I’m taking on a side-project from my side-project this weekend in celebration of the Global Game Jam. They’re a bit related, though!
The Diversifiers of Inspiration
GGJ does its best to help spice things up a bit by posting not only a theme, but also “diversifiers.” Diversifiers can be thought of as challenges or achievements to strive for you in your game development, and are usually a diversion from “standard” gameplay mechanics. I particularly like them as they spark my imagination.
The list of diversifiers this year was full of inspiring angles on gameplay (even if they are a bit technically heavy this time around). The ones that jumped out at me were numbers 3 and 4:
3. Asymmetry
(Every player is different)
The game requires more than one player, but each player has entirely different goals and rules.4. Collaborative Casual/Hardcore
(Two players: one casual, one hardcore)
Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).
I’ve been on a recent co-op kick; the barren wasteland of co-operative video games drove me to board gaming, where I’ve been having a lot of fun. I’m often pining for titles I can play at my computer – and with my girlfriend, who has significantly different tastes in games.
This particular mixture of asymmetry, differing skill levels, and my own personal desire for co-op play, seemed to open up several doors in my imagination. Maybe I could fill this void! Llamas to Space was born!
Setting Up
I’ve been developing for mobile devices for the last week, but a lot of my time spent has been learning the ropes. I feel like I know enough now to make something much faster than before, if I build on what I learned. I decided right from the start that Llamas to Space would be:
- iPad only
- Co-operative, 2 player
- Simultaneous gameplay
- With two very different games for each player
- … but the two games have intermixed mechanics; one players performance can effect the other player.
I hope that mix will make engaging gameplay, encourage discussion between players, and be a fun game that can be shared across diverse gameplay preferences.
I also settled on a bit of a backstory and plot to help guide the style and development. I’ll save that for later. :)
I slapped together a few placeholder pieces of art, and set out to do what I do with all my jam games: learn something new.
Work so far
The first thing I needed to tackle was handling simultaneous touch inputs for two different players. This is something I’ve never done before, wasn’t sure was possible using AS3/AIR, and I definitely had no way of emulating it on my PC dev environment.
After some scouring of the internet I figured out how the touch event listeners worked, I got my first tech-test app built surprisingly fast! Took me about 30 minutes to have the basic arena setup with two player inputs being tracked seperately.
I actually spent much more time figuring out how to work around the PC emulation problem. I can’t develop very quickly if I have to push a build to my iPad every time I compile. I didn’t find a good solution so I just hacked another layer of mouse event listeners on top of everything else. It’s messy, but that’s what gamejams are for: messy code!
All in all, I only put in 3 hours of work today (we had a late start and some technical issues at the GGJ venue). But I manged to pull off this:
Glorious programmer-art! The brown line is the divider that cuts through the middle of the iPad screen; one player plays on the bottom (cropped in this photo), the other player plays on the top.
What I’m demonstrating here is a basic “castle defence” style of gameplay; badguys stream in, and you have to repel them by hitting them with lobbed mortars (missle-command style, I suppose). I’ve got a lot of ideas for making this a difficult, unique action-gameplay experience. For now, I’m happy to say that player 1 actually has something to do, with actual win/lose conditions!
I’m also excited to have implemented what is, essentially, mini-blitting for the first time. The backdrop gets “stamped” with death and crater images; they aren’t unique gameplay objects, and they don’t fade with time. I’m guessing the battlefield will be pretty piled up at the end!
I haven’t worked on player 2′s game yet so I’ll save that for another post. :)
Hope everyone else is having fun at GGJ this weekend!



You’re soloing? I thought GGJ was a co-operative thing?
Huh. Nobody told me it was a co-op thing? And I was soloing… Solo’d last year and the year before too!
But just before I left an artist offered to help so I guess I’m not soloing anymore.