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.