So after waking up early and doing some graphics, I decided to start with some terrain generation.
So far I’ve managed to make flying islands look kinda cool. Though I still need to make the surface generation.
Ok – after spending an hour or two last night mulling over my various ideas, I had settled on my strongest idea. The problem is that it was (in my head) set in space, which feels the complete opposite of the “Tiny World” theme. I decided to switch up the scale and use the same core game mechanics except with viruses and bacteria, but after working up some mockups and then sleeping on it, I think I’m going to take it back out to a space game. To fit the theme, I’m going to emphasize the self-contained nature of the giant motherships the player controls – now, they’re carrying the last chunk of their dead home planet in a self-contained eco-bubble as a spaceship. Talk about raising the stakes for survival (hey, there’s another theme runner up that would have fit my original idea *cough*).
The basic outline for the game, with a mockup:
I’m going for a light strategy game that mixes a little bit Defense of the Ancients with Pikmin style direct/indirect hybrid minion control. Also, I’ve never played and DotA game so I’m just making that up based on by perception of the genre from the outside
Ok – off to work, now.
… but I’ve finally got tiles displaying!
Lots of messing around with lists and lists of lists and I managed to make something appear.

Tiles kind of displaying on the screen.
I hope I get this working soon! It looks like the indices for the tiles generated by Qt Tiled don’t correspond entirely with the ones my tile image import method uses…
Yes here is a test version of my game, hope you enjoy it!
http://www.mediafire.com/?8dom53xzsogdgc7
(to return from a planet to the spaceship press ‘c’ while on the planet)
Screenshots of this game aren’t really going to give anything away, unfortunately. This is from a finished part of the game, and the whole game is basically variations on the above shot. Maybe I should do a video at some point.
Anyway, I’ve implemented the first puzzle, and I’ve got a new motion between worlds. Hopefully I can get the rest of the puzzles implemented fairly fast; audio is going to play a big part of this game, and I want as much time as I can spare for it.
So far I’m making great progress in unity. The world is procedurally generated via cellular automata so you get some neat little islands. Also the villager finds his way around using A* to trees and gathers wood. Once he has enough wood he will build a house and then you’ll have another villager!!! (not yet implemented!)
It’s really fun watching the little guy work…
You can also click ocean tiles to terraform them into land. Eventually this will be based off tribute points which you will receive from your villagers every few seconds.
if anyone wants to give it a try :
http://dl.dropbox.com/u/1394227/LD48/WebPlayer.html
arg was out lastnite and didnt mean to get that drunk.. now just woke up with a massive headache and blurry eyes… gona have to think of something and start coding soon as already running out of time ;p
howiev(b_g)
tiny world eh.. hmm
Game is is progressing in time. The background is something like this without the hidden character thats there. =D
I was sleeping when the theme was announced (it was 4am here). When I woke up and checked the chosen theme I was a bit disappointed with it. After searching for ideas from various places and brainstorming quite a long time I started to do some concepts with a “Jones in the Fast Lane” clonealike. Once I figured that two days isn’t enough for such a game and making that kind of game without proper dynamics makes it just dull I decided to choose something different.
In the end I settled for a racing game. The race happens around a tiny world – thus the connection to the theme.
Currently I have the car physics figured out. But there are no obstacles on the track yet so the driving happens around a silky smooth sphere (or circle since it’s 2D).
Graphics are totally place holder and from a still image you can’t really see how the car behaves but here’s a screen shot anyway.
Finished the material system for the voxel world and added some camera controls…
Not that happy with the camera controls; they don’t seem that intuitive, but they’re the same as the editor on my out-of-hours project, and while it works fine with an editor tool, it doesn’t seem suitable for a game… But after I get some game in this I’ll revisit it….
Anyway, now for the harder part in this project: finding out in which cube the player clicked and in which face, so I can build a new block there…
Slept alright last night, I’d say I’m still on target for delivering most of what I want by end of day tomorrow.

