Ludum Dare 50 April 2–5, 2022

Working on Procedural Generation of a Tree

The game finds you pruning branches in order to keep the size of the tree manageable and prevent decay, and gather money. Too much pruning will kill the tree. Too little and it will collapse under the weight of the branches.

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Progress So Far

Here is my progress so far. Nothing much yet, but I didn't start the jam until late today.

https://youtu.be/M_qRD0V6smI

The goal of the game is to craft the tools required to excavate dig sights (not yet added) before the lava destroys everything. Hopping it turns out good. A lot of work ahead though.

Starting to Come Together

Really enjoying how things are starting to come together from the team. This is my third experience using Love2D and things are coming back a little easier (so far anyway). Screenshot from 2022-04-02 18-02-36.png

Day 1 Compo report!

Well, everything actually went as planned. Which means much better than expected! Basic gameplay is done. Here is the plan for tomorrow:

  1. Polish (obviously)
  2. Color blind mode would be nice
  3. A tutorial (pretty sure this won't make the cut)
  4. Sounds
  5. Menu
  6. Difficulty curve

Here is the itch page if you want to try it out: https://antonsem.itch.io/dashfight You will find instructions below the game :)

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Gameplay complete!

Now I just need to add all the extra stuff... https://thatrandomprogrammer.itch.io/ld50 ld5_0.gif

First day progress

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this time I decided to get an actual artist on board, woah!

That's it for today

I didn't have much time to work on the game today. But at least I created a very very early prototype. Tomorrow I'll do the graphics and start putting everything together. Then everything will make more sense.

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Progress~

PICO8 is definetly really FUN u:

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Had To Restart ☹

Unfortunetly there were alot of problems with my game egine so I had to switch to unity... well there goes almost 24 hours of work.

Take a look at our process!

Hi! These are some of our assets, illustrations and game design flowcharts! ;)

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Day 1 almost complete, but half of our code just evaporated [SOS]

Everything has been coming along surprisingly well and amazingly smoothly. Art hasn't been an issue, the music tracks are bangers, and the features have been being coded at breakneck speeds. This was shaping up to be one of our best dares yet!

And then, not ten minutes ago, when I pushed the new sprites through github, all the code that was done since we woke up this morning just disappeared. It's not in the recycle bin, it closed out of Visual Studio, dropped right out of unity and wasn't found on github. It's gone. She tried to use some "worktree editor" thing, but there was seemingly no hope in its unintuitive shell. She also didn't push her code at all today. If anybody has any solutions at all about anywhere to find code that was, at many points, saved and compiled, we would love to hear them, because, as it seems, she's not sure we can actually finish the dare now. We might even settle for a simple explanation of how it could have happened.

The very late but obligatory "I'm in" post..

Tried something new today, new tools new setup, exactly what you shouldn't do when making a game in 48 hours.. But I've finally got most of the mechanics in place. It's probably not going to be a lot of fun to play but when has that stopped me :smirk:

Here's an in progress image om my game codenamed UNSTOPPABLE! progressld50.jpg

This is my game!

Had a hard time coming up with ideas but i went with this:

My game is game about an god or huge giant (like Galactus huge) coming to destroy the earth and begins to do a slow yet powerful punch at the planet. You the player, an intellectual, thinks the giant just wants to brofist the earth like a bro and shall therefore build a rocket (a b-rocket) with a large brofist mold on top to brofist the giant back. The giant will be completely stunned by this and interrupt his punch... for a while, then the earth is still destroyed, it's inevitable So the gameplay is about having to go to different spots and stores to collect and buy material and then assemble the rocket, fire it off and see if it works. In the end, there will be damage regardless.

I know i kinda sound like a madman when i explain this but this is what i wanted to do and the progress is going steady!

24 hours late to the party, but still in the Compo. Quick prototyping is key!

Already had an idea about the game I'm gonna try. Key points to remember:

  • Scope your work to your time, you have only half of it now
  • Focus on gameplay first, think graphics later
  • Prototype and adapt quickly
  • Work in small incrementations, don't think about the bigger picture

That being said, after just an hour of work, I have most of my gameplay mechanics ready! Microgame it is :card_box: Tonight focus on readying the mechanic to the fullest, and then spend Sunday polishing and intorducing actual design (or maybe that's just it?! :D)

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Pizza Frog 2022

A simple game about an underachieving pizza delivery frog doing everything he can to not get fired Screenshot from 2022-04-03 09-39-31.png

Third of the way to MVP!

