{"author_name":"triplefox","cat":"LD #17 - Islands - 2010","comments":[],"epoch":1272071040,"likes":0,"metadata":{"p_key":"71360","p_author":"triplefox","p_authorkey":"391","p_urlkey":"107181","p_title":"LD17 design: The Pirate Isles","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272071040","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"391","us_name":"triplefox","us_username":"\/author\/triplefox\/","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>In one sentence: &#8220;Island puzzles, like <a href=\"http:\/\/www.youtube.com\/watch?v=gC344LoZYdQ\">Lolo<\/a> with more destructibility.&#8221;<\/p>\n <p>Specific feature ideas:<\/p>\n <ul>\n <li>Cute PC character (somehow this has to fit into a 20&#215;20 tile without animation)<\/li>\n <li>Turn-based, on-the-grid movement. High technology is to be avoided for LD.<\/li>\n <li>Bombs that can be picked up and thrown, but need an external trigger<\/li>\n <li>A projectile pickup(should it be a rock, a bow+arrow, or a pistol? hmm&#8230;.) the player can choose when to fire<\/li>\n <li>Projectiles that, instead of instantly hitting, move at two tiles per turn<\/li>\n <li>Walls of various kinds, some of which are destructable &#8211; but part of the puzzle is to figure out which ones<\/li>\n <li>Cannons and cannonballs as an alternative to the projectile pickup<\/li>\n <li>Pirate enemies of various kinds that fire their own projectiles or swing swords when the player is in range! I&#8217;ll need to think about simple &#8220;AI&#8221; patterns that work into a puzzle design.<\/li>\n <li>Player goal: Make it from one end of the island to the other in each level (docks at either end)<\/li>\n <li>Stretch feature: Fire that spreads. Don&#8217;t know how this would work into a puzzle.<\/li>\n <\/ul>\n <p>Schedule estimates:<\/p>\n <ul>\n <li>Basic player movement and collision &#8211; 1h<\/li>\n <li>Create and integrate a tileset in Pro Motion &#8211; 3h<\/li>\n <li>Level layout data files and keys to skip through levels, level exits &#8211; 1h<\/li>\n <li>Implement projectile pickups &#8211; 1h<\/li>\n <li>Implement cannons, bombs and destructability &#8211; 1h<\/li>\n <li>Pirate AI #1 &#8211; 1h<\/li>\n <li>Pirate AI #2 &#8211; 1h<\/li>\n <li>HUD and title screen &#8211; 2h<\/li>\n <li>Create and integrate sound &#8211; 5h<\/li>\n <li>Level design &#8211; 5h<\/li>\n <li>Sleep &#8211; ~10h(Running a small deficit is OK, but it&#8217;s not worth it to try to power through.)<\/li>\n <li>Breaks &#8211; 6h<\/li>\n <\/ul>\n <p>Estimate: 37h<\/p>\n <p>I&#8217;ll set a tentative milestone for 8:00 on the 24th (PST) to have a one-level demo going.<\/p>\n <p>Then the rest of the time can be spent on fit+finish.<\/p>","time":"April 23rd, 2010 8:04 pm","title":"LD17 design: The Pirate Isles"}