I am pleased :3
Day 1 is basically over and i`m really pleased with what i got so far :3
Still got a lot to do, audio, menu, tutorial... but i got this!
https://www.youtube.com/watch?v=kQMND5aCQ_k
Day 1 is basically over and i`m really pleased with what i got so far :3
Still got a lot to do, audio, menu, tutorial... but i got this!
https://www.youtube.com/watch?v=kQMND5aCQ_k



After losing a bunch of pixel art animations to the new Photoshop Save dialogue, courtesy of Apple's unwillingness to follow standards. :punch: - I rapidly scrabbled to do a shortcut by modelling the rough outline in Blender to do a paint over.
Since it's still somewhat passable, I think I'll leave off paint-over/cleanup 'till post-dare :smiley_cat:

Going to sleep. But not without sharing my progress:

I have a lot to do concerning design and art, but most of my game is ready : menu, mechanic, objectives, interactions, music.
...but in the end, I really needed one. It took me maybe two hours, but I feel much more confident in being able to build a fun game now. It's simple but works really well. Well, that's it for tonight. Tomorrow, it full ahead with sound design.


Things are coming along quite well with more of our heart pounding microgames becoming playable by the second
Keep a finger on the pulse :wink:
I now officially have the cutscene system working. Now onto the main mechanic and level design!

Do you like cyber-noir stories, this adventure might be right up your alley.
Implementing all aspects of a good story: Music, Sound effects, voice over.



I've been hacking away at this prototype since 8am (it's 4:25pm now), and a good majority of that time was spent stuck on a few debugging problems. Progress is slow, but I'm learning a lot. For instance, it took me far too long to figure out that my AutoTiling wasn't working correctly because "Grid snap" was enabled, indicated by a tiny blue icon :))) Next time I have AutoTile issues, I'll be absolutely goddamn sure to check for that grid snapping!!!
Anyway, I finally, finally got the movement system to work. Now, I just need to add the deck-building mechanics, which are essentially just rotating sets of action buttons to be used against enemies. Still, it was fascinating to work with pathfinding algorithms and various arrays to store and calculate grid positions and whatnot.
I'll be back to the grind either later tonight, or early tomorrow morning, depending on how early I fall asleep tonight. I may not complete the game in time, but that's ok, because I am having a ton of fun and I am learning a lot in a short period of time!

I was taking notes elsewhere, but I figure this is as good of a place as any.
With the theme of Every Ten Seconds, I first asked my girlfriend to come up with an idea.
Here's what she said.
:girl: :
"What about if you have a little bit of health, and you have to constantly run around regaining it until you die!"
"Like the world is ending, and it's the apocalypse too!":boy: : "...well, that seems a bit obvious, but we can work with it. Hmm...what about this?"
"We could have it so there's a disease, and you're dying but you cut your finger, lick the blood :bat:, and are suddenly cured. Then you run to try to stick your finger in others' mouth's to save them." "There'd be a ticker showing
8000000000people dropping rapiddly, and you have to go and save as many. Like, a reverse zombie plague.":girl: : (Clearly not thrilled I changed her idea)
"Yeah, okay. You can do that. I'm going to clean..."
Well, it's a decent idea! It needs work, but it fulfills the criteria interestingly.
1) At the start of the game, there is one infected person, and every 10 seconds, the disease spreads exponentially.
+ IE: 10 seconds in, there are 2 people infected, 20 seconds, 4, 30 seconds 16, etc...
+ Their lifespan after infection is also ten seconds, and they are rabid, and make for as many people as possible.
2) This would see you getting infected, scratching yourself, but not dying, actually, you feel great.
3) So, you have to spread the cure through your blood before the world dies. It's like good zombies vs bad.
I think this is self explanatory.
Great to see how everyone's games are going, I hope everyone makes it past the deadline. As for my project I think it's coming along... I won't spoil much but it the basics of the game is that you play as the final boss of a generic RPG game and have to fight a bunch of generic procedurally randomized protagonists. 
And they spawn every 10 seconds.
Decided to take somewhat of a more "traditional" approach than I usually do and made something arcade'y.
Wanted to keep it as simple as possible. I think I have the fundamental gameplay intact already so I can focus on the aesthetics and polish tomorrow.

Hopefully I don't end up wasting the whole second day patching up all the game-breaking glitches I will evidently find!

Didn't sleep that well last night... :eye: :eye:
Hopefully tonight will be a different story! :owl:
It was very productive day, now it's time to rest!!

Don't forget to sleep, buddies! It's important for your good mood, mental and physical health)
Today I managed to make character control, dialogue system, inventory and some graphics. I am satisfied. And now I'm going to sleep.


"It seems to be missing something, gentelemen."
I am not sure where this will be end this time. My idea isnt all the best and i try to make it even worse..wait what ? :D
Its another top down game where every 10 seconds an event will happen :D

It’s been a productive and fun first day. I’m spending the weekend with my old friend @daandruff and we have both made good progress on our entries. Looking forward to tomorrow!
Here’s a view of the main mechanic of my game, a power surge that occurs every 10 seconds and provides your colony with power. Just beware to not put to much stress on the generators.

Managed to get stuff moving, created initial looks and prototype. Need to finalize the loop and I can start working on short UI and maybe, just maybe I can finally make some music for the Compo.