The game has three puzzle rooms and I've just finished the first one.

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So good things right now are that a third of the game is playable and I have a solid design for the 2nd puzzle that I'm going to try and implement before I go to sleep tonight. I have another 3-4 good working hours to try and blitz that.

One the bad side I'd hope to have the whole minimum-viable-product playable tonight but I don't even yet have a final design for the third puzzle room. This is going to put a lore more pressure on tomorrow.

So I'm not where I wanted to be tonight, but I have made a lot of progress and I'm not far enough behind that I need to start scope cutting yet. If I don't finish the second puzzle tonight then maybe it's cutting time.

End of Day 1

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Wow this was a lot to take. I even removed a feature at a point. I'm about halfway done, which is good news :)

Day 1: Starting Slowly

Our team won't do the compo or regular jam, but the extra. So we will take our time. Haven't managed to accomplish much on the first day. We discussed our ideas for the game and it looks like we've chosen one now and starting to flesh it out. Sorry, nothing to show yet!

be like "Where do I go from here?"

After a long day of thinking really hard about our mechanics and NPC patterns, we've got the level generation down and can successfully navigate it.

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Trippin' Teddy Progress

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Quick Screenshot of what I've got so far. About 6-7 hours dedicated to it(after coming up with ideas). Trying for another few hours tonight. It's going to be a Jam upload, but I'm trying to stick to the theme. Teddy is trying to delay the inevitable return to "Reality".

No idea how much I'll be able to complete. I'd like to have quite a few interesting "things", Teddy can pick up along the way to extend the "Party Meter", and cause psychedelic/warped visuals. We'll see how the next couple days go. Learned a lot today, and have been able to setup some systems of doing different types of work in chunks to save time.

Took an hour just to setup the tilemap, as my tile assets are all single tile images. And, it took a lot of searching & trial and error to find a suitable piece of software that makes combining a bunch of tiles into one tileset for each tilemap. Wish I had thought to figure that out yesterday, or the day before XD

Either way, it's sure to be a fun experience, no matter what the outcome is. Always something to learn during jam events, which will support the game design/development journey.

Mr.Filton AI Speech

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Mr.Filton, the clever Artist AI, speaks with the user, the whole character reacts now to your inputs and uses procedural AI that makes sentences with your actions.

Now i can finish this "game" :scream:

First person shooter!

Our idea is that lava is rising and giant blocks are falling from the sky; kill the other couch co-op players or outlast them by parkouring up to victory!

We're really excited about how it's coming out.

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Inspired by an old favorite

I took a solid 4 hours of brainstorming ... but I finally landed on an idea that I am thinking will be a lot of fun. The basic game loop is decent enough, and the backstory is inspired by an old favorite.

Any guesses??

progress1.png Progress after 21 hours of development!

Red Riding Hood, day 1 progress

Ok, let's call it a day for now. Progress looks promising. A lot of graphics and animation, very little of the actual game. There are a few animations left, but tomorrow will be mostly about game design, story, and audio...

But I have a menu screen already... very important indeed :)

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Progress! (Spoilers)

Finally some progress! Got the whole story, primary mechanic, and flow/sequence all down and started a project in Twine. (Story spoilers if you read the flowchart in the screen shot.)

To do: - Code it up in Twine - Write the prologue and main exposition passage - Format the text and make it look spiffy

Extra if there's time: - Add music - Add some kind of puzzle to each of the four main choices (puzzles in a text-based adventure :thinking: ) - Add art

'Kay, assuming I add some open source music, I'm planning on entering the Jam, but I have to work Monday, so hoping it all comes together by Sunday night. Good luck everyone!

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Fire intensification : Done !

What is inevitable ? Fire !

So far we made a cute fire simulator...

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Video here : https://streamable.com/x8cjss

Initial Partial Prototype

Unscheduled nap means I'm behind where I'd hoped to be and may be bumping this one out to Jam rather than Compo (we'll see tomorrow) but as I prepare for dinner I have some progress. The card sleeves and Perudo set are both back, and I have some initial cards...enough to play around with and see if the fundamental mechanics feel functional.

...and it turns out one of the key mechanics I was thinking about to drive the Press-Your-Luck element is pretty broken, so I'll definitely have to replace or drop it. It's good I found this out relatively early.

Aspects of this design owe a definite debt to One Deck Dungeon and SIXIS by Asmadi Games. Both of those games really caused me to reconsider the potential role of dice in game design, so that's not terribly surprising.

