{"author_link":"\/users\/asbjorn","author_name":"asbjorn","author_uid":"asbjorn","comments":[],"epoch":1665080736,"event":"LD51","format":"md","ldjam_node_id":309194,"likes":4,"metadata":{"p_key":"168909","p_author":"asbjorn","p_authorkey":"1306178","p_urlkey":"396667","p_title":"Timeslime: The Making Of","p_cat":"LDJam ","p_event":"LD51","p_time":"1665080736","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1306178","us_name":"asbjorn","us_username":"asbjorn","event_start":"1664496000","event_key":"114","event_name":"Ludum Dare 51"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD51","removed_author":false},"_superparent":296586,"_trust":1,"author":306178,"body":"![banner.png](\/\/\/raw\/20c\/a4\/z\/528fa.png)\n\nSince we used Gitlab CI to automatically build our game on each `git push`, we have easy access to bunch of [builds of earlier versions](https:\/\/gitlab.com\/AsbjornOlling\/timeslime\/-\/pipelines)\n of the game online.\n\n**EDIT: Apparently Gitlab CI artifacts expire after 30 days, so all of the links in this post are dead. Oh, well..**\n\nI thought it would be fun to post some links to earlier versions, so you can see how our game came along.\n\n# Earliest build I have\n\nCommit `ea57884d` - Saturday at 3PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3113857550\/artifacts\/public\/index.html)\n\nWe had the top scanner bar working, but it doesn't display any inputs.\nAll the graphics are the godot logo. We were going for an orange UI at the time. Movement was continuous, and not on a grid. There are no bounds, and larger screens just get a larger visible area.\n\n[![earliest.png](\/\/\/raw\/20c\/a4\/z\/528cb.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3113857550\/artifacts\/public\/index.html)\n\n# Decide to play on a grid\n\nCommit `873067c6` - Saturday at 6PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3114014752\/artifacts\/public\/index.html)\n\nWe decide to make the movement grid-based, to make the loops more predictable. Back when they were continuous, it was impossible to avoid drifting (a lot) on each loop. It was also hard to visualize the movments in the top bar.\n\nWe made the background dark. We changed controls to have movement on WASD, and shooting on Arrow keys. There was some discussion about this - and some players have commented on this after release. (We should probably make this configurable, post-jam).\n\n[![grid.png](\/\/\/raw\/20c\/a4\/z\/528cf.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3114014752\/artifacts\/public\/index.html)\n\n# Needs More Glow!\n\nCommit `20e4b744` - Sunday at 4PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115602715\/artifacts\/public\/index.html)\n\nWe have a (temporary) start screen and a game over screen now. If you've played the final game, you'll know that the game over screen didn't end up being so temporary. Very typical...\n\nWe removed the Godot logo sprites and added a big bad glow effect. We made the bar in the top larger, and made the background completely black. We put stuff on a centered, bounded grid (but it's still invisible).\n\nThis game plays more or less like the final version. The most notatble differences in mechanics here are that bullets can shoot bullets, enemies killing enemies gives you points, and the spawning logic is a bit different.\n\n[![glow.png](\/\/\/raw\/20c\/a4\/z\/528e0.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115602715\/artifacts\/public\/index.html)\n\n# Juice it up\n\nCommit `1d4adc3c` - Sunday at 10PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115997690\/artifacts\/public\/index.html)\n\nWe add a grid to the background, make the top scanner bar pretty. There are now particle effects when killing enemies. It's beginning to look similar to the final version.\n\nThis game still has way different strategies than the final game. If you spam enough shots, you can practically become invincible. A playtesting friend managed to get thousands of points in this version.\n\n[![sunsun.png](\/\/\/raw\/20c\/a4\/z\/528f1.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115997690\/artifacts\/public\/index.html)\n\n# Polish, Polish, Polish\n\nCommit `75406e0a` - Monday at 6PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3120234657\/artifacts\/public\/index.html)\n\nThe main character now interpolates between grids when moving, instead of just instantly blinking over.