Hey guys Nemo here! I haven’t updated you guys on this but over the weekend I was busy soloing the Ludum Dare 31! The theme for this Ludum Dare 31 was “Entire game on one screen” For those who are unaware of what a Ludum Dare is, well Ludum Dares are a global online competition for game developers to create a game according to a set theme within a certain time frame, in this case 48hrs(compo) and 72hrs(jam) (I made a post about this previously if you want to learn more on Ludum Dare). So here’s the exciting part, my game. I present to you the mighty “MACHO KNIGHT”. You play as the mighty Macho Knight. Fling off the hooligans from kidnapping your Lover using your mighty Macho Shield! Theme: I interpreted the word screen as protection, shield hence you have to protect your lover with one screen. And that is the entire game. ahaha
Controls Right Mouse Click To Move Right Left Mouse Click To Move Left Techniques 1. Enemies will fly further if they are hit whilst airborne 2. Boost off by facing in the opposite direction of your incoming enemies 3. Macho Knight’s shield can wear off enemies stamina, making them fall down to the ground (note: point not awarded)
What Went Right?
Unfortunately my friend that I did the last Ludum Dare with was unable to attend the jam due to unfortunate exam times. So this time around I decided to solo the jam game which meant I had to work all three aspects of the game (programming, art, design). However with all that work to do, I managed to be able to complete the game with spare time on my hands. It was oddly satisfying on what I can achieve within such a short amount of time.
Hard work does pay off.
2. Fundamental Ideas
This time around I had two core ideas when designing the game. These were: 1. Easy to learn, Hard to Master I personally like games that have a simple learning curve but wields a deeper mechanic behind it. During the design phase of the game, I referred to games that had similar core beliefs such as dive kick, lethal league, flappy bird. All these games had on thing in common which was having a simple control scheme. This is where I decided to have my game just rely on purely two axis left and right.
(prototype of the game)
2. Fun to watch, Fun to play Physics games are always to watch and play, and that is why i wanted to use the inbuilt physics engine provided by unity. The physics engine created interesting outcomes, seeing boxes fly left and right were some what entertaining. I had a few giggles playing around with the numbers. At one point in the development I just spawned tons of boxes just so that I could fling them away.
This time around I had to really go simple with my art. So I went with the core three colors (R,G,B) for my character design. The characters came out quite nicely that were both visually pleasing and readable to the user. Overall satisfied
What Went Wrong?
Ahaha not gonna lie, I’m not the brightest with math. I had myself a bit caught up having to back to hitting the math books more than I had to look up programming errors ahaha. So I’ve decided to solve some math problems over the holidays! woo
2. File Back Up
At one point in the development my Unity crashed and I had totally forgotten to back up my game so I lost a bit work. What I should have done was to back up different versions of the game onto github so that when something did go horribly wrong I can always reload a previously working version.
3. Fatal Error.
Fatal Error, I don’t know exactly why its occurs to people ahaha. The biggest main problem is I’ve never experienced the fatal error so its really hard to pin point out the cause of it. I need to learn how to find a way to recapture these fatal errors so that I can prevent it from happening.
What I can do better next time?
1. More sleep
Ahaha More sleep. Always More sleep. I was soo dead from not having enough sleep.