And I wrote some title screen music!
ld23_labmusic by you have to help us
Other than TITLING the game also has RANDOM DUNGEONS:

AND THE DOG CAN USE HIS BARK

AND THERE IS A NONFUNCTIONAL INVENTORY

OK so I have a ton to do, see you guys around 8pm tomorrow!
The inventory is now 75% working, you can pick and manipulate things in the scene, etc. I REALLY underestimated the amount of work needed to work on a SCUMVM-like game… But hell.. It’s really cool too
This entry was posted on Saturday, April 21st, 2012 at 12:48 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
Starting a little late :I Planning to use java with LWJGL library. Lets see how this goes 😀
I was busy with making sandviches, but now I can show you how ugly my graphics are:
These potatoe-like thingsare suposed to be parts of something destroyed. They look better when they are flying around the menu, but it’s only a screenshot 
Maybe I should learn drawing…
Now I have to put together the scripting engine and make a story that fits to the theme AND my intention.
I spent the better part of this morning learning about surfaces, primitives, and blendmodes. This rock-textured donut is the result:

It doesn’t look like much, but it will provide the framework on which the rest of the game runs. Next, I’ll work on translating levels into donuts.
Ok, so the OH SNAP! Indicators™ are in, as are the gibs. I’ve yet to put in a short burst animation when the meteor hits a tile, that’s next in line. The OH SNAP! Indicators™ show you where the meteor is to fall, and if it’s off the screen, it hangs out at the edge of the screen so you know there’s one in that direction. I’m probably going to make it a little bit clearer, like pointing to the left or right, but it’s fine for now.
The gibs are little orbs atm, and they move with physics, and a limited lifespan it’s neat 😮
Next up, I’m going to put in the other island dwellers, and have them running around all haywire because the sky wants to kill them. Might also put a parallax BG in there as well.
14 hours in, now it’s time to implement some logic and other fun stuff.
After a couple of hours without internet I finally got the chance to upload a new update.
Like last time the source and a playable demo can be found here:
And when my internet connection doesn’t fail me, you can also watch me here:
Okay, I have more mechanics since the last post, and these can all contribute to a working games. They’re the base anyway, I can just make levels now if I wanted to.
Anyway, here’s a picture:
I was live streaming all morning, but it just proved too CPU intensive and that it was becoming a pain to even type.
Anyway, going to update the art a bit now or work on a HUD, but I’m pretty happy with what I have. A simple little puzzle game.
Nouns and Verbs
I’m interpreting the Tiny World theme to mean running a micro-brewery. This picture shows all of the nouns and verbs that will be in the game. Now to make it happen.
Hello! I made some progress!
Here is a new screenshot:
Here is the first build: http://dl.dropbox.com/u/28886348/games/ludum%20dare%2023/index.html
If you have got the time please give it a go and give some feedback. Currently the only thing i have done is collision and physics, so there isn’t much to show.
Thanks for reading/playing! Bye!
The bookshelf arrives. Big momma Freddie. More bouncing. No controls yet!
http://dl.dropbox.com/u/21611/ld23/freddies/index.html

These warp walls are as bad as gravity- I solve one problem by flipping it on its belly but cause another- joy of joys.
Anyhow- since this is irratating me I shall try and implement a weapons and damage system to the game.
going good so far.
Got basic AI down, critters can breed, age, die of old age and hunger etc.
They can also now eat when surrounded by food.
Next up – Building forest tiles, lava tiles and water tiles.
After that – Proper evolution! I’ll be adding graphics, traits and species diversity.
After that – Interactivity! Add ways to interact with your critters.
Finally – Music. Meh.
Oh wait…. I’ve made the classic mistake of mixing up x and y and height and width. Grr.

Almost made the tiles display properly...
Hmm. Here we are.

