End Of Day 1
As a final part of day 1, I've automated the itch builds because I hate manual work 馃榿

Good luck and see y'all tomorrow!
As a final part of day 1, I've automated the itch builds because I hate manual work 馃榿

Good luck and see y'all tomorrow!
half the compo is over and i'm still pretty far away from the game i have in my head.

i managed to get an enemy on. that shield will eventually have open sections that will allow the player to shoot the core or even get inside.
the flow will be very simple with infinite levels that get progressively more difficult, pretty much based on the speed of the core's shield and the core shooting at you too.
i want to experiment with an ellipsoid shield, but if i'm already having issues with collision with a circle, imagine with an ellipse.
but i had a good progress. almost 1000 lines of C code and one sprite (the core) made.
shell
$ wc -l src/*
8 src/art.h
78 src/bullet.c
35 src/bullet.h
18 src/defs.h
87 src/enemy.c
31 src/enemy.h
18 src/game.h
47 src/main.c
132 src/particles.c
50 src/particles.h
113 src/player.c
38 src/player.h
95 src/screen.c
20 src/screen.h
59 src/utils.c
37 src/utils.h
140 src/wasm4.h
1006 total
i hope i'll be able to finish for the compo, otherwise, jam it is!

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I'm finally done rigging the player :D 

Ok, I am in!
You have a board of tiles, on each tile is an image of (an animal, a letter, an object...) In each round, you have to find Ten pairs.
every ten second tiles found, you get new tiles to replenish your board based on the score for the round, (on an average round you get fewer tiles than the twenty you just selected)
Games end when there are no more tiles on the board.
you can see the current iteration here
for now there is only the grid and the current selection!

One of the tests is to grab a loose gear. This is tricky, because the gear can hop gaps, but the robot cannot...
I am creating a physical game - something between a snooker and a golf. The physics is done and works pretty well. You lose a stroke every 10 seconds. I don't use any engine for this project - only my template which has been developed in C++ without any dependencies. Tomorrow I will work on the levels. I hope that all is fine for you too. I wish you the best. Bye ++


Here is my progression.
The goal of the game is to compose train every 10 seconds to get or bring resources to other locations. You have to choose your wagons and your destination.
This is not fun for the moment, I started implementing defeat, I think it could be interesting if I can add enough content (this is never gonna be happen).

Heather and I are putting some polish on the HACK THE PLANET interface and while they write the net crawl, I am getting to work on character writing, including the all important
```
_ _ _ _ _ _ _
/ _/ / _ \ / _ \ / / / / / |/ /
/ / / / / / / // / / / / / / /|/ /
/ / / // / / _, _/ / // / / / / /
// _/ // || __/ // //
_ _ _ _ _ _ _ _ _ _ / / / _/ / _/ / | / / / | /_ / / / / / / _ \ / _/ / / _ \ / / / / _ / |/ / / /| | / / / / / / / // / / _/ _ \ / / _/ / / // / / /| / / _ | / / / // / / _, _/ / / / / // // _/ // |/ // ||// _/ // || /_/ /_/ ```
main menu:

and ft. jamslam, my favorite script kiddie:

Just took some time off the project to check what others are doing, i cant wait to play all those great looking games :3
I'll go into bed now, all of you still awake and working, have fun, cya tomorrow o/
And so day #1 has ended, and I have pretty much just wrestled technical issues and gotten very little writing done. Not exactly what you want to admit when you're writing a text-based game, but with two days left in the jam (and a mental not to not over-scope) I should still be good.

This game will be all dialogue, and text messaging seemed an interesting and realistic way of tackling this. I briefly had thoughts of implementing other phone apps as well, but I think I'd just be muddying the waters. Hopefully I'll be able to just get creative tomorrow!
Now I sleep.
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Introducing the team :
https://www.youtube.com/watch?v=64d8HtthCbE
Wee sneak peaks, we are working on a "new mini-game every 10 seconds" type of game. Here are some of our first mock-ups and assets.
Mockups by @cdmaniac (Champagne Shower, Pet the Dog)

Assets draft for Garbage Snacks by @sersie

Assets for Space Cat by @wild-and-away

Pet the Dog by @jmad

Game Frame by our dev team @mrkebab & @theludovyc

It's ~~1984~~ 1989, and the latest game to rock the GameBoy scene is "Misinformation Pandemic!". Every 10 seconds, new misinformation disseminates but the masses are confused ! You must blend in with other shoppers or otherwise get your ass beat up while trying to buy groceries.
"This games story makes no sense ! In no way that could ever happen" - Game Review, Dec 1989
"This game is pacman meets daily tedium meets fear sensationalism" - Probably some guy, 2022
"Historians now recognize this man was likely a prophet, delivering prophesy to the masses via a digestible, easily understood LudumDare jam entry" - Last man alive, 2025

(The player placeholder sprites are difficult to see ---)
Latest Progress:

Streaming on twitch.tv/hotPathDev
We've managed to finish the general design and try the most challenging programming tasks. Things look pretty good, I think we didn't over-scope the game although it's easy to come up with a lot of ideas which of course add more work to be done.
The best thing about this day was the paper prototype! We tried the game on paper and it's cool!
Look at this bad ass prototype 馃槒

If you prefer more digital stuff here's a quick mock-up of the game screen!

Plan for tomorrow: playable digital prototype! Good Night 馃槾

https://i.gyazo.com/3b2eceefd44909175d5f88f7136597fe.gif
Got togheter almost all the graphics and game mechanics. Sadly it slipped my mind that to submit as compo all the assets must be done during the jam, so I'll go with the classic one this year.

The game is titled "10 Seconds Ambush". It will be played in rounds of 10 seconds during which difficulty keeps escalating to a bullet-hell madness and then reset when the timer hits zero. Pretty straight forward but I'm having lots of fun.
This is probably going to be my last solo jam in a while: I start missing the sense of discovery of working with new people.
My game - tentatively titled Long Shot - is already feature-complete save for a "Game Over" system. I feel like I could have done more today but my ADHD was playing havok with my attention span >.<
Anyway, here's what I have so far:

Tomorrow I'll be adding music and sound effects, a menu and brief tutorial, the "Game Over" system, and trying to add in even more enemy and wave variety. I'll probably have to make this a Jam entry, as I've copied just a little bit too much code from other projects, but that gives me even more time to polish this up.
Goodnight, and see you tomorrow!
Completed 8 modular rooms, 3 characters with walk cycles 3 weapons, tons of good work done and lots to come