Just a reminder for everyone. Make a backup of everything... Often.
Over forty years as a programmer has taught me to back up.
Just a reminder for everyone. Make a backup of everything... Often.
Over forty years as a programmer has taught me to back up.
Small animation with cat object
And new concept art (make by @yuki-albarn)

Slow, steady progress. As it should be. We all BECOME CRAB in time.


This first day has been quite hard, but we've managed to overcome most of the difficulties so far.

What do we have, and what's next?
Well, the first thing is that the player can now build some buildings, that's a start for a "city" builder. There's still some buildings to implement, work to be done on the UI, as well as a LOT of testing on game mechanics. And then we'll have to work on music and sound FX. And of course, a lot of polish needs to be done (some animations, etc.)

But for the moment we're quite happy with what we've done, and we're going to sleep.
Got bored of looking at the same temporary assets, so I made some new sprites with animations for the game. The background may change later, depends on how much spare time I'll have (probably none).

Also figured out how to balance the game a bit. Will implement that tomorrow, after I get some rest.
Now that I'm looking at the gif, it also seems like it doesn't capture most of the detail it has. It's way more detailed that what you're able to see. I'd still like to modify it a bit if I get the chance though.
This is my first ludum dare and second game jam in general- I'm entering the jam as I have a team member working on music this time (and those yummy, extra 24 hours. Mmmm.) Got pretty much all of my basic code down for the systems needed for my point and click.... My sooper dooper music team member is working hard to get all that stuff done, and it sounds 100x better than my game thus far. Thus, I must make my game 100x better, logically.
The art for a couple of the areas are done- hoping to have 6 little areas like this in total!
Mind yourself, everyone, and get good sleep!!

Levels of space station destruction , maybe an actual game mechanic!

The amazing people in this team have been working hard on Unity and aseprite all day whilst I've been coming up with story ideas. Looks like things are really coming together. Excited to share what we have in store!!

I dropped my first 2 ideas :sob: , here are bad assets for the third! (modular characters)

It's still pretty patchwork but there is actually somewhat of a story. If any one has any feedback it would be very much appreciated! I still need music and alot more art https://alexanderchatham.github.io/LudumDare50/ 
First day of our first game jam! Still a long way to go, but already proud of our progress. Time to catch some sleep

https://youtu.be/ZRSKeytYm9o
I've been creating a Tile Level Generator to help us on Level Design in the long run and It's starting to come together very well! :smile: I can't wait to share the whole game concept with everyone! :flag_dz:

1AM and we have a working prototype, alpha version for tomorrow at 12:)
Have a good night fellow devs and fighting!!
Did you guys know some rodents only live for 2-3 years? I wish science would find a solution to that problem... Or magic?

Well, this day just flew by, didn't it? I don't know if it's thew fact that I chose to write a story and do some very minor coding in Twine 2, rather than taking on pixel art or even 3D responsibilities, like I usually do... but man it feels like today was just 12 hours rather than 24.
A couple of ideas floated to the top, but the one I decided on is something I have been meaning to do for a while, with the theme simply giving me a direction to work in.

Writing a complete start-to-end narrative with some branching, and choices affecting story beats that follow later was the reason I picked up Twine 2 to begin with. I just never really got around to giving it a go. So that's what I am doing, writing a side mission for a fictional cyberpunk game. But it won't be a side mission for our protagonist, oh no. He's just delaying the inevitable.
Cyberpunk also somehow means Film Noir, right? So I have to write it from first person view, like a detective from the 50's who just threw his fedora aside and is now sipping a bourbon.

Aside from writing a story I've spent a good chunk of time tweaking the CSS to get an appropriate vibe through color, font choice and, uh... border widths? As shown in the first image, a brief bit of photoshopping a logo was also a part of the day.
These nodes might say 'chapter' but don't worry, these chapters are merely paragraphs. And the colors indicate things! Oooh, exciting.

There is a lot left to do to try and make the story satisfactory to play through, but I am glad I planned out the entire outline. I always thought I was better at starting small and scaling from there, but going from macro to micro gives me a lot more confidence, given that I know where I need to go with it all.
But now I sleep.

I've managed to get the basic mechanics done today. There are enemies that roam the game world and will kill you if you touch them, checkpoints you can activate to respawn when you die, and collectible power-ups that help you deal with enemies and obstacles and allow you to access new areas. Here are the two I have implemented so far:

Fireballs can also light torches, some of which will open doors for you. How handy!
With the basic stuff in place, I'll be spending Day 2 expanding out the game world, and adding new enemies, powers, obstacles etc. Then it'll be on to the polish stuff like music, sound effects, and some snazzy particles, and if I'm happy with it, I can hopefully submit to Compo this time!
I've been building games in Unity for years, but for LD50, I'm using Lens Studio and publishing to Snapchat (!!!). I work at Snap, so it's not huge leap technically, but I'm excited to finally challenge myself with something different!