Now I just have to make a game.
Here is a screen shot showing a piece of the level and our main character. Any ideas what it could be?
EDIT: Correction. This is a “mockup”, less no one think Mike has this working in game yet. You have 10 mins Mike!! GO! GO!! heh
Back! I’ve textured the stars and the barren planets. I also added stars and a texture for the ship. It now rotates as you move and there is also a bit of drift like in asteroids.
Need to code bullets, meteors, enemies, and earth-like planets.
I also need to display some information on the screen (eg: health)
Looks like I might be done quite soon.
Hi People. I will be participating for the ludum dare for the first time.
My project concept involves bombs (a la bomberman) with MMO features
It will be full javascript/html5 ( crafty.js ) with node.js
let it roll!
So, after having forgotten about LD until about mid day today, and actually deciding that I was going to participate and make a game, I’ve been working on a little idea for about 4 hours now. It’s coming together nicely I think.
My game is all about a single lonely person on a small, hungry planet, and he has to use his laser to grab nearby floating planets into his own to make it grow.
I’m not going for concept originality here, just something that is fun and will hopefully look cool by the end of it.
So far, I have the grabbing planets and feeding mechanism working and nearby planets float around nicely.
Need to add bad guys, levels, scoring and make it look great. Shouldn’t be too hard…
Yep I’m live! Kinda a late start but I can do it!
twitch.tv/nateageek
The chat is not working for me, so talk to me on twitter @NateAGeek
Due to yesterdays festivities, I’m a little late on this one…
My game will feature a mix of platformer and “lunar lander” style game play.
You fly the ship around the tiny world collecting points and fighting with the planetary physics.
The game is made in unity3d and the music will be done by myself in reason5, wish me luck! 
Here’s a screenshot of my game so far:
The idea is it’s going to be a kind of defense game but with a twist – you have weapons and science at your disposal! For each incoming alien ship you have to decide whether to scan them or blow them up. Or something. The idea is still in flux at the moment.
Tags: planet, science, screenshot, towers, weapons
Fairly happy with the progress I made today. I have something playable that is somewhat fun!
Here is a link in its current state: http://dl.dropbox.com/u/47598017/LD23/Ver3.exe
Controls: Arrows keys to move, Space to use item, X/C to change item. Debug: Z to add 5 XP, A to give a healing potion.
It’s quite fun trying to see how high a level you can reach before dying.
I also put together a terrain generator for some islands using the cellular automota method primarily used of caves.
Screenies:
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
This is mi first Ludum Dare and I’m pretty excited.
Greetings from Costa Rica!
I am alone in the JAM compo (mostly for the extra day) with Unity, 2D Toolkit, iTween, sfxr, Pixen as pixel editor and a lot of random songs, sugar, snacks and curiosity.
Some snapshots and an update about the ongoing before a taking a break 
Finally my game will be about ants…the gameplay is set and the game skeleton is OK
Need to work on entities behaviours
Tomorrow is dedicated for representation and polish

daka-daka-gamedesignboard
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
daka-daka-gamedesignboard
@++
The game idea I went with for “Tiny World” was a game where you play as a bacterium, surviving against other bacteria. The first day I got the main engine down and added the player and other bacteria. So far you can attack by swimming up to someone, holding the mouse over them, and pressing space. Size affects damage. Right before I went to bed, I added toxins, which are clouds of stuff you can leave to confuse or damage other bacteria.
Two bacteria: http://imgur.com/f2s5H
For Day 2, I’m hoping to add the following:
-Chemical dart
-Eating other bacteria heals health
-Armor and spines
-Flagella
-A point and upgrade system for making the above upgrades cohesive.
Day 1 build (Visual Studio project): http://dl.dropbox.com/u/36926855/PrimordialSmackdown_Day1.zip
Good morning! Or evening, or afternoon, depending on where you are…
Got a moderate amount done in the first few hours but waned after that. I’ve got some orbiting planets now, though, and they stick together on impact. With some tweaking, progress on Glue Galaxy Rescue will be swift.
Oh, and I decided to do a timelapse this time. Maybe I’ll throw that up at the end…

