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1:08 pm
April 13, 2012


quill18

Ontario, Canada

Admin

posts 559

Ludum Dare #23 is a week away!!

I'm going to be spending a few hours livestreaming my warm-up for LD, so if you're interested in watching drop by http://twitch.tv/quill18 and make sure to hit "Follow" to be alerted when I go live.  I expect I'll put in a bit of time tonight (around 7-9 EDT), plus a few more hours on Saturday and Sunday.

I figure that the best way to do the warmup is to random from 1-100 and get a theme from the list at http://sos.gd/themes/?view=results — but since I don't want to spend a full 48 hours I'm going to roll ahead of time so I have a chance to think a little before I dive in.

Roll Result = 46.  Theme = "This is your dungeon".

Interesting.  I always love roguelikes and even old-school text adventures, so that gameplay screams out right away.  But the "your" part of the phrase is making me think that maybe the player should have some ownership of the dungeon.  Should I be looking to Dungeon Keeper for inspiration?

Post your suggestions!!

I have several hours to think before I can even start programming, so it'll be interesting to see where my brain goes.  (Programming Language: I want to do a web app with lots of server-side stuff in Ruby on Rails.  Front-end will be HTML/JS.)

 


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I'm just a dude with Fraps and too much spare time.

2:33 pm
April 13, 2012


Dongo

Member

posts 53

You could do a farmvillesc kind of thing, you are an evil overlord who gets paid to kill adventurers. Each thing you buy kills a certain amount of adventurers per minute. although this might not lend itself to LD.

5:01 pm
April 13, 2012


quill18

Ontario, Canada

Admin

posts 559

Dongo said:

You could do a farmvillesc kind of thing, you are an evil overlord who gets paid to kill adventurers. Each thing you buy kills a certain amount of adventurers per minute. although this might not lend itself to LD.

That's somewhat inline with what I'm thinking — and would actually be perfectly fine for an LD.  And if Facebook wasn't a completely pain in the ass to develop for, I'd turn it into a Facebook game and make a quadrillion dollars.

I'm just a dude with Fraps and too much spare time.

5:32 pm
April 13, 2012


Roughshot

Saskatchewan

Member

posts 3

What if you were hired by someone to clear out an old dungeon and rebuild it anew/expand it, but first you have to kill the creatures that now inhabit it, something along the lines of Dwarf Fortress meets Dungeon Keeper.

6:10 pm
April 13, 2012


quill18

Ontario, Canada

Admin

posts 559

Post edited 6:11 pm – April 13, 2012 by quill18


Roughshot said:

What if you were hired by someone to clear out an old dungeon and rebuild it anew/expand it, but first you have to kill the creatures that now inhabit it, something along the lines of Dwarf Fortress meets Dungeon Keeper.

That's probably way too big for this.  LD games really have to try to stick to just a single element of gameplay or they'll never finish.

I'm just a dude with Fraps and too much spare time.

6:28 pm
April 13, 2012


MetaSkipper

Member

posts 67

What about the other way around: You're trapped in a dungeon ("your" dungeon) of your making (again, your dungeon).

Artificial Intelligence is no match for Natural Stupidity.

7:32 pm
April 13, 2012


Jymm

Western Massachusetts

Member

posts 13

"Baby's First Dungeon"-  The whole creation of a dungeon as a building block's style toy set.

8:07 pm
April 13, 2012


Demonac

Moderator

posts 59

Post edited 8:33 pm – April 13, 2012 by Demonac


My suggestion:

You are in a maze full of traps, and worse there is a monster chasing you (normally I'd say lots of monsters, but simplicity is the byword here). You have no way to fight the monster… fortunately, the dungeon does. You have to bypass traps and/or "take control of" them, then use those traps to damage the monster. Your foe is monstrously tough, so it can slog through many traps. To win, you will have to turn this dungeon into Your Dungeon. If you fail, it will simply be Your Tomb (muhahaha).

Thing is, by default, traps only attack you, not the monster. Further, it takes time for you to "rewire" a trap; there are more than you can possibly use without being smushed by your inexorable antagonist, so the core gameplay is to balance between trying to avoid traps (aka get through them without dying), and converting other traps to be "friendly" (once finished, they allow you to pass safely AND get you a little bit closer to defeating the villain).

So you need a random map generator (probably focused on making a path from A to B for each floor, maybe one or two branches), you need player controls, a single monster (his AI is pretty simple, he just slowly advances along the path, and damages or possibly insta-kills the player if he gets close enough – you may not even need collision, if you just measure the one-dimensional path and count how far the player is relative to the monster; if the distance gets small enough, that's a hit). And you need to design a few traps (preferably 3 or more), each with some way to pass through without being damaged. For a larger game, you might want a puzzle element for disarming/converting traps, but for LD it can be automatic; it just takes a certain amount of time. The gameplay is in managing the disarm time vs the risk from going through the trap.

