Second Night – Second Screenshot
I don’t feel like I’ve accomplished very much today… so I’m going to take the time to list what I’ve done. Maybe that will remind me.
- Finished the zoom feature (in and out via mouse wheel)
- Added HUD
- Added health / health bar
- Added health regeneration via pickups
- Added 5 additional inventory items along with HUD/counters
- Added important set piece
- Created Day/Night system (10 RL minutes = 24 hrs in game)
- Created dynamic lighting for night
- Constructed particle system
- Changed tree / rock sprites to be more cohesive with the rest of the tiles / objects
- Converted resource-hogging objects to static tiles
- Tweaked player collision system
- Adjusted layering system
I still have a LONG way to go if I’m going to implement all of the features on my design doc… especially if I’m going to make time for music/sfx… which is a MUST, imo. So here’s what I have left to do on the design doc…
- Create at LEAST 12 more inventory objects (code + sprite + counters + player variables)
- Create stamina system
- Create tool system (hammer, axe, fishing pole, etc)
- Create crafting system
- Create randomly respawning resources for DAY+1 events
- Create title screen
- Create death/lose scenario
- Create winning scenario
- Draw a very crucial set piece
- Create SFX / Music
- Tie it all together with a story sequence?
Yeah… that ain’t happenin’. I need to find out what features to cut and FAST. Tomorrow needs to be an incredibly productive day if I’m actually going to pull this off. I’ve never really ‘finished’ a Ludum Dare before… all of my games end up as tech demos or incomplete nothingness with no end / purpose. I want this to be different.
I will leave you with the latest screenshot from my game, AB-ALONE

Tags: progress update, saturday, screenshot