After the first night
After finding out the theme when I woke up today around 3 hours into the jam (different timezone) I spent the rest of the day trying to come up with a good idea that wouldn’t require a lot of work. This brainstorming period was cut short though as I had something to do in the morning. But now I’ve finally got an idea and am ready to get started. I’m doing the jam by the way.
Damnit! Stencyl refuses to cooperate with me, i think i must put my project “On Hold” till i resolve the problems with Stencyl ._.
I’m Afraid I won’t be able to finish my game in time.
Fucking Router died, after I slept to long. Ok, now no more sleep till tomorrow!
Okay, after freking out like a little girl, here’s my first screenshot.
I have already made all the animation (or, I think I did) now I have to make a game with it. Background and props are not final AT ALL.
May I introduce you Dusty. A little ball of dust who love to enjoy his house, but come a day of violent wind… He’s alone, outside, and want to go home !
Okay, that’s the idea. So, I’ve to work now.
Inspired by the Tiny World theme, I wanted to make a game that plays in a tiny window. In my game, you have to defend a tiny world from an onslaught of missiles. I’m hoping the tiny window will make the game more frantic and give it a certain claustrophobic feel.
Here is the screenshot (actual size):
Tools:
Game Maker 8
Paint.NET
Wolfram Tones for music
After nearly 18 hours, I finally have something to show.Sadly my pixel skills have gotten a little rusty (well, they were always pretty bad), but progress is progress.
This is a shot from my entry, currently called “Ineptia”. You play a robot who must look after a ship containing habitats from a dying planet. The ship has been invaded, and it’s up to you to protect the animals and destroy the invaders.
Rather than direct movement, you give your robot commands and then he carries them out. So far you can only move forwards, but by the end of the day there will be a full range of movement (and hopefully some enemies).
The plan is to get full player & enemy movement done today, so tomorrow I can concentrate on adding missions and a more fleshed out story. If I get time I’ll replace the awful gfx too ![]()
And don’t forget, I’m streaming text/screens from my site: http://lab.sodaware.net/game-jams/ld-23/
Finally got the platforming base done. Had to nix the changing gravity idea though
Current graphics as shown:


OK, so day one is over, got my level loader completed and some basic graphics, tomorrow will be the time to add physics and more gameplay! MOAR LEVELS!
Well, after two false starts (that took four hours in total) I’ve got the main basics of the engine down. It’s a fairly simple game mainly about exploration. You would think it’d be kinda hard to have exploration in a tiny world right? Well we’ll just see how this works out won’t we? I really like how this game is turning out a lot. Even if I don’t win maybe I’ll sell this game. 😀 That’d be cool.
Laterz,
-M
http://it.twitch.tv/mboaj?utm_campaign=post_live&utm_source=live&utm_medium=url?utm_campaign=post_live&utm_medium=url&utm_source=live
Check out the people at POLIMI creating their games!
After five hours of sleep, a bowl of cereal, and a glass of grape juice, I am back!
…Oops
Apparently my screencast was getting too much network traffic because I just got this notification from Dropbox. I’m trying to see if someone can help me host it somewhere else, but in the meantime, you can still watch my livestream here: www.twitch.tv/jceipek
Also, I’ll be posting my screencast to Vimeo after the compo is over, so you’ll be able to see the parts that I wasn’t able to stream live.
Goals for today:
– Improve gameplay
– Nice art
That’s enough of a break. Back to work!
Well. I’ve been working for hours now, and some improvments have been done.
You can now jump (o/), there are several planets and a switch button which will be changed later, etc.
You can discover that yourself : build 6.


I thought I wasn’t going to enter this, but I saw the theme and some tweets from people entering, so I’m going to flail at it a bit, knowing I’m not going to finish. Kinda like a dog that sees a marathon, is excited by it, and runs along with it for a few miles.
8-9 hours in I finally got some gameplay, you can jump around with separate air and ground friction. here’s a preview gameplay: windows download and mac+linux, requires löve2d 0.7.2 (0.8 doesn’t work).
Next up is more (actual) food, some jumping/falling animations for the player and evil spikes (thumtacks) that you can die on.

Current progress

Bisca biscuits with some milk
I might be a little behind schedule, but it’s not that bad. A huge portion of game mechanics is still missing, but I’m definitely going to finish something more or less playable.
My main issue now is control difficulty. In my previous entries, controls were usually way too hard, so this time I would like the game to be more forgiving. On the other hand, movement in angstrom scale won’t have gravity and I feel that in such environment players should control acceleration, not speed… With current controls the game is too difficult, so I’m trying to do something about it.
I will probably release some kind of beta version later today – now I need a break.
Finally, decided what the game will be, and got the first area working!