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Codename "Battery Low " - Progress end of day 1

https://www.youtube.com/watch?v=gV0BX7zMMI8

WHAT A DAY! Our little game jam hacker collective Dubious Potions is back for LD50. We’re so excited with all the progress we've made in one day.

Meet the team: @ocwal, @failuer, @voxar, @javve, @mascoll and me @milestone-games

BEST OF LUCK TO ALL THE JAMMERS OUT THERE :heartbeat:

Day 1 Progress

I haven't had a ton of time but I have managed to make something that might be the start of something alright. I'm creating a tile based number game where you must find the maximum numbered tile based on very little information. Ultimately you have to open all the tiles and each tile (with some mechanical exceptions) will count toward your score at face value. So even finding the max value on the first click will still score, your score will just be low. Finding the 0 tile will open 2 tiles at random (not the winning tile) and those tiles will not score.

The lightning bolt will highlight 3 tiles that might be the 0 tile. Two tiles will be safe to click and the other is the 0. Adjacent tiles are non consecutive numbers, so finding a 5 means adjacent tiles will not be a 4 or 6 (but diagonals could be).

Tomorrow I plan to clean it up. For instance there needs to be a screen saying the game is over/you won. I might add some sort of score sharing feature similar to Wordle. Not my best work but flexing some coding skills is always fun.

Will be entirely made in HTML and JavaScript. If I have time will add some animations to the tiles and maybe some sound.

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How Long

How long can you hold off the hordes and delay the inevitable.
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So a zombie shooter is unoriginal but I've never made one.
Still a lot of work todo

I'm tired!

For now I have only the base structure of the game... Screenshot (38).png

A noteworthy bug

The game got stuck in a loop, food kept decreasing, and this is what happened:

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Day 1

https://youtu.be/mfkADtbPQQg

End of First Day

First game jam for my sister, third Ludum Dare for me let's see how it goes :D Last time I didn't finish, because I did it alone, which just isn't as much fun for me. The plan is to make a game where weed (the undesired plants not the drug) takes over your garden and you have to plant stuff and cut weed until it grows so fast that you can't keep up or in other words make the garden as pretty as possible for as long as you can Background is still nonexistent, but the "core gameplay" already kind of works :D Had to work around a few quirks of Godot again (as with every engine), but all in all today went pretty good. Screenshot_LDJamGargen0.png

Progress?

I still don’t have any real game mechanics implemented, but hey look, pretty planets with graphics that reflect their current environment and biosphere!

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Day 1 - Satisfying shotguns and spooky ghosts D:

We...survived so far?!? Our first ever 3d project in Unity has gone way better than expected, we already decided before the jam to rely heavily on our asset aquisations through Humble Bundle and such so far it has been a great expirience. We'll most likely have to opt out of graphics and sound but we are all surprised how relaxed game design is when you don't have to worry about creating a billion assets and instead just scroll through your library until you find something that fits, you might even be inspired along the way by something else.

As for game idea we've most likely have managed to scope our project small enough for a 3d game to be doable at the expense of maybe not being the most thrilling concept. Basically, get home from your fishing trip in the forest before it get's dark and your flashlight runs out of battery, oh but did you remember to turn the lights off on your truck when you parked it? le-dramatic-gasp

Anyways I'm tired, GD night ppls and have a screenshot of our shotgun wielding lumberjack guy (the sounds and particle effects are on point, really pleased with how they turned out)!

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progress report day 1!

gonna add enemies which subtract time. https://youtu.be/xpa-XO75jG8

17 hours in, I'm done for today

Honestly I thought that I would be further with the game, but on the other hand this is some good progress I made today considering this is my first time with 3D in Godot and I'm not using any modeling software.

https://youtu.be/NKfv1RBtM4U

Work In Progress

Got navigation with pathfinding working on a rotating level! This was quite a lot of work.

Now I have tomorrow left to make an actual game out of this...

https://youtu.be/YcQEr5skI24

I may be able to finish something this time!

I'm not sure whether I can make it fun or balanced enough though. Nor aesthetically pleasing. But just having finished something while doing a solo Ludum Dare would already be a major achievement. Today my teammate Oxy and I started out working on a different game, but unfortunately due to circumstances and reasons (pesky buggers) I had to continue on my own. I decided to work on a different game entirely so today was a relatively short day for me when it comes to work on the entry I will be submitting.