\nWe added controls to the background. We added a highscore screen. There are now particle effects when the bullets hit the walls, and screenshake when killing an enemy. The shots are colored according to who shoots them.\n\nIn terms of gameplay, we added the ability to melee-kill opponents, and we added the miss-bonus so prevent players from wanting to fill all squares with bullets. We added the restriction of shooting only once per round, and we added the +10 point clear bonus to incentivize players to get out there and shoot stuff, instead of just dodging bullets.\n\nThe game still doesn't have a theme at this point.\n\n[![polish.png](\/\/\/raw\/20c\/a4\/z\/528f2.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3120234657\/artifacts\/public\/index.html)\n\n# Final edition: Slap theme and name on it in the very last moment\n\nCommit `4763b71d` - Monday at 11:40PM\n\n[Click here to play](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3121277322\/artifacts\/public\/index.html)\n\nWe were having a really hard time coming up with names. Loopy Boi? Cyberspace Timeloop? They all kind of sucked.\n\nWe decided of forcing the game into a more concrete setting, instead of trying to find a name for the abstract game we made. Once the name \"Timeslime\" was suggested, we commited hard and started making the main character look like a slime. We added the particle effect slime trail behind it, we made it more green and rounded the corners, and we made it stretch a little bit when it moves. Then we hurriedly made a cover image in Aseprite and slapped a logo on it.\n\nThis is the game we submitted for LD51.\n\n[![screenshot.png](\/\/\/raw\/20c\/a4\/z\/528f4.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3121277322\/artifacts\/public\/index.html)\n\nSorry if this was a bit much of a wall of text - I hope someone out there enjoyed stepping through the process with me :3 \n\nLet me know what you think! How was your process similar or different?","comments":3,"comments-timestamp":"2022-10-06T19:03:54Z","created":"2022-10-06T16:44:21Z","files":[],"files-timestamp":0,"id":309194,"love":4,"love-timestamp":"2022-10-06T20:23:37Z","meta":[],"modified":"2023-09-29T19:21:54Z","name":"Timeslime: The Making Of","node-timestamp":"2023-09-29T19:21:54Z","parent":306181,"parents":[1,5,9,296586,306181],"path":"\/events\/ludum-dare\/51\/timeslime\/timeslime-the-making-of","published":"2022-10-06T18:25:36Z","scope":"public","slug":"timeslime-the-making-of","subsubtype":"","subtype":"","type":"post","version":1155512},"node_metadata":{"n_key":"309194","n_urlkey":"396667","n_parent":"306181","n_path":"\/events\/ludum-dare\/51\/timeslime\/timeslime-the-making-of","n_slug":"timeslime-the-making-of","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"306178","n_created":"1665074661","n_modified":"1696015314","n_version":"1155512","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/51\/timeslime\/timeslime-the-making-of","text":"![banner.png](\/\/\/raw\/20c\/a4\/z\/528fa.png)\n\nSince we used Gitlab CI to automatically build our game on each `git push`, we have easy access to bunch of [builds of earlier versions](https:\/\/gitlab.com\/AsbjornOlling\/timeslime\/-\/pipelines)\n of the game online.\n\n**EDIT: Apparently Gitlab CI artifacts expire after 30 days, so all of the links in this post are dead. Oh, well..**\n\nI thought it would be fun to post some links to earlier versions, so you can see how our game came along.\n\n# Earliest build I have\n\nCommit `ea57884d` - Saturday at 3PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3113857550\/artifacts\/public\/index.html)\n\nWe had the top scanner bar working, but it doesn't display any inputs.\nAll the graphics are the godot logo. We were going for an orange UI at the time. Movement was continuous, and not on a grid. There are no bounds, and larger screens just get a larger visible area.\n\n[![earliest.png](\/\/\/raw\/20c\/a4\/z\/528cb.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3113857550\/artifacts\/public\/index.html)\n\n# Decide to play on a grid\n\nCommit `873067c6` - Saturday at 6PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3114014752\/artifacts\/public\/index.html)\n\nWe decide to make the movement grid-based, to make the loops more predictable. Back when they were continuous, it was impossible to avoid drifting (a lot) on each loop. It was also hard to visualize the movments in the top bar.