S | Devlog #2

s

Phew.

This reminded me of my very first LD. I must’ve worked on this 13 or more hours yesterday, and still wasnt able to completely finish every little detail. However, it is functional.

After spending the first day doing only art, i still had no even oh so slight glimmer of an idea waiting at the horizon. I had no clue and no code. So, instead of sitting down and thinking something up, i just started implementing a control scheme (the drag mechanic, which i just KNOW will leave some people frustrated), and the procedual/random generation of the level. Still, however, no plan.

notcatan2

It was only in the last 2 hours or so, that i came up with the points and elements mechanic. I just hacked it in, panicing, not caring about any order in my now mess of assets, code and crashes. Every little piece of text i had to, in order to stay true to the art style, draw by hand, export, tile, import, adjust, place and implement. Oh the horror.

I was running out of time. 2 hours, 1 hour, 20 minutes, 10 minutes.

The instructions i just hacked together in what must have been a world record and then threw into the game and on my games page. Not a good thing to build a puzzler with a not immediately apparent ruleset, and then worry about instructions when the time for thinking is long over.

array

This is an array of text sprites. Of course, consistency is key!

But it is not all bad. It does feel like i did not quite achieve what i hoped i would, but i did still make a working game. In the end, just a few minor visual clues are really missing.

Ludum Dare once again forced me into making something playable in 48 hours.

notcatan4

Now, that i had a long good sleep, i am off to play some of the other wonderful entries!

Oh, and you can play S here.

Source: ludumdare.com archive

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