Game Postmortem
The Idea
This
is my fourth game jam. In the past, I struggled because I tried to
create games that were too creative, and had too many bells and
whistles – I’m told this
is called “overengineering.”
So this
time around, my goal was to be as un-creative
as possible, and to create a very standard game in a well-established
genre (but hopefully a game that was fun to play).
When
the Ludum Dare theme of “keep it alive” was announced, I decided
that a tower defense game best fit all my requirements. A quick
aside: Tower
defense games seem to have
gotten a bad rap ever since
the invention of smartphones and the proliferation of copycat
skinnerware tower defense games. To many people, the phrase “tower
defense” conjures the same
ideas as the phrase “match
3.” But that wasn’t always the case. I have many fond memories of
playing custom tower defense maps made for warcraft 3. These maps
varied wildly in terms of mechanics and themes, and
they were HARD. I distinctly remember the feeling of having a maze
of towers that felt impregnable, only to get utterly destroyed by a
few brutal rounds.
As
for the flavor of my entry, I was inspired by the film Ice Age to
make the goal be to save
a creature on the verge of extinction (but
I went with a mammoth instead of a dodo bird to distance myself from
that movie). I love silly themes like “cavemen,” so this was a
great fit for me. I started
jotting down some caveman-related puns, and the
rest, as they say, is prehistory.
First Steps
At the top of my planning sheet, I wrote the following unit descriptions:
CAVEMAN: Standard inexpensive attacking unit. A paragon of culture and sensitivity.
CAVEWOMAN: Attacking unit that has the chance to stun enemies. Like a caveman, but more sophisticated.
CAVEMANSPLAINER: Increases the damage of nearby friendly units. Ugh, not this guy again.
MANCAVE:
Slows down nearby enemies. Relax!
Take a load off.
CAVETOWN: Attacks with very high splash damage. This is home!
CAVE PAINTING: Does not attack, but greatly increases your score. Leave some doodles to keep future archaeologists busy.
The entirety of the next 48 hours would be spent tearing my hear out, trying to implement and fix gameplay mechanics, just to get to the point where I could put these quippy little unit descriptions into the game. So it’s a bit ironic that I ran out of time and had to leave them out, but them’s the breaks!
As for the mechanics of the game, I recognized three main options: 1. Enemies traveled down a path and your towers would snap to specific locations along a grid, but not on the path
2. There’s no grid; You can build units wherever you want, just not too close to existing units and not on the enemies’ path (this is the “bloons” approach)
3. There is no enemy path, and instead you have to create a maze for enemies to go through using your towers (which snap to a grid).
I really like option 3, but that would need the enemies to have pathfinding algorithms so they could find a path through any maze, and I thought implementing pathfinding would be too ambitious in 48 hours. Of course, now I realize that pathfinding is a standard part of haxeflixel, and would have been super fast to implement. Oh well!
Between options 1 and 2, I actually tried implementing both at various times, but ultimately went with option 1. This was partly because I couldn’t get overlap testing for circular sprites to work very well, and I don’t think option 2 is very satisfying with square-shaped units. Though part of me loved the disorganized look of cavemen not snapped to a grid…
Files
Tusk Til Dawn (made in 2 days)
A prehistoric tower defense
Status | Prototype |
Author | blaise-rascal |
Genre | Strategy |
Tags | Ludum Dare 46 |
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