Progress

So it’s nearly 12am. GMT+9 is a nice timezone to start Ludum Dare but a pretty awful one to finish it in.

I’m feeling fairly committed at this point. I’ve been pondering giving up on aiming for the compo and giving myself the extra day with the jam – it’s not like I have anything better to do tomorrow – but it’s not really the same.

The party last night did not help at all. Getting to bed at 2:30 am after drinking a fair amount of sake (language failure – we ordered one bottle between us which turned into one bottle each…) lead to getting up late and being pretty drowsy all day. This wouldn’t be the first time that a drinking party has scuttled my Ludum Dare efforts. It’s not like I go drinking very often even – it just seems that these things fall at inconvenient times.

But anyway, about the game.

screenshot

 

The weapon is a bouncy ball. The idea is that you’ll run (jetpack, hopefully) through a level and bounce it around walls to kill off the enemies.
Currently the ball can be fired by aiming with the mouse, it bounces around, and it kills the enemy if it hits them. The player can also move left and right.

The art is horrendous (you’re not actually meant to be playing as some creepy hovering doll) and there’s no level design as yet. Still plenty of features that need implementing too – the enemies need to be at least mildly threatening and the player needs a way to get over the walls.

Even if there’s not all that much there, I at least feel like I’ve done a lot. This is my second project using Cocos2dx and I’m using a lot of stuff that I haven’t touched before. At the very least this will be a good learning experience