Ludum Dare 56 October 4–7, 2024

Struggling in Godot

Working in a team this time and struggling to learn Godot but we got this frog working :sunglasses:

Screenshot 2024-10-06 005202.png

End of day 1 - we may bee a little exhausted but it's ok

Hi there! Last news from us for the day!

1/3 of the way

One third of the jam has passed and we've made some progress. The godot project has been set up, and we've started to merge my work on graphical assets into Bouteille's code. And it (mostly) works. Hurray! There's still a lot of things to do, but we're happy about our progress.

Look at theses cute tiny creatures! (the gif maybe a little to tiny itself to see anything, but I'm too tired to record anything better, sorry)

ezgif-7-516520a787.gif

Also, I'm quite happy with the icons I made for the trading UI: some honey, some pollen, and a bee-tech-token-something-we-still-have-to-find-a-name-for-it. I challenge you to draw a better "pollen" illustration.

Capture d’écranem2024-10-05/em23-38-13.png

What's next?

Sleep. We need some sleep. We're quite tired and our brains can't compute anything anymore. That makes testing and debugging the game pretty difficult. But hey, that's the ludum dare experience, and that's fun.

Tomorrow, we'll continue to work on the mechanics and I hope we'll be able to implement most of the UI so I can focus on music and sound FX on monday.

Good luck everybody

Obviously, we wish good luck to all people doing the compo. You still have almost 24h, hope you'll manage to finish your game in time. I can't imagine how difficult making a game solo in 48h is, but I'm really admiring all the people that are able to pull such a feat.

Capture d’écranem2024-10-06/em00-35-41.png

End of day 1

GIF 05-10-2024 23-56-01.gif

I think I will make it for the compo this time!

24 hours in and we finally have a player on screen!

003-robot.gif

Spent most of the last 24 hours working on infrastructure stuff. This may not look like much, but behind it is input and audio management, build and deployment pipelines, a HUD, some debug output, preloading and a whole bunch of code to keep it all together... all so that we could get this little robot dude to appear on the screen, and not move.

Don't you just love the framerate at this stage of development though? Guarantee that's the highest I'm going to see it this weekend!

Day 1 Wrap-Up for Untitled Firefly Game!

Heya, been a long time since I've written something myself for one of these Jams. Partnering up with Pickens once again to make another extremely moody game.

Being able to take off all the safety wheels of AAA is so refreshing, just throwing stuff at the wall and moving on can be super fun every once in a while. Ignoring the hour I lost because I threw a few too many safeguards out the window haha.

Been having a blast though, I've made a fun stylised post-process, enemy character VFX including a death, PC effects, a player companion in the form of a firefly swarm. Been a busy day, tomorrow I'll be working on the effects for a PC death and then possibly re-evaluating what we want our main PC to look like, make some animations and poses, a cheeky bit o' branding and then helping actually make the levels for the game! Gif (220).gif

See you all tomorrow!

End Of Day 1

A lot of making things look fancier to go and an awful lot of balancing to do. Overall really pleased with what I've got on day 1. By no means perfect but what I've got seems like a solid core game that just needs a bit of finessing.

EndOfDay1.PNG

OMAE WA MO SHINDEIRU

nani2.jpg

why do something usefull when you can draw memes... but jokes aside, that might be an actual attack in our game as it's super easy to animate lol

Walls in isometry are not an easy task.

It will probably be necessary to revise the concept of locations Corridor locations are difficult to process to make them look good изображениеem2024-10-06/em022321285.png

We're Fly-ing High So Far

One day in, and we're soaring high, like a fly. Our crappy game is fly-centric, and while the gameplay is largely done, the graphics are still a work in progress:

Screenshot 2024-10-05 192051.png

That didn't stop me from taking a 'glamour' shot of our star character, though!

HiRes Fly.jpg

Now I just need a game...

I've got Authentic Little Bird Actions! You can flap! You can peck! You can tweet! You can hop! You can stand on things! ...What I still don't have, though, is an idea of what the game itself should be. What's the goal here? I guess I still have (most of) a day to figure out that part...

ld56_8.gif

Bedbugs Chaser MVP is ready!

