[Ludum Dare] Road Rage

Hi guys, I thought I'd post my entry too: Road Rage

I'd like to do a thorough postmortem once I've caught up on some sleep, but like @TheFuntastic posted, here's a quick summary:

What went right:
- The traffic simulation, while haphazardly coded, results in some wonderfully funny, even borderline realistic road chaos
- Used the 'minimalism' theme to go for simple, effective graphics. Doing no 3D modeling and little texturing gave me LOTS more time
- Gave myself the extra day of the Jam to compensate for a night out and a slow first day
- Managed to squeeze 7 levels in

What went wrong:
- Had a rotten first day wrestling with the traffic simulation, and generally struggled with it. I should have taken some time to carefully read up about traffic/city driving simulation, if only to get some ideas.
- Didn't really get to explore the timing/movement-strategy gameplay until the last level, which ramped up the difficulty massively! I would like to explore the puzzle options for this one.
Thanked by 1Tuism

Comments

  • This is actually pretty damn cool! The idea is well thought out, the mechanics are obvious and easy to learn, but the space to play in is huge. Very fun :)
  • Why does the status bar at the bottom looks so familiar?
  • I wasn't sure the control system was doing that much for it. But then when when you get flattened by raging drivers that was freaking hilarious. Think that points to two directions you can focus on. Either being vunerable in traffic, or the simulation aspect. Causing the biggest amount of carnage possible by being an old granny crossing the street would be pretty hilarious - though perhaps not the most long lived game ever.

    Glad to see you overcame your hangover to get something out ;)
  • Hey guys, thanks for playing!

    @Tuism: Much appreciated, I'm glad you found it fun. There's definitely a lot more to be explored there true.

    @aodendaal: Not too sure why that feels familiar - I'll have a think.

    @TheFuntastic: Thanks man, totally how I felt re: the control too. I had a feeling that the player control might've have been a pointless distraction, but I had hoped that I could combine a kind of Frogger style action mayhem with the strategy, and that seems to have worked out pretty well. Plus, ye, it's pretty funny :D
    I think I'd want to keep both styles of play in so that it doesn't just degrade into a dodge-fest. I'd like to include clever ways to move around the map more quickly, to change the flow of traffic and avert disaster, and I think it would turn into a regular puzzler if the player movement was gone.
    Yup, the hangover was strong with me... I think it helped me forge that surly driver AI :P
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