{"author_name":"droqen","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[{"author_name":"killerstarbunny","time":"April 24, 2013 3:35 pm","epoch":1366835700,"text":"Just saying I think your are a genius.","spam":"N"}],"epoch":1282521840,"likes":2,"metadata":{"p_key":"69367","p_author":"droqen","p_authorkey":"1552","p_urlkey":"105170","p_title":"Droqen\u2019s Messy Worklog\/Journal","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282521840","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"1552","us_name":"droqen","us_username":"droqen","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Robocop and brainstorming<\/p>\n <p>enemies as weapons<\/p>\n <p>wielding enemies as melee weapons<\/p>\n <p>taking enemies&#8217; abilities<\/p>\n <p>throwing enemies as weapons<\/p>\n <p>enemy = that which actively opposes you<\/p>\n <p>weapon = tool by which to destroy stuff<\/p>\n <p>~<\/p>\n <p>enemies as weapons&#8230;<\/p>\n <p>obvious: Character uses enemies as weapons<\/p>\n <p>what if enemies use each other as weapons?<\/p>\n <p>or the other way around: your weapons become your enemies.<\/p>\n <p>weapons turning against you<\/p>\n <p>enemies as ammunition<\/p>\n <p>11:00 &#8211; 12:00<\/p>\n <p><span> <\/span>Better brainstorming &amp; Basic engine. Level or random level plans.<\/p>\n <p>okay, so:<\/p>\n <p>platformer along the bottom of the screen, and a bit of a shmup in the bigger picture.<\/p>\n <p>every enemy you destroy can be used as ammunition (?) or maybe launches up on its own.<\/p>\n <p>what i do<\/p>\n <p>enemies as weapons&#8230;<\/p>\n <p><span> <\/span>Every enemy is a walking SOLID with a BUTTON located somewhere on it.<\/p>\n <p><span> <\/span>To defeat an enemy, PRESS ITS BUTTON.<\/p>\n <p><span> <\/span>You have no attacks: some enemies \/ obstacles can only<\/p>\n <p><span> <\/span>be defeated by utilizing other enemies&#8217; buttons.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>The final boss will be a flying space ship that you need to shoot at with button enemies.<\/p>\n <p><span> <\/span>When the button is pressed, a robot&#8217;s life-force is totally extinguished<\/p>\n <p><span> <\/span>and put into powering the attack that follows.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>Some enemies will blow up after a certain amount of time,<\/p>\n <p><span> <\/span>and others will fire lasers,<\/p>\n <p><span> <\/span>etc.<\/p>\n <p><span> <\/span>Not all will be attacks per se; some will be shields or other things.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>YOU can be injured but can use explosions to your advantage maybe?<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>edit &#8211; or levers!<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>in any case, you&#8217;ve got:<\/p>\n <p><span> <\/span>enemies with bad parts that hurt, trigger parts that cause effect &amp; death,<\/p>\n <p><span> <\/span>and while they do move they&#8217;re also solid and push you around and you can ride them around.<\/p>\n <p><span> <\/span>They will not walk through one another.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>Compiling first working build:<\/p>\n <p><span> <\/span>CHARACTER can move and jump.<\/p>\n <p><span> <\/span>COLLISIONS implemented properly.<\/p>\n <p><span> <\/span>this adorable guy is ready to jump around like mad!