Taking roots
Just woke up, trying to make a root exploration game. Good luck everybody, have fun !

Just woke up, trying to make a root exploration game. Good luck everybody, have fun !

Initial ideation meeting gone well. Unionised Goblins, a mine and a cosmic entity to match the theme of deeper and deeper. I'll keep y'all posted with screenshots as they come along
I decided to make a Dig Simulator from Roblox.
Alright, I'm in. First I have to admit that the theme didn't immediately excite me since the previous project I've worked on was Noita which actually fits the theme 100%. :)
But after a bit of thought I think I have something that would be fun to work on and might turn out to be a fun little game so I present to you: Goldf!

Here's the preliminary concept (which probably changes along the way but that's part of the fun)... You walk or fly in underground caverns discovering gold nuggets. You can only move the nuggets by "golfing" with them. You need to fling them to a portal to collect them, which consumes the portal, and finally you need exit through a portal as well before you run out of oxygen. There might be dangerous creatures as well which you can eliminate by hitting them with the gold nuggets. I'm hoping that there's a nice risk vs. reward kind of gameplay loop there where you need to balance your collected loot vs. the risk of running out of air.
Technically I'm hoping to do simple procedurally generated caverns (I have an idea ready) and I want to do a field of view effect, similar to Teleglitch, which I've already used once before in a LD game but I think the trick would work here nicely as well...
Let's see how it pans out! Time to fire up Unity and start working!
I don't even know what I'm doing here allright.

Well, ok. There's an actual explanation for this.
At least that's what I keep telling myself.


:openhands: :videogame: :joystick:
Got some music & gameplay going and a few more characters than this sketched out - just liked these guys ^_^

I've done a tiny bit of work on player animations and tile graphics. Player animations need a bit more work--I'm not going to try too hard as I'm not great at animating humans 😅
It's definitely time to go to bed, however.
Here is a final GIF for the day, showcasing a somewhat tricky technique that is possible in my game.

So i know the jam has started for quite a while, but i had to loose 5 hours and i ve been working on my game for about 2 hours now, and this is what i have so far...i am a "great programmer"
i know
This is my first ludum dare and I'm by no means ready to publish, but I can't find the publish button. I also can't figure out how to specify the if I'm submitting to the jam or the compo. Does this stuff appear in the menu when the dead line comes close? I just want to make sure I'm not missing anything here.
Team?! @gagapete and @Sedna What are we doing?! We are obviously taking part in the Jams. We have discussed the concept and are aware now, what we want to do. To be honest, I never wanted deeper and deeper. I always upvoted it. But now we are gonna deal with it. I am going to stream today on twitch as "kuraimiyamoto". Step by, if you wanna see what kind of graphics we are doing!
https://youtu.be/u31srBXbPmo
deep fry everything
5 hours coding non-stop still no result yet. What I have just do with my life ( ' - ')_/


we're making an rpg and it's weird and kinda dumb and we love it! https://twitch.tv/im_dynastic
Got a few things done. But now my brain has become dumb and needs rest.
Started working at 10 AM (GMT+3) Current stage: - idea generating - done - Was too ambitious, started scaling game down done - idea refine + make a plan - done - code + early prototype - - graphics - - stable alpha - - stable beta - - sounds + music - - polish - - Final Game -
I mean getting an idea took at least an hour but I lost at least 30min on trying to do something that I was not able to, at least I found a way to do it differently, so I have some basics of the game. I really don't want to take a break but I really want snacks https://youtu.be/tjH9HV1dmHI
I literally only wrote 12 lines of code for this:

And yeah, I'm just making a digging/mining game, but it's better than being stuck at the drawing board...
This time I decided to use 3d models instead of sprites. 
I'm basically incapable of typing without making constant typos so I guess it's time to get some sleep. Honestly I have no idea how I've held out this long.
Not even 7 hours into the Compo and I've already got a menu, title screen, and I'm beginning work on the cutscene so things are going pretty good considering I haven't actually been working for the whole almost-7 hours. One last development pic before I sign off:
Here I am implementing a "fun" little cutscene. Turns out adjusting the movement speed of the star Sprites according to how big they are makes a pretty good 3D effect. I'm saving the actual 3D for later since pseudo-3D is better for a tiny cutscene than actual 3D graphics.
(Somehow I just now realized that I never actually announced my game's idea to anyone. Maybe I'll do that once my brain is recharged....)
Goals I'm trying to fulfill:
Seeing as the Compo will be about a quarter of the way over once I'm done sleeping (only 5 hours of sleep gets energy back while not wasting Compo time), I think my overly ambitious Compo idea might not be overscoped, somehow. If I end up with a few spare minutes I'll be sure to implement some useful things like Close App buttons for the desktop exports and I'll polish a few things.