\n\nWe made the background dark. We changed controls to have movement on WASD, and shooting on Arrow keys. There was some discussion about this - and some players have commented on this after release. (We should probably make this configurable, post-jam).\n\n[![grid.png](\/\/\/raw\/20c\/a4\/z\/528cf.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3114014752\/artifacts\/public\/index.html)\n\n# Needs More Glow!\n\nCommit `20e4b744` - Sunday at 4PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115602715\/artifacts\/public\/index.html)\n\nWe have a (temporary) start screen and a game over screen now. If you've played the final game, you'll know that the game over screen didn't end up being so temporary. Very typical...\n\nWe removed the Godot logo sprites and added a big bad glow effect. We made the bar in the top larger, and made the background completely black. We put stuff on a centered, bounded grid (but it's still invisible).\n\nThis game plays more or less like the final version. The most notatble differences in mechanics here are that bullets can shoot bullets, enemies killing enemies gives you points, and the spawning logic is a bit different.\n\n[![glow.png](\/\/\/raw\/20c\/a4\/z\/528e0.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115602715\/artifacts\/public\/index.html)\n\n# Juice it up\n\nCommit `1d4adc3c` - Sunday at 10PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115997690\/artifacts\/public\/index.html)\n\nWe add a grid to the background, make the top scanner bar pretty. There are now particle effects when killing enemies. It's beginning to look similar to the final version.\n\nThis game still has way different strategies than the final game. If you spam enough shots, you can practically become invincible. A playtesting friend managed to get thousands of points in this version.\n\n[![sunsun.png](\/\/\/raw\/20c\/a4\/z\/528f1.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3115997690\/artifacts\/public\/index.html)\n\n# Polish, Polish, Polish\n\nCommit `75406e0a` - Monday at 6PM\n\n[Click here to play it](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3120234657\/artifacts\/public\/index.html)\n\nThe main character now interpolates between grids when moving, instead of just instantly blinking over.\nWe added controls to the background. We added a highscore screen. There are now particle effects when the bullets hit the walls, and screenshake when killing an enemy. The shots are colored according to who shoots them.\n\nIn terms of gameplay, we added the ability to melee-kill opponents, and we added the miss-bonus so prevent players from wanting to fill all squares with bullets. We added the restriction of shooting only once per round, and we added the +10 point clear bonus to incentivize players to get out there and shoot stuff, instead of just dodging bullets.\n\nThe game still doesn't have a theme at this point.\n\n[![polish.png](\/\/\/raw\/20c\/a4\/z\/528f2.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3120234657\/artifacts\/public\/index.html)\n\n# Final edition: Slap theme and name on it in the very last moment\n\nCommit `4763b71d` - Monday at 11:40PM\n\n[Click here to play](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3121277322\/artifacts\/public\/index.html)\n\nWe were having a really hard time coming up with names. Loopy Boi? Cyberspace Timeloop? They all kind of sucked.\n\nWe decided of forcing the game into a more concrete setting, instead of trying to find a name for the abstract game we made. Once the name \"Timeslime\" was suggested, we commited hard and started making the main character look like a slime. We added the particle effect slime trail behind it, we made it more green and rounded the corners, and we made it stretch a little bit when it moves. Then we hurriedly made a cover image in Aseprite and slapped a logo on it.\n\nThis is the game we submitted for LD51.\n\n[![screenshot.png](\/\/\/raw\/20c\/a4\/z\/528f4.png)](https:\/\/asbjornolling.gitlab.io\/-\/timeslime\/-\/jobs\/3121277322\/artifacts\/public\/index.html)\n\nSorry if this was a bit much of a wall of text - I hope someone out there enjoyed stepping through the process with me :3 \n\nLet me know what you think! How was your process similar or different?","title":"Timeslime: The Making Of","wayback_source":[]}