W.I.P Animation for LD48!
Made this little walk animation in the first 2 hours of LD! Really excited to see what my team and i can accomplish! :)
Made this little walk animation in the first 2 hours of LD! Really excited to see what my team and i can accomplish! :)
https://streamable.com/0us7jq :blush: hope it's good
It turns out that my game for LD46 totally fits the theme, where you had to go deeper and deeper into the forest to keep the fire alive. :laughing:

Reasonably happy with the overall progress so far. On track to finish the game overall in the next 3-4 hours.
That leaves tomorrow for POLISH, and some flashy fun things to make it look and feel awesome.

Hello all the beautiful people on the internet from Me, Sawtan and Emil.
It's currently Saturday noon due to time zones and it was amazing waking up to a set theme and to start brainstorming with a cup of coffee. Here is a sneak peak on one of our first obstacles inspired by Dante's inferno. More to come ;)
Have a Ball of Pagans!!


I cant draw but pre renders are a thing so why not just render things I need and use them as textures https://youtu.be/M4SokGc3FmA

pls let me know what you think and what i can improve
Way back when in LD29, I made Fistula Foragers (http://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=24765) and since there really can't be enough fistula themed games and the theme was permitting I feel like I have no choice.
Progress so far is really rough and placeholders. Haven't coded in Unity since last LD... :sweat:

I spent a few hours starting an FPS...

Then I hit a wall and realized, I've never made a 3D game, or an FPS, and I probably wont finish.
So I pivoted to what I'm best at! 2D pixel art platformers!

LETS GO!!!



Leading up to this LD I was hoping the theme would be something I felt I could work with. I really didn't vibe with the one for LD47.
When I got up I checked the theme and was pleasantly surprised. Ideas immediately started popping into my mind. Threw some bread in the oven and contemplated the possibilities.
My first idea was something like level 2 in Battletoads (https://www.youtube.com/watch?v=wPd9TzBFc40) where you're stuck to a rope rappelling down a never ending hole fighting off enemies.
My second idea was to make it a roguelite with gameplay similar to Bomberman. I've always enjoyed games where you collect gems and such. It's also one of the aspects of Minecraft I enjoy the most, so I decided the theme would be perfect for a mining related game. So the idea would essentially be a Bomberman/Minecraft hybrid.
I decided on idea 2. The first one, I felt, would be too repetitive.
Here is the game screen at the moment. The player can change direction without moving (so it's possible to take an action in a specific direction without having to move first). The dirt (clear tiles) can be removed with 1 button press, and the rocks can be removed with 2 hits, cracing before it's broken completely.
At the moment 4 enemy types are planned. The red square is the first one which will just move around randomly, but attack if the player comes too close.
I'm working with Construct 3 and obviously the art is temporary.

Spent half an hour looking at 1920's-style inter-title cards while I drank my coffee?
Can I call that research or am I procrastinating?
Making a Game in Unity 3d in an ocean type scene.Took me 3 hours to make the Ocean.Wish me luck
I decided to change my ideas for the game to create a 3d platformer if i can get access to unity. If not, I will use my backup project.

Hoping to make a rouge-like motherload inspired space mining game. First step - creating a star - is complete
Yep, I'll try again. And I have help now: SpeedHack's Rule-o-matic.

Thanks to the rules it gave to me I have an idea for a game.
Now, lets design.
I made a very little Warrior. I'm hoping that this is not too little though.
We thought about the theme and started with a die and retry platform idea. The goal of the game is to go down to the bottom of a very deep well to save your child who fell into it.