<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>Levels: VERTICAL, oh so vertical.<\/p>\n <p><span> <\/span><\/p>\n <p>12:00 &#8212;&gt; 7:30<\/p>\n <p><span> <\/span>i feel asleep<\/p>\n <p><span> <\/span><\/p>\n <p>7:30 &#8211; 8:15<\/p>\n <p><span> <\/span>Work work work<\/p>\n <p><span> <\/span><\/p>\n <p>Okay not really that much working.<\/p>\n <p>Puzzled away at animating stuff.<\/p>\n <p>kinda awkward-looking.<\/p>\n <p>8:15 &#8211; 11:11<\/p>\n <p><span> <\/span>Breakfast, Relaxation, and Lunch.<\/p>\n <p><span> <\/span><\/p>\n <p>plans?<\/p>\n <p>11:11<\/p>\n <p><span> <\/span>&#8230;<\/p>\n <p>11:35<\/p>\n <p><span> <\/span>Clothing!<\/p>\n <p><span> <\/span><\/p>\n <p>~ WELCOME TO SATURDAY, SECOND HALF ~<\/p>\n <p><span> <\/span><\/p>\n <p>3:00 &#8211; 4:00<\/p>\n <p><span> <\/span>Back from wedding! Large gap.<\/p>\n <p><span> <\/span>Working on Foe\/Wpn archetype and relationship.<\/p>\n <p><span> <\/span><\/p>\n <p>4:00<\/p>\n <p><span> <\/span>Missioner Rd.<\/p>\n <p><span> <\/span>Mishner, Mischner, etc etc etc<\/p>\n <p><span> <\/span><\/p>\n <p>Not done yet! Adding the first enemy.<\/p>\n <p>4:00 &#8211; 9:30<\/p>\n <p><span> <\/span>Party down<\/p>\n <p><span> <\/span><\/p>\n <p>9:30 &#8211; 10:30<\/p>\n <p><span> <\/span>Drive back.<\/p>\n <p><span> <\/span>Design reconsideration:<\/p>\n <p><span> <\/span>Knock enemies up\/down by popping and stomping.<\/p>\n <p><span> <\/span>Any enemy put into this state (it may take a few hits?) will be put into a &#8216;bullet&#8217;<\/p>\n <p><span> <\/span>state where they bounce until landing safely somewhere.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>Player&#8217;s abilities are&#8230;<\/p>\n <p><span> <\/span><\/p>\n <p>11:00 &#8211; 11:30<\/p>\n <p><span> <\/span>Returned home. Back to work.<\/p>\n <p><span> <\/span>Checking some website crap.<\/p>\n <p><span> <\/span><\/p>\n <p>11:30 &#8211; 12:30<\/p>\n <p><span> <\/span>ACTUALLY back to work!<\/p>\n <p><span> <\/span><\/p>\n <p>Got some good work done; back at home! I&#8217;m off of laptop and back onto my desktop.<\/p>\n <p>Foe.as object is now better, as their reactions have been simplified.<\/p>\n <p>Player has two options &#8211;<\/p>\n <p>1. Pop enemies up from below. If they&#8217;re weak enough, this will result in their destruction<\/p>\n <p><span> <\/span>and subsequent conversion into projectiles which must hit the enemy boss ship up above<\/p>\n <p><span> <\/span>if they are to be useful in any way.<\/p>\n <p>2. Stomp enemies from above. This will weaken enemies, bounce the player, and almost NEVER<\/p>\n <p><span> <\/span>kills enemies. It will never result in a straight up projectile.<\/p>\n <p><span> <\/span><\/p>\n <p>Enemy boss ship has a few attacks, but&#8230;<\/p>\n <p>One attack drops EGGS (maybe several at once or maybe the attack just happens a lot).<\/p>\n <p>An EGG can be launched right back at the enemy ship with good timing, although it is<\/p>\n <p>a pretty weak shot.<\/p>\n <p>It explodes after a very short time, and an enemy bursts out.<\/p>\n <p>~ WELCOME TO THE MORNING ~<\/p>\n <p>2:00 &#8211; 2:30<\/p>\n <p><span> <\/span>Time to sleep.<\/p>\n <p><span> <\/span><\/p>\n <p>There is a SPACE INVADER BOSS at the top of the screen, dropping eggs as its moves.