Make a procedural Lemmings clone that is also a to-do list and implements the game jam mechanics (DK15)

Ry GameDev DK30 Fall 2020 1 1

Description

I’ve had this idea for a game for a while, where you have some sort of village that contains you’re villagers. These villagers can be spawned out of the village into a pixel based world and they then act in a similar way to the units in the video game Lemmings. I also wanted to make this game in such a way that it has some persistence and some time gated mechanics. This would allow me to combine it with to-do list manager that rewards/punishes you’re village/villagers depending on if you complete or fail real world tasks on your to-do list. It sounds a bit weird but it all kinda works in my head. I also have and idea to implement the game jam mechanic (Two are better than one) where a single unit can be split into 2. Additionally I’m using Godot (which I’m quite new too) and trying to use better architectural practices. I’m starting this DK30 a bit late due to the fact that I was finishing off a Halloween game jam. I’ll see what I can get done in a couple of weeks to produce something for the game jam and then see where I am after that.

Recent Updates

Ry 4 years ago

Final update & thoughts

Game is playable at https://ry-games.itch.io/todo-town

I managed to submit something for the game jam within the original deadline however once I’d uploaded it I realized there were a few issues with the build. Luckily the game jam deadline got increased by a couple of days which gave me some time to fix these issues. I’ve decided to stop here after 2 weeks and having given it some thought I think this is something I might on a more regular basis. Week 3 is always incredibly grueling so why not just skip it do something else and return to the project at a later date. I don’t think I would have had this idea if I hadn’t started late so I guess that all worked out well in the end. In the future I’ll probably be doing DK15’s (possibly 2) instead of DK30’s and I’ll see how it goes. As for this project I think it went quite well. I managed to make a simple, playable game that I’m happy with and even though I did not manage to implement the game persistence and to-do list mechanics that I wanted, I feel I can add these at a later date. I’m also starting to see the benefits to using stronger architectural practices for certain projects.

Ry 4 years ago

Week 2 - A slow decent into madness

Since I wanted to submit something for the game jam and I had started late I only had 1 more week to try and make something that was playable. This meant that the stronger architectural practices that I’d used in the first week got abandoned in favor of writing code that was quick and messy. This allowed me to get a lot done in week 2. I managed to make a procedural terrain generator, add more unit abilities, add some music and make the basic rules for winning the game. Although much of this code is a mess, I can tidy it up at a later date if I choose to continue with this project.

Ry 4 years ago

Week 1 - A slow but strong start

I’m very new to the Godot engine and I have also been learning about programming patterns and architecture since earlier on this year. So when I started this project I decided to try and implement some stronger architecture as well as some of the patterns. This seemed to go reasonably well but did take significantly longer to get the project going. I managed to implement the basics of the game with units moving around and able to perform some basic actions on a predefined level.

Estimated Timeframe

Oct 30th - Nov 30th

Week 1 Goal

Make a map and units that can move around in and do basic functions.

Week 2 Goal

Make procedurally generated terrain, finish adding unit abilities, add music and implement win condition rules.

Week 3 Goal

N/A

Week 4 Goal

N/A

Tags

  • game dev
  • Lemmings
  • Godot