Sep 2, 2012

LudumDare#24: Linoveus Cube ~part II

Continuation of Game development process

screenshot taken at 26th Aug, the second day
See previous part here!

Laz: Okay actually we should have noted what we have done in separate 3 days, because they (clea and hipon) already forgotten what was going on =_= Why the hell i am the only one who remembered the development process?




hipon's part

The development process went smooth, and i was very optimistic that I could get this done before the deadline. I made the core system ( tilemap, basic input, HUD, etc ) without any problem.

Side note: I really liked the art concept, laz took a lot of references from surrealism painter such as Salvador Dali and Vladimir Kush, and the result turned out pretty cool.


Anyway, that reminds me to my side-project “Dream Cube” my entry for GameJolt Contest, the art concept was inspired by Joan Miro, which is also a surrealism painter. What’s with me and surrealism these days? x_x

The problem came out when I was working on Road connector system, it’s kind of a connector of each building, where the workers walks. The road determines the distribution of the worker to warehouse, and amount of workers in the warehouse determines the efficiency of resource collecting. Things got complicated when you connect multiple buildings, I had to check a lot of possible combinations. Well, I think it’s not that hard, but in 2 days. I don’t think so. Besides, I still had a lot of things to be done! In the end, I managed to complete about 60-70%.

Lazcht's part

What i have done in first day (as i remembered):
1. gathered references for surrealism theme, fonts
2. got a mock main screen done so we can get the grasp of it, at least.
3. temporary HUD, map has been made and cropped for placeholders
4. a character designed for *potential* citizen

I was optimistic of my drawing speed (afterall i am the one that always finished my tasks first lol), so i don’t really worried about graphics, instead i got bad feeling about the code and game design, but since hipon is still optimistic, i didn’t really care.

characters in case needed

Second day:
1. wrote random story concepts behind the theme (hate me but for me this is a necessity for designing)
2. designed some more characters (ended up unused in LD version)
3. designed buildings, started to make them into sprites.

Was getting confused on what to draw because of some part of game design still not fix. Later i was started to think animated sprites is not possible within the remaining time left, so i better to focus on anything else (at least everything are looking nice first).

Last day:
1. revised story
2. designed and made temporary icons
3. title screen design
4. enhanced interface assets, sprites

I was getting tired because of dropping stamina (lol i was catching cold & cough), and found some bugs but hipon still struggled with his road connecting stuff so i just continue my stuff as i can.

clea's part

........clea forgot almost all part of the process, so i'm gonna write it instead =_=a. (it's me Laz again) So first day the formula/ parameter/ database spreadsheet was being made. Second day, we made sure of some game design, filling out the spreadsheets with details and dummy numbers, last day, 2 background musics came out.

Knowing that we have to bail out of LudumDare #24


It was already 3 o’clock (deadline was like 1~2 more hours to go) and we still have looot of things unfinished and less likely to be so in the remaining time. We thought rather than submitting something unplayable/ full of bugs, we accepted our failure sincerely. In 4:44 AM of 28th, we finally ikhlas (lol) it's like we stop to deny that we failed, and start to think about what to do with the project (see below). Then we went to sleep in peace.

Next LudumDare is still right there, in case we want to get revenge or something.

Future plan of the project

Overall, we, like hipon mentioned above, have done about 70% of the progress, and we can still enhance the aesthetic a bit more and most likely game design revision, then testing, polishing, balancing, balancing, and balancing. 


We have discussed it that day, that we’ll challenge ourselves to finish the game within a week, and now, Linoveus Cube IS an official distraction of Grand Steam project, we’ll try to have fun with this project as much as possible.

Evaluations

What went wrong

We were a little bit too optimistic (cocky). Some veteran game jammers suggested to make the game you’re best at, but we still wanted to experiment and trying new things...owait, they could be wrong because we’re the best at trying something new yet we failed. :V

We didn’t expect the game would be that deep and we also had no experience in making this kind of game, so we tried to do a lot of trial and error, and it’s really time consuming.

No preparation, unlike last year, we were actually plan to join even from the voting days, this one was too impulsively being made, we designed it on a whim and developed it anyway.

What went right

One step closer to Sid Meier! Tried a new genre we never had done! We always try every new things possible for new project, it’s very interesting and fun. We always wanted to make more simulation/strategy games like Outsmart! yet we didn't get the chance yet, but we got it now.

We also quite satisfied with our accomplishment, we managed to complete the 70% part of game in 2 days. We thought it’s something to be proud of. This is a failed LD entry, but from that, we know better of our current capabilities in game developing.


Ok, that's all for now, and see you on the next blog! ^^
~hipon, Laz out!