up being the final content because I didn’t have time to do “real” art or music.  The difference this time was that by now I’ve learned that when I create them, that’ll probably be the case.

Ludum Dare is always a great exercise in game development (and a lot of fun) because it forces you to be ruthless in cutting features and calling things “good enough” because of the very tight time constraints and having to create everything by yourself.

Anyway, click the image above to have a go at it.  I’ve kept the story very short, so it shouldn’t take more than a couple minutes to play through.

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Aaaand… this was lunch

People always blog what they’re eating during Ludum Dare, so here ya go.

I’m sure this didn’t make me groggy.  At all.

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Ludum Dare!

So, I’m doing Ludum Dare #21 this weekend.  That’s the competition where a theme is announced (Friday night at 9pm Central), and you have 48 hours (’til 9pm Sunday night) to make a game fitting the theme, from scratch, by yourself.

The Ludum Dare server has gone over capacity with all the traffic during the compo, so I’m blogging here instead of there as usual.

The theme this time is “Escape”.  As always, I try to come up with an interpretation outside what I think most people will be doing.  This time, I’m going for a very artsy narrative kinda thing (very different from anything I’ve done in the past).  I’m going with the idea of psychological escape mechanisms.  The character, Anthony, is tormented by his past, and overcome with guilt and denial.  There’s a series of thoughts that he’s trying to avoid (presumably through various escape mechanisms).  You have to guide the thought toward him, filling in the words as they appear above him.  Once all of the words in a thought are filled in, Anthony has accepted and come to terms with it.  You then move on to the next thought.

I’ve got the basic gameplay mechanic working, where you guide the thought and it fills in the words, and moves to the next thought.  Right now, the “thoughts” are just some pretty random text I came up with that sound like painful memories.  I still need to come up with an actual story, and replace the random text with that.

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New host

I’ve moved from my old hosting provider to Hostmonster.  Just a test post to verify that everything is working here.

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Twin-sticky post

I’ve always had a special fondness for twin-stick shooters (games like Geometry Wars and its ilk).  I often have ideas for how different weapons and interactions could work.  I decided to go ahead and start a simple TSS game to play with some of these ideas.

Right now, I’m trying out the idea of having the weapon power up slightly with every shot that hits an enemy, and power down with each shot that misses (i.e., hits the edge of the arena).  So far, this mechanic seems to have a nice flow to it, and I think has potential.

You can download the prototype to play with here.  You will need a game controller with two thumbsticks (or something with four axes of some kind).  If you have an Xbox 360 controller, it should work as-is.  Otherwise, you’ll most likely need to edit config.ini to set the axes for the right stick (they’re 3 and 4 on the Xbox controller, but seem to be 2 and 5 on most other controllers).

There is no player death.  Esc key exits.

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It’s about Time, Commander

Okay, finally got ship controls working in the Time Commander prototype.  I had to pretty much rewrite the prototype from scratch so I had a more sensible way of storing the game state in the time buffer and accessing it.

Drag the time slider back and forth to move in the timeline.  Click on any ship, and the control panel will show the forward and turning thrusters for that ship.  At any point in the timeline, you can change the thrusters for the selected ship.  Note that when you do this, time from that point on is regenerated, so any thruster changes you’ve made for any ships past that point in time won’t exist anymore.

You can drag the control panel around if it’s blocking anything.  To reset and get a different random setup, reload the page.

Click the image to play!

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“It just gives it a lot more professionalism when you’re wearing pants.”

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One-more-time Commander

Little bit more on Time Commander.  I now have several ships on screen, each with random rotational and forward thrust.  As before, just drag the time slider back and forth.

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The Indie Budget Crunch

“At 31 years old when you’re about to get married, and you’re thinking you might have kids in a few years, having $40k in the bank starts to look pretty scary.”  Andy Schatz

Wait.  What?

Andy, I love ya, and I think Monaco is a beautiful thing.  But point me in the direction of someone I could kill to be 31 and have 40k in the bank, and you can consider them dead.

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Progress Accountability Thread

I’ve started a thread on the TIGSource forums where you can post a goal you have and a deadline.  You then need to come back and post a follow up by the deadline, saying whether or not you’ve met the goal.  This gives you some motivation to make the deadline, since people reading the thread will hold you accountable.  It was very effective for the first goal I posted (the Time Commander prototype).  If you need some motivational assistance, head on over and post!

http://forums.tigsource.com/index.php?topic=17914.0

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