Posted October 21, 2020 by Games By Candlelight
#Ludum Dare #LDJAM
My 11th Ludum Dare was once again filled with ups and downs, but I did manage to put out a game. This is the story my LD47 Jam entry, The Pongs. This blog contains an overview of my development weekend and some technical details.
There’s not much to talk about for this day. Once the theme was announced (“Stuck In A Loop”), I do what I always do… come up with no ideas. Usually, I like to review the themes before they are announced and come up with some basic ideas, but I did not get that opportunity this time. After a few hours coming up with nothing, it was now early Saturday morning (EST) and I decided to call it a night.
Saturday morning, and still no good idea. I had a couple of ideas, but nothing I wanted to really work on. It was at this point I decided that LD47 may not be for me, and I shut it down… discouraged as always.
Not one to totally give up, I decided to give it another try and put out something rather simple. I played around a bit, and got a pong-like game working where you try to shoot the squares out of the loop they are stuck in. Progress was slow, and the game was not all that interesting to me.
I used some basic Photoshop skills to create the loop. Using Unity, I rotated the loop, and added basic square and triangle shapes to create the pongs and the center firing mechanism. I was going for a retro look, so the white shapes seem to fit well. Physics added to everything.
By the end of the day, I had pongs bouncing around inside a rotating loop, and I can fire bullets at the pongs. I’m still not loving this concept, and considered giving up so many times, but I kept going.
It wasn’t until I decided to add faces to the Pongs that the game started to interest me. Back to Photoshop to add eyes and several mouth styles. The face script is pretty basic, but here is where the pong’s character is created. The eyes will blink randomly every 4 to 6 seconds. The mouth will change shape depending on what happens. The default is a smile, and will change to a frown if it hits a wall. It will change to a surprised look when a bullet collides with it.
Keeping with the retro look, I added some blips and a chiptune soundtrack. At this point, I found myself laughing at the reactions of the pongs while I was play testing and I began to think I may have a game here after all.
I added some additional sounds for when a pong finally escapes. I recorded myself doing some “Yay!” sounds, loaded them up in Audacity and raised the pitch. I think it came out well, and really adds to the game.
Since I didn’t really get a good pace on development until Day 3, I of course missed submitting for the Compo, but there’s still time for the Jam, and now I’m “all in”. I no longer had time to put together a way to increase level difficulty as the game progresses, so I decided to create the options screen where you can choose the number of pongs, the speed of the loop rotation, and (if you are daring), the option for a second loop.
It was a difficult Ludum Dare for me, but I have a submitted game that I liked playing and developing. I am happy with the way my game turned out, and I am considering enhancing the game and doing a full release… there are a lot of features I would like to add.