Thursday
Dec192013

Ludum Dare 28 Entry - Dodgy Ball


Dodgy Ball is, well… something. The idea was to make a TowerFall-like game with dodgeballs instead of arrows. I think we succeeded in our most basic goals, but the result can be a bit buggy and some of the platforming elements aren’t always consistent.

I had never really attempted to do a proper 2D physics platformer before, which is where most of the “dodgy”-ness comes from. Platform collisions aren’t perfect. Floor and wall jumping forces aren’t 100% reliable. And the code for picking up and catching balls is hacked together at best. Actually, there isn’t a single line of code in the whole thing. Everything was done in Playmaker for Unity, which might explain some of the problems. All that being said however, I think this might be the most fun I’ve had with any game I’ve ever created myself.

TowerFall and Samurai Gunn have been on my mind a lot lately. So when I heard the theme announced, I quickly gravitated to the local multiplayer concept. Requiring multiple players and controllers unfortunately rules out a pretty large number of potential players, but hey, it has been a game type I have wanted to experiment with for a while. I also wanted to do something totally different than our last Ludum Dare entry, TimeFrame.

I spent at least 90% of the competition time refining the game’s controls. Only a few hours were spent on the art, animations, sound effects, and music (by the amazing Clark Aboud). The scoring elements and the start screen were literally implemented in the last hour of the jam. Luckily everything fell together just in time.

As much as I love the way the game plays, I think it would be necessary to go back to square one with the controls and physics if we were to release this as a polished game. I learned so much over the course of a single weekend that I’m sure it would be best served to scrap the existing code and retune everything from the ground up. Whether or not we decide to do that is up in the air. For the time being it’s back to full-time development on our primary project, Lacuna Passage.

« Ludum Dare 31 Entry - SUPER FUN FAMILY PRIMETIME TELEVISION SIMULATOR | Main | Ludum Dare 27 Entry - Time Frame »

Reader Comments (1)

Tyler, this was a fantastic experience. I agree with you wholeheartedly the experience needs more in it. All in all, it pushed me to slow down and think about the world I was in. I hope you expand this further, and I will share this with my friends, many of whom are avid indie gamers and will certainly appreciate this. Even if you never make it back to this project, I'm excited to hear you wanted to work with the Oculus, and I wish you the best of luck!

Sincerely,
Kyle Martin

January 13, 2014 | Unregistered CommenterKyle Martin

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