Ludum Dare 54 September 29–October 2, 2023

Day 1 Progress

A lot of time today was spent figuring out what do we even want to do and we ended up going with a bus management game. So far we got a system for seating passengers going and plenty of boilerplate code for interactions between various passengers. It somehow feels like we did a lot less than we should have in day one, but that's probably just my conscience speaking due to all the hours we spent having a LAN party of CS2 instead of developing the game... Screenshot from 2023-10-01 00-15-37.png

Rough start, but we're getting there

After fighting with Godot's physics engine for the entire day we decided to scale down our ambitions somewhat, but now we have movable boxes! Oh yeah, we're making a game about moving boxes. Nothing exciting enough to bother to record yet, but have a look at this cute boat our artist drew for the game!

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Alright, bedtime.

it goes

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🎵 stayin' alive 🎵

Characters incoming

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Spent half of the day working on characters, more to be made tomorrow. Hopefully all of them will fit in the limited space on the bus.

If you have any ideas for stereotipical types of people on a bus, we would love to hear them!

Day 1 progress

I'm making a game about a dark and cramped submarine on which we explore the bottom. Something like Iron lung. I have long wanted to make a game about a submarine and I think this is the right theme for it.

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Day 1 over

I'm off to bed for few hours. Did pretty well today. Screenshot 2023-09-30 232823.png

Jewel of Power day 1 progress summary

Girls did some drawings and then got bored :smile:

Finished (might need some minor updates): Strategy map and game core: - game logic classes - map nodes classes (including connections and visualizations) - game state classes - map settings classes - map variants classes - some ui classes for map - concepts and level designs (map A sketch with nodes) - spawning with random nodes based on configuration

TODO: - map movement, turns and phases - castle ui + classes - battle ui + classes - main game loop

timetable doesnt look good :smirk:

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Day 1 finished. Game logic is completed.

I have a playable demo now without any sound effects, music or game over screen etc. Tomorrow I will only bother with these stuff. P.S. : I am a software guy without any artistic skills as you may tell :sob:

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Good tiles

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I like these tiles I made a lot

First 24 hours! Anyone want candys?

The first 24 hours of our game jam are behind us, and we just wanted to drop by with a little boost of motivation (and sugar)! 🍬

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To keep your energy levels up, we got a sweet treat for each of you. Grab some candies to power up your game-making magic! 🍭✨

Catch em' all! (if you can)

Day 1 over

Shields and engines online, nothing else works...

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Today turned out to be much longer emotionally and much shorter in terms of progress than I had hoped for. Planning the game was a lot of fun, and at the beginning, I was very motivated to work on it. However, I quickly lost motivation and realized that making the original idea work in a detailed and enjoyable way will take much more than 2 days. So now, I'm only sticking around to finish something because quitting halfway through feels worse. :smile:

On the positive side, I used ProBuilder for the first time and managed to put together something resembling a spaceship. It was much easier than using Blender, for sure.

Initially, I felt like the game would be rather easy to complete, and I thought I could spend the second day polishing it. I imagined I could use this extra time to write readable and clean code. However, that ended up taking a lot of time and caused a lot of frustration. Not to mention, it didn't really turn out to be as readable or reusable as I had hoped. :smile:

After that, I took an extended nap break and worked on fixing some shader graph for the shield. I still have quite a way to go before I can start polishing everything up.

Let's summarize the first day.

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In the few hours I managed to allocate for development, I was able to: - Set up the platformer base using a wonderful example from Defold. - Spent a while figuring out how to connect an orthogonal camera to be able to track mouse coordinates. It will be needed a bit later. - Started sketching the visuals. I spent some time with the character. Surprisingly, Inkscape was more helpful for conceptualizing and determining the overall shape. But for the actual game, I decided to quickly create pixelart for the bug in Aseprite, with animations.

The concept: Screenshotem2023-10-01-01-28-38-317/emcom.github.android-edit.jpg

What's next? - I'll try to implement the mechanic from the initial idea after all. Maybe this bug will be able to crawl on walls, we'll see. - I'll spend the remaining time on creating the atmosphere so that the visuals don't feel too raw.

The game im working on!

I have started making a game! I had a hard time coming up with an idea but once i came up with this idea, i went with it!

The game takes place at your lovely grandma's house. Being the caring grandma she is, it's her job to make sure you are well fed. The problem is that your stomach have a limit, but you can't say no to your sweet grandma, even though she keeps on bringing out more food! So you need to get rid of the food when she are not looking (im picturing a window or bin) or you will puke up everything and you should not disappoint your grandma like that...

Im almost certain that Im probably not the only participant that has this kind of idea but i want to give it a try!

A picture from early development: gr.png

Done?

Screenshot 2023-10-01 011855.png https://mauno.itch.io/ld54 Everything seems to work and there isn't anything that I feel like I absolutely need to get done anymore. Going to sleep now and then I'll figure out what to focus on tomorrow.

End of day 1 !

Still a lot of work to do, but we are happy to make our first 3D game for the Ludum :blush:

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Good Progress But Far Behind

So far I've made pretty good progress with map development and general but the overall development has been super slow and being distracted by some relevant issues when dealing with Godot did not help :(. Worst case I wont be able to fully accomplish everything I wanted, so may need to cut back but I really don't want that so I'm still gonna go all out.

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Day One

Might be some peak jamming today.

Got a feel, an aesthetic, a mechanic and a system built - not bad for my first solo effort.

Tomorrow is content, polish and some variations! :grin:

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Greenhouse is taking shape

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Most of the gameplay loop is done! Now I need to model some crops, make the UI and add a bit of color to it all. And make sound effects and the soundtrack, but I'm saving this for last. I'm actually happy with how the game's progressing thus far, the compo is looking like an option this time!

What is this? a game for ants?

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Ok so I kindda have an idea for a gameplay loop and stuff, the game is probably