One trap example is just a room/hallway that fires darts/arrows at you from both sides. A slight bit of twitch gameplay can avoid them (but if the shots are random, rather than a pattern, SOME percentage of the time there may be an unavoidable hit or two). I'm assuming you can survive multiple trap hits, whether or not you can survive a hit from the BBEG.

All in all, this is a fairly straightforward game with very few elements, choices the player must make, a victory condition, and multiple ways to lose.

8:12 pm
April 13, 2012


quill18

Ontario, Canada

Admin

posts 559

MetaSkipper said:

What about the other way around: You're trapped in a dungeon ("your" dungeon) of your making (again, your dungeon).

Sounds too similar to my last game!

I'm just a dude with Fraps and too much spare time.

8:13 pm
April 13, 2012


quill18

Ontario, Canada

Admin

posts 559

Jymm said:

"Baby's First Dungeon"-  The whole creation of a dungeon as a building block's style toy set.

That's pretty awesome. :)

I'm just a dude with Fraps and too much spare time.

5:13 am
April 14, 2012


jdc09

Indiana, USA

Member

posts 51

I have no idea what I am talking about…(now that we got that out of the way…)

 

Sooooo…something simple and easy…hmm…

 

Well…you could have just made your own dungeon…your dream dungeon…and you programmed a super computer to run it for you…the dungoen is deadly…very deadly…tons of traps and the walls are constantly shifting…trying to smash anything seen as a "threat"…Well…the last step was to add your monsters to your dungeon…you had bought some…grow ur own monster packets…or whatever…and so you start your onster spawner thing and are starting to make your way out…when you get to the door…you notice it is locked super tight…you had left your computer on…and it saw you as a threat…and was goign to start attackign you…

 

Sooooo…you have to go find the override switch to turn off the computer and escape…but there is only one problem…the switch is far away…you just spawned a bunch of angry monsters…and you have a super computer trying to vaporize you…it would play out as sort of a top down shooter with a puzzle feel…you have to get through rooms full of monsters and get to the over ride switch…there could be all kind of traps…and the walls could slowly move around…:o

 

when it comes to weapons you could have strewn them across your dungeon…or hid a emergency distress box…full of weapons which you planted in case something like this happened…

 

So the main idea is you are trying to fight your way to a switch so you can get out before you get killed by monsters the super computer…or worse…:o

 

have moving wall traps for the computer and AI monsters that walk around the dungeon looking for prey…which is you…

 

there could be a key on every floor which you have to find in order to switch the switch at the end…or just get to the next floor…maybe they could open boxes that have guns…:o

 

Ideas…:D

I don't know what I'm talking about. :o

12:08 am
April 15, 2012


quill18

Ontario, Canada

Admin

posts 559

@Cazee09 It's an interesting idea to have your own dungeon turn on you. That's going in the box for the future.

I'm just a dude with Fraps and too much spare time.

2:41 am
April 15, 2012


jdc09

Indiana, USA

Member

posts 51

I was kind of late…lol…:3

 

but about what you have already programmed…wouldn't it be easier if instead of clicking on a green square and dragging it to another green square…just clicking one green square and then clicking another…and it just snaps in over each other…

 

Idk…just and idea…

 

 

and although it doesn't fit in with the theme…your dungeon…I think it would be cool…since those pre-made little rooms you have there look like tetris block…you make a game where the dungoen room fall from the top of them map…and you play it sort of like tetris….until you fill it up…or you quit on your own…would be kind of fun I guess…

 

after you are done with your tetris dungoen you can put in monsters and items or what not…and then you can put it up for others to check out…:o…

 

I missed the first stream…and I only started watching the second one at the 5-10 min break…so i am still catching up…

 

but I don't quite get why you are using premade rooms…instead of like a left mouse click paint floor tile…and a mouse click right paint wall tile…you could have a toolbar with different kinds of things besides walls and floors too…:o

 

it would be sort of like paint…but instead of painting with colors…it is tiles…:o

 

dungeon painter!…lol…I'm not good with names…:o

I don't know what I'm talking about. :o

7:44 pm
April 15, 2012


Demonac

Moderator

posts 59

wouldn't it be easier if instead of clicking on a green square and dragging it to another green square…just clicking one green square and then clicking another…and it just snaps in over each other…

That's actually a very good point, worth thinking about for sure. You would just need a clear indication of which room is selected, and to show a ghosted version of the selected room at any green square you mouseover, so you could see what it would fit like before you click… I suspect your way would be easier to implement and (strictly speaking) slightly mechanically easier for the player. However, I think people might prefer the tactile feel of drag-and-drop. It's inherently more intuitive because that's how you would move and place real-world objects.

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