End of Day 1

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

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


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, 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:
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.


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??
Progress after 21 hours of development!
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 :)


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!

What is inevitable ? Fire !
So far we made a cute fire simulator...

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.

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:
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.

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


Initial concept seems to actually be working out not too bad.
Streaming the creative process live at twitch.tv/666Savior13 and twitch.tv/Outfrost.
The game got stuck in a loop, food kept decreasing, and this is what happened:

https://youtu.be/mfkADtbPQQg
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.