<\/p>\n <p>Currently the screen gets saturated and oversaturated with eggs and then basic enemies (Stampies)<\/p>\n <p>Next steps:<\/p>\n <p>1. Make enemies fire projectiles upon death<\/p>\n <p>2. Make another enemy that deactivates when stomped on<\/p>\n <p>3. MODERATE # OF ENEMIES ON-SCREEN using MOST or ALL of the below&#8230;<\/p>\n <p><span> <\/span>a) dropping fewer eggs when more enemies are on-screen<\/p>\n <p><span> <\/span>b) making enemies occasionally kill themselves<\/p>\n <p><span> <\/span>c) making enemies &#8216;eat&#8217; eggs if there are too many of them? (too many enemies)<\/p>\n <p><span> <\/span><\/p>\n <p>REMEMBER: LUDUM DARE!<\/p>\n <p>2:30 &#8211; 10:15<\/p>\n <p><span> <\/span>Sleeping!<\/p>\n <p><span> <\/span><\/p>\n <p>10:15 &#8211; 11:15<\/p>\n <p><span> <\/span>Resume work after waking<\/p>\n <p><span> <\/span><\/p>\n <p>32, 29, 26, 24, 22, 20, 18, 16,<\/p>\n <p>14, 12, 11, 10, \u00a09, \u00a08, \u00a07, \u00a06<\/p>\n <p>Invader drops eggs. Enemies will &#8216;hurt&#8217; you.<\/p>\n <p>Eggs are intangible now.<\/p>\n <p>YAY it&#8217;s all dandy<\/p>\n <p>12:00<\/p>\n <p><span> <\/span>Log not being very loggy.<\/p>\n <p><span> <\/span>Currently player cannot die,<\/p>\n <p><span> <\/span>but otherwise basic game is complete!<\/p>\n <p><span> <\/span>BOSSMAN drops eggs which explode into fresh enemies (only one type).<\/p>\n <p><span> <\/span>You (PLAYER) can jump on heads of enemies to bounce, or slide under and pop up to kill them and turn them into air projectiles.<\/p>\n <p><span> <\/span>These projectiles knock the BOSS back one superlarge pixel, dealing one damage.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>I may introduce some kind of health system for each pixel of knockback.<\/p>\n <p><span> <\/span><\/p>\n <p><span> <\/span>Next step: NEW ENEMIES.<\/p>\n <p><span> <\/span>and honestly that&#8217;s about it! I&#8217;m almost done &lt;3<\/p>\n <p><span> <\/span><\/p>\n <p>~ HELLO 24-HOUR CLOCK ~<\/p>\n <p><span> <\/span><\/p>\n <p>13:00<\/p>\n <p><span> <\/span>Have finished adding &#8216;Red&#8217;, the jumpy bastard of a counterpart to the player, &#8216;Blu&#8217;<\/p>\n <p><span> <\/span>(not really tf2 related &gt;_&gt;)<\/p>\n <p><span> <\/span><\/p>\n <p>13:20 &#8211; 13:30<\/p>\n <p><span> <\/span>Eating food.<\/p>\n <p><span> <\/span><\/p>\n <p>13:30<\/p>\n <p><span> <\/span>Back to work. Brainstorming new enemies &amp; considering new music<\/p>\n <p><span> <\/span><\/p>\n <p>larger enemies &#8230;<\/p>\n <p>Enemy that grows up eventually after hatching<\/p>\n <p>13:37<\/p>\n <p>What else?<\/p>\n <p>Need more enemy designs, especially for more difficult sections.<\/p>\n <p>Ranged attacker enemy<\/p>\n <p>Music making failing; movie in the same room = no chance for success<\/p>\n <p>16:00<\/p>\n <p><span> <\/span>Wow! It&#8217;s been a while!<\/p>\n <p>&#8230; and then I went six hours without writing anything else.<\/p>\n <p>This time was spent adding the pointy-headed crown bastard of an enemy, tweaking stuff,<\/p>\n <p>eating homemade pizza for dinner,<\/p>\n <p>uh&#8230; making a title screen, win screen, lose screen, and then desperately scratching around in the dirt for a NAME for this game.<\/p>\n <p>&#8216;Undermine&#8217;.<\/p>\n <p>Enjoy!<\/p>","time":"August 22nd, 2010 7:04 pm","title":"Droqen\u2019s Messy Worklog\/Journal"}