My take on the theme is the inevitable collision of a moon in a decaying orbit with its planet. You have to delay the collision by building 'accelerator and repulsor fields' that apply forces to the moon and slightly alter its orbit, while also having to quickly set up buildings to collect resources needed to pay for said fields. Resources are also needed to construct a rocket, which will be used to evacuate part of the planet's population. Complete the rocket before the collision happens and you win! The physics are most likely wildly inaccurate and for now it's all very WIP, but I do get to see some pretty fun visuals by showing the moon's path at least: Day1Progress.png

Dynamic planet graphics

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To create these, I doodled a quick representation of each “trait” a planet can have (e.g. clouds for oxygen, colored land for different types of vegetation, purple blotches for toxic waste, city lights on the night side for population) as a separate layer in Affinity Designer, then exported each layer to SVG as a separate slice. Then in the game, all the code has to do is stack them all up in the same location and set each one’s opacity based on the planet’s stats. Next up: terraforming gameplay!

There we go

Perhaps not the game I wanted to make, but still.. having a lot of fun making assets for this. Especially tiny coffee cups that look, a bit like trash cans.

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Day 1 Progress

Day 1 complete, I am building creeper world meets minesweeper, with a little bit of defcon thrown in. The aim is to hold back the creep as long as possible. Built using Monogame.

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So far the creep spreads across the map and the player can summon defences. I think I will add some factories that generate resources that are used to fund those defences, the fail state will then be once all factories are destroyed.

Good luck all!

Well, now you can climb up a ladder...

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Still not 100% sure on whether this game is going to end up being very deep in terms of gameplay, but it's gonna be interesting, at least!

Stairs are complex.

I am working in Godot, an engine I've only recently learned about, and I will admit I am going about making stairs in the most ass backwards way possible.

It has taken 6 signals, multiple functions, hours AND a nap for me to finally get the player character to move through floors and up stairs. Spawning shite? I did that in minutes. Making a character move across the screen? Tearing my hair out.

AND there's no animations for moving up stairs they're just sliding up the background.

After 24 hours

In the past 24 hours, I have completed the model. Start drawing and sound effects today! Guys, how far have you made it? Have fun!:smile: 3333331.gif

Hey Look, The Compo Is Over Halfway Over

Despite only doing about 2 hours of game development yesterday and only ~4 1/2 hours of scatterbrained attempting to focus today (knew I shouldn't have had that probably unhealthy amount of Coca-Cola), I think with the 3 to 4 hours left today and the potential for 12+ hours of game development tomorrow I might actually be able to finish everything I've planned.

Here's a screenshot with no explanation included:

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I hope everyone is eating and sleeping better than I am! 😅

Immortality is closer than you think

After a day of hard work, I'm at the point where some of the core features have been implemented but there's no game yet. I've got interactions with objects, dialogue trees for NPCs, and a rough introduction story/tutorial that is now fully functioning. All I need to do tomorrow is add tons of content! And AI, and abilities, and architect a building, and create sounds, voices and music, and and and... We'll see what it will end up like.

Story

Grampa is over 200 years old and you suspect he's a wizard. But now he had an accident so he's in the hospital. He tells you that he's dying, unless you can extend his life for a while. Other humans will need to be sacrificed in order to extend his life so he has enough time to go home to his lab. In return, grampa will teach you all his secrets, spells, and whatnot. All of this powered by the blood and lifeforce of others

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Mor(t)ality

You just need to find some people for him to consume. Should be plenty of them in a hospital, right? And there's nothing wrong with this since they're about to die anyway, agreed? Oh, healthy people with a long lifespan ahead of them are worth more than people that are close to dying? Well I suppose throwing in a few youngsters wouldn't hurt in exchange for absolute power, right? Who likes children anyway? All they do is scream

Some sketches

made by my friend Tabis, for our game

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Now for something to shoot...

I think I've finally got all my weapons implemented. Be afraid. CRAB is ready.

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Need more time ? Maybe you should consider delaying Ludum Dare itself

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I didn't really do a game for this LD, but rather a browser extension of public utility. If you feel you don't have enough time left in this LD, you should consider using it to add extra time to the countdowns on the LD website and delay the inevitable deadlines.

https://ldjam.com/events/ludum-dare/50/delay-ludum-dare-browser-extension

More Notes, Meals, Conversation, but Less Game Dev

Cross-posted at my website: https://www.gbgames.com/2022/04/02/ld50-more-notes-meals-conversation-but-less-game-dev-ldjam-ld50/

After my last post, I continued writing down ideas and creating sketches.