Starting area, notice the button and the extra ledge
It will be a game about puzzling to expand the world.
I got the basic interaction system working, now I can create any behavior to any object of the game. I have buttons that activate platforms right now.
And yeah, another Unity developer in LD…
http://create.msdn.com/en-US/education/catalog/sample/game_state_management
Am I allowed to incorporate this code into my program and still be eligible for the Compo, or would I need to restrict my self to the Jam if I did? The code is licensed to allow free reproduction, but I’m not sure of the specific rules concerning sample code like this – do I just need to declare it as with personal code, does it full under ‘publicly available libraries’ or is it not allowed altogether?
Thanks in advance 
We have finally started day 2 now we have to go watch a my little pony marathon to inspire our creative thinking
Hey guys – off to a late start but I’m in! Had a long drive home last night so I waited til 9 to leave so I could think about the theme all the way home, and I think I came up with a cool idea. Very excited to implement it; I definitely think it’s possible to end up with a much more finished product than my last two entries, but we’ll see.
I haven’t decided on a name yet, but I’m making an arcade-style puzzle game that takes place in the human body. You have to coordinate your immune system’s defenses against ever-increasing waves of pathogens. I’m going to attempt to make it as factual as possible, but gameplay will win out between the two if it comes down to that. My goal is to get all the gameplay implemented today so I can focus on balancing, polish, and music tomorrow. This should be much better than my previous strategy of rolling my face on the keyboard until a game comes out. It’ll be nice to (hopefully) have real music for my game for once!
I’ll keep everyone updated! I’m also going to try to get more external playtests during the competition this time, so I might post again looking for any interested people in a few hours.
Thanks!
My idea for one pixel graphics, in my opinion, was clever. I can’t make graphics, so that would be perfect. Except that I have no idea how to allow people to zoom in…
This game requires glasses.
Super duper tired at this point. But i’m rocking on. I have work tomorrow at 9am so I have to do that.
But my game is coming along really well. It’s kind of a light hearted metroidvania, with a cool twist at the end of the game that I don’t want to give away if you play my game.
I was trying to make a flash build, but it didn’t work really well. I kind of jumped into this whole ludumdare thing at the last minute and didn’t plan anything out. I haven’t made a flash game before, so when I tested it with MMF2 i discovered it doesn’t keep the window… :-/ the whole game is based around needing that window, so I hope you all don’t mind playing my game in Windows. I think it’ll be worth it. It’s definitely something I’d like to play myself 
Very happy though!
I started off with a basic frame work with an “asteroids” style movement mechanic, where you rotate then fly forward at that angle. I changed this in preparation for a 2D arcade style beat’em up.
however when I thought about what kind of beat’em up I could do, I thought about white blood cells and their likening appearance to boxers. I then realised this fit great (if not overly literally) to the theme of a tiny world; the world of cells is pretty damn small!
and so I thought about making my game around you being a white blood cell, I then realised the best gameplay movement for this… was what I had previously, so I had to go back to that, albeit with the addition of my moving background.
I now have to go to work, but at least I have something
I also have a cheeky white blood cell placeholder:
Progress is slow at the moment, but here’s what I got so far:

“This town ain’t big enough for the two of us!” (literally)
So I took a quick 30 minute break for lunch, had a bagel with some rich people cream cheese on it (read: cream cheese with canned crab mixed in).
No real new screenshot this hour, but I did clean up the meteor drop so that two meteors don’t drop in the same x column unless one of them is already on screen, so that the OH SNAP! Indicators™ are more accurate. My next update is to give them each a small indicator showing how many meters above the island that the meteor still is. This should allow players to easily know which meteors to prioritize.
You finally can follow our progression on Livestream: Ayond
And also on Facebook: Mechanical Birdie
Keep calm and carry on!

