|||| 8 - 15 nov 2014 ||||
7DFPS ...
stage 2: player movement
Got some basic player controls down, though still need major tweaking. If I can get them playable by the end of the day (oops out of time already!), then in order to remain on schedule, I'll have to design and build the entire maze Mon/Tues. Hmm........ Haha! This will be fun. http://i.imgur.com/tlys2ud.gif Had this little epiphany that most of my game ideas revolve around mechanics and controls. Like, what would the controls be like to fly a bird? What mechanics would govern the flight: banking, soaring, etc. And the game or demo or whatever, grows from there. It's not bad necessarily.. to approach things this way... But this little thought I just had was: what if I started, instead, with a theme? I don't mean like a ludum dare theme, like "ninjas" or "escape" or whatever -- a vague thing, intended to just be an impetus, a springboard for ideas. No, I mean more like a narrative theme. Like the kind you'd find running through novels and at the heart of short stories. Things like "you don't know what you've got till its gone" or "you don't always get what you want, but often, you get just what you need" or "happiness is only real when shared," or "sadness is beautiful" or whatever... (bad examples but maybe you know what I mean.) Getting way off topic. Next post will be about maze design, I suspect.
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