But then I got an invite to participate in a chat with some of the people from the original LD community, and it was fantastic. I had a great time catching up and/or getting to know people, talking about how far things have come, and also expressing gratitude that all of us were still here.

But it also meant I was not working on game development, so I eventually jumped out of that virtual chat and got back to work.

For lunch, I scarfed down some leftover veggie pizza.

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I felt like I needed to catch up, so I put together a paper prototype and tried playing through a bit. I did get some insight and realized I was missing something key, but I don't think I've done nearly enough to explore this design.

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My wife had taken the kids out for a trip, and she brought me a veggie croissant sandwich and chips for dinner when she returned.

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We chatted a bit, then I jumped back into my office.

So paper prototypes are great, but I definitely wanted to get something playable as quickly as possible, which means I needed to start implementing things in digital form.

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I put together the title screen earlier, using the concept art as the background. It felt temporary at the time, but now feels likely to become permanent.

I drew a few icons and sprites, but I implemented the HUD first.

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You can see the main stats include your money, your population, how many days until the meteor inevitably hits the planet, and how much anti-meteor R&D you've got left to do to maybe make things not so inevitable.

Then I wanted to draw the city, so I created a tile-based layout. So far, I only have a river tile to start with.

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What's not obvious in this still-frame is that the water is animated using a flipped version of the water tile. It's not fancy or time-consuming to make, but it does make it feel more alive as a game.

My intention is for the monster to emerge from the water, as you can see in this mock-up.

LD50_MonsterEmergingMockup.png

There is now less than 24 hours in the compo, and I'm about to lose some of that time to a good night's sleep. I wish I was further along than I was, but I need to focus on getting that game play in more than ever.

Calling it a night for day one.

https://youtu.be/uYuij8meRgI

That's gonna be it for the first day for me.

Managed to get my idea sorted, controls scripted and most sprites and animations all done.

Now all I have to do is code the mechanics... and add a UI... and sound... also a start menu and game over screen.

I'm sure that'll all be done 23 hours from now.....right!

Anime, and Sleep... Now That Shuriken Finally Works!

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I know it's time to sleep, when it takes me an hour to animate a simple spinning Shuriken. Then have a single enemy play a throwing animation, and fire it at the proper point of the player XD. Something that should take me 5-10 minutes at most.

Time for some anime and pass the fu** out, as I melt :smirk:.

Rest easy fellow devs :relaxed::v:. Tomorrow is another day :sunny:

Nightly Unwind

After a good day...doing some level design with some absinthe before bed. PXLem20220403/em015056079.MP.png

Streaming Mia's Bear Service

We're assembling cute little bears before the fluff machine explodes! Come watch if you wanna see! https://www.twitch.tv/msmiachar

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Prepare the Lazer Beam

Now with Lazer action - Tomorrow some finess, metrics , music and sounds, plus menus etc.

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First day done

Here's my progress so far! I have a lot of stuff left to finish tomorrow so off to bed I go!

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Day one ... not very much :|

Well, I got a lack of inspiration and ended up deciding to use Ebiten (go lib for 2d game) as it would be easier for me and did the first character sketches... plus some lore. But I'm hoping to get something playable soon!

Blue Cleaning Droid

I'm probably not gonna make it for Compo. Trying Jam or Extra for this first LD.

GRANDMA

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Another character for the game, done by @mimbladora

Day 1 Finished

Very happy with my day 1 progress. I've implemented everything I wanted to at a basic level. Tomorrow I plan to make actual graphics, add sound, and polish up the various gameplay features.

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Demons don't breathe

Upon being cursed by Hela, Skad feel fear for the first time: They feel their lungs breathe. Realizing the value of life, their selfishness will make they do everything to keep breathing, and they won't stop raising they sword for a second, after all, Demons don't breathe.

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Day 1 Status Update: may need to switch ideas

2022-04-02 22em22/em06-Xeriscaping LD50 - SampleScene - Windows, Mac, Linux - Unity 2021.2.13f1 Persona.png

Well, this time around has been pretty disappointing for me. Normally I'd be done the Minimum Viable Product by now, but I haven't even gotten the core gameplay done. And it's not a particularly complex system to program. I guess I just dropped the ball this time around.

I'm feeling pretty frustrated right now so I think I'm going to call it a day. I'm thinking of switching to an easier theme and try and crank that out tomorrow. I could go for the new Extra category, but I don't think this idea is interesting enough to turn into a 2-week project.