Our amazing work space
After a long night of brainstorming followed by a good sleep, we’ve got a solid idea. Basically an ant based rpg along the lines of Dragon Age, with multiple ants to control with their own attack patterns. Current plan is to get the basic movement code in and work on our separate areas of expertise. Goal is to submit it to Jam, but work under the Compo timeframe.
Hello everyone!
Finally we decided our game genre and story, yay! After a huge brainstorming session with interesting ideas: from a protons wars to rescue a dog for annoying fleas, but finally we decide to program a shooter in a curious environment, our mouth.
These are the main features:
We are still working on the idea but its reaching a good shape.
About technical details we decide to use Slick engine because lwjgl is too general and as I said, we learnt the leason, no more engine programming on a ludum dare!
Also our team is growing up! We have a nice graphic designer @_Dreisa_ and the best game design advisor @hmudurra_. Thank you guys!
See you later!
Im very short on time on this Ludum Dare so I’m always in GO GO GO mode
The main idea is:
You are a tiny world.
Your goal:
Shoot every one and rule the universe!
Extras:
Alot of upgrades like: speed, firing speed, cannon speed, strength, world health.
Unfourtunly, my live streaming application took too much CPU (90% – 100%) so I dicieded to stop the live stream 
Here is the current milestone with simple gameplay.
Tags: progress, screenshot
I’ve just completed the main screen and level selection.
At the moment i have two test level which can be won
Play here: http://logiconline.nl/projects/ld23/
Screen:
Just finished my on-paper planning. Took much longer than I anticipated but I’ve also been distracting myself by watching ‘The League’ in the background. Just nipping out to buy some supplies to see me through the night and then I’m going to settle down to a marathon coding session.
Hope everyone else is doing well. See y’all at the finish line!
I´m doing a platform game with Impactjs and I would like some one that would like to help me doing the game with me.
It´s necessary just a few sprites in low resolution “16×16” and if s/he wants could make a level with an easy editor.
Any reply here or my email.
Thanks in advanced!!
Bluescreen and TADAHHH! Leveleditor gone 

I’m tracking my progress on my external LD23 blog which also has a link to my in-progress game.
We’re 15 hours into the compo and so far I’ve only managed about 5 or 6 hours coding, but the rest of today should be plain sailing. My game is already enough to call it a game, so I get to spend the rest of the time making it awesome.
I am feeling like maybe I should have pushed myself harder on my idea, though. I had several ideas and in the end picked the one that was simplest but least fun. Oh, well, there is always next time!
I worked on atoms behaviours…They’ll have a mood, be calm, angry or totally mad. And they can move random, run after you or run away from you, their mood influencing on their speed and reactions.
I had some chemical bonds as feedbacks for the player, so he can see where are the other atoms.
Now I’m going to rest a little, and maybe work on the game’s music !
You can’t really tell what is going on yet, but here is some video:
As always you can follow more of our ramblings on our blog.
Contrary to my expectations, I got raycasting working… It’s not perfect, and I still need to identify which face the cursor intersected with, but it works nevertheless!
Next step, finding which face it has intersected, and actually create blocks (updating the voxel representation)…
I might have to call it a day in an hour or so, since there’s a concert tonight that I wanted to see… Ah, the difficulties of juggling game development and a real life! ![]()
Do you remember that game ?

My game is approximatly the same ! Little creatures are walking around and you have to guide them. To do this, use your keyboard to create plateforme ! Each key is a plateforme on the screen !
It look likes like this:



So, here’s me saying I am lost. I had an ‘interesting’ idea, but it is probably either too technical to ever become anything more than a toy. What I did was spend all day writing proof-of-concept code and a shitty editor to do what I wanted.
Then I thought, hang on, let’s see if anyone else has done a roguelike using subpixel rendering, and I see that none other than Terry goddamn Cavanagh had suggested it in back in 2008, and there is a really awesome library for Roguelikes called libtcod which I don’t have time left to learn.
So now I am going to take a nap, maybe gonna get something to eat, and reconsider my future.
THE STORYTELLER
Chapter 1: Hey! Listen!
You are locked in this tiny cave.
Your only company is the old man, telling strange stories about the desert.
A game about listening and reading.