Screenshot 2024-10-06 at 03.34.55.jpg

Wow, I can't believe I finished the MVP. Several times I wondered if I should abandon the idea. There were so many problems, but I still forced myself to complete it.

Please play my game, I hope you like it! And I'm going to sleep now, hoping I won't be dreaming about bedbugs all night :)

https://jscommander.itch.io/ld-56

Hitting the wall + Ensterklopedia #4: Mermoo

Yesterday, I was packed with motivation and energy, despite having doubts before the event. I managed to work until 4 A.M., wrote clean code, and felt rested after just 4 hours of sleep.

My game is a Pokémon-style game (Sterket is monSTER + pocKET instead of POcKEt + MONster) with the gimmick that since the creatures are tiny, you can fit multiple of the same species in one pocket, which is good since they also have low HP and die easily and permanently. I really like some of the creature designs, bios, and name puns I came up with, but I'm reaching the point where my coding is getting sloppier, which slows down adding content.

Things that still need to be done: * Buffs/debuffs * Enemy AI (I'll probably just randomize it) * Win/loss state. * Some menu between fights.

The game concept I have could work well as a roguelite if it was expanded upon. I won't have the time to implement the required mechanics, but there could be a lot of "build" potential if you were offered different creatures and items at random each run.

Anyway, here's one of the creature designs I sketched last night.

mermoo.jpg

This Sterket spends most of its time swimming inside a milk-filled pouch on its mother's belly. Each day, the mother lets it outside of the pouch for a bit longer until it's fully weaned and able to breathe in air and water.

Fun fact: I designed this Sterket by taking the debated Pokémon tradition of basing the fire-type starter on a Chinese zodiac animal, picking one that hadn't been chosen yet (the ox), and using it for the water-type starter instead.

Maybe in?

It's been a long time but I kinda want to make something. This time it'll be for Windows 3.1. A 32-bit Windows port can come post-jam. Note that I've started late and have quite a few things to do today so I'll need to put something together quickly.

My tools:

  • Language: Pascal
  • Emulator: 86Box
    • Development set: 100 MHz 486DX4, 32 MB RAM
    • Stress-testing set: 16 MHz 386SX, 4 MB RAM
  • OS: Windows 3.1 on MS-DOS 6.20
  • Compiler: Borland Pascal 7
  • Text editor: Borland Pascal 7
  • Image editor: The resource editor that comes with BP7
  • Actually transferring the game to the host system so I can upload it: Floppy disk image + mtools

I'll probably port it all to FreePascal after the time is over. It seems the mingw-w64-fpc package in the AUR works at least for a basic MessageBox-fuelled Hello World program.

I'm aiming to do something more like a puzzle game. Should work mouse-only and keyboard-only. Will probably make heavy use of GDI for drawing shapes and stuff, I don't want to waste too much time on art.

There might be some beeps at different frequencies for sound but that's probably going to be all on that front.

And yes, this will be a very Windows-y game. There aren't many of those made these days.

A Linux port might come later but don't hold your breath. I will avoid the use of widgets here which should help with not needing to rewrite too much of the code, but there will still be a decent chunk of changing Win32 API calls to Xlib API calls.

Git will really only be used once I start porting stuff.

Hope Everyone's Great

I make video games but not that great this game I'm making is about tricking your enemies as a little creature called a duck which you can shrink hope everyones games going good.

Alrighty then

kihvi_c2.gif

Making some slow progress.

Hopefully I don't end up wasting time tinkering with "unnecessary" features...

Day 1 End

Decided to try my hand at a pseudo RTS game. The catch is I've never made an RTS game nor have I ever really played any (only thing that SORTOF counts is prison architect and stronghold) So far I've managed to complete the basic economy. I am also using a tool to screenshot my screen, and after the jam I'm going to compile all of the screenshots into a timelapse!

Screenshot_2012.png