Day 1 Finished

Day 1 is finished! Today! I made most of the programming for a procedural runner, I think and I hope! :smiley: Tomorrow will mostly be animation and making the platoforms looks more good and adding a collectible and a hazard :thinking:Day 1.gif

End of the Day One

Hi everyone, happy jammin! I'm working on chess inspired game where you need to blow nuclear warhead before launching unfortunately rocket is not ready & AI is not the smartest one, making random choices right now. ldjam50dayone.gif All of them should've fixed by tomorrow but I had to watch a lot of tutorials meaning I used plenty of outsource code even if I still wrote them myself, so I will join as jam entry not compo this time. Good (night || morning || afternoon)

We had a saying for this...

"Born to dream, forced to journal". I guess the game dev equivalent would be "Born to dream, forced to program.".

After getting stuck on a lot of nitty gritty details trying to get...stairs to work, I don't know if I'm going to get anything to market. I've certainly learned things about Godot from this, and that was all I was trying to do. I think with a team I would've gotten further but as a solo dev it got way too frustrating to think that what others have made looks like it's cut from a movie while I look slightly better than scratch. Mainly animation players, I've heard they're grand and probably could've made a lot of problems simpler, but that requires art and I can't animate for my life. Probably gonna post the trainwreck on the itch I made once I get it close enough to working properly and then drop it.

It's been over 24 hours, and only now we have an artstyle

Always wanted to be more social and post some devlogs, so here I go!

Soo... Kinda spent the whole first day figuring out the artstyle for our game :sweat_smile: Well, in our team I am responsible for just art, so I kinda can afford being a little more slow and thorough with it. Here's what I've got now:

style_mockup.png

Most of the search occured on Wizard the Grabby-Hand here (don't ask), the player hero sprite. I wanted to make everything colourful and saturated at first, but things just wouldn't "pop". And then I decided, screw it! I'm just gonna try this beautiful red palette I saw on LOSPEC that got stuck in my head and do a completely different style. And I think it turned out great!

hero dev.png

The pallete I ended up using is BLOODMOON21 by Ademack, if anyone curious. Slightly modified it by adding white, probably gonna add a couple more colours for some details.

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Overall, I don't think this time searching was wasted. All the guesswork is out of the way now, and my workflow should only speed up going forward. I hope :fingers_crossed:

Day 1 Progress

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Decided to go with something small this time and was able to make pretty good progress. It's actually at a point where I could stop and have something to submit, which is good because I may not get to work on it much tomorrow. If you want a short break and to try out what I have done you can find it here. Recommend playing it with sound enabled.

Hi my friends!

I'm very happy to be participating in another edition, having the honor of meeting many participants and knowing that a lot of good things are coming, in this jam I proposed to challenge myself and get out of vector art, and try to learn a little pixel art, It's a lot of work, but I hope to finish something on time.post.png

Day 1 Progress

Progress: - Dog :dog: almost done - Feeding and Hunger :ballotboxwithcheck: _just mouth animation missing - Good time calculation :ballotboxwith_check:

Todo: - Finish dead state :skull: - Sounds :musicalnote: - Save State to File :floppydisk:

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The timer will start at 2 days when I publish tomorrow.

Hope you enjoy! :slight_smile:

Art Times!

I've gotten most of the 'level design' done, so I am shifting to art, music, story.....

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Wahh

LD is hard already, but getting a late start makes it extra difficult. Struggling with what to do for an art style and name of a game and other things that are less important(?). I might have no choice but to submit to one of the longer formats. Not sure! Wahh

Finished!

Man finished my game for Ludum Dare 50! So excited. My take on a sort of flappy bird genre.

Shakespeare Movement Animations Done!

After a long day, Shakespeare's movement sprites are done! Gonna take a quick break, make a list of sfx we need to get, then potentially work on boss designs!! shakespeareemline/emall.png shakespeareemline/emprev.png

Also we got the monkey assets colored!! monkeyemidle/em2.png

The rush when it's finally working!

I got the first version of my silly game working! Now all that remains is to add add extra fun: more features, sounds, better graphics, that kind of stuff. And sleep, too.

Sending love to all other jammers <3

4am Start

Cat woke me up so might as well get back to it

Gameplay_237.gif

Today will mostly consist of attempting to make music.

Good luck everyone!

Relax at the beach and dig up some goodies!

I'm building a little minesweeper + picross mashup game!
We'll see if it works out well, but for now I'm pretty happy with how the art has turned out!

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