Sunday
5:00 AM – final progress for tonight. The deadline is looking grim, but I’ll keep on trucking.
2:50 AM – woah, is it Sunday already? I’ve lost track of time these past few hours. Staying up late to make a final push into prototyping, lots of little details getting in, but still far away from completion.
Saturday
8:35 PM – as always with these things, the key is to expect delays. Right now it looks like I’m going to be pushing hard to finish the prototype tonight. Art assets (and dinner and other things) have slowed me down a bit.
4:20 PM – art’s coming along with some little tweaks. The next goal is to get to tier 2 (playable prototype) by midnight tonight. Taking a short break to get outside, enjoy the nice weather, and then come back recharged and ready to go.
2:40 PM – basic systems for the most part are in place. Consider the first milestone reached. Now I’m back to Photoshop drawing new art assets up for the prototype.
Here’s a picture to give an idea what’s going on now!
1:55 PM – bullets are going in, right now they fire at various points, now I just need to assign responsibilities and destruction and we’re almost at tier 1!
12:30 PM – quick break for food. Things are progressing alright, I feel that I can be done with the 1st tier of development (systems in place) by 3 PM or so. That includes basic spawning of enemies, attack cycle, a little bit of resource management, and player interaction.
10:45 AM – rested and ready to work again! This current push is to get basic systems within the game working.
3:45 AM – First images!
3:20 AM – so my idea is basically that you are the advancing wall of doom. Or rather you control the wall of doom (which is a massive machine ala FernGully). In a lot of ways I imagine it to be an inverse tower defense-style game. Unfortunately, it looks like this isn’t the most original idea, but it’s something that clicked early on. I’m going to do a little more work tonight before getting some sleep and starting again tomorrow, getting the basic systems in place as quickly as I can.
1:25 AM – game idea hatched and now working on the design doc and schedule. Trying to apply lessons learned from the Global Game Jam (and the lessons I’m going to teach when I present at the Triangle Game Conference). So even in 48 hours it helps to have a schedule to adhere to and a design document to follow, even if everything goes to hell at the end.
Friday
11:11 PM – I’m taking part of Ludum Dare 14, a 48-hour solo game-making competition. The rules are simple, finish something under the theme in 48 hours working alone and making everything from scratch. The theme for this one? Advancing wall of doom. I currently have no concrete ideas, but 48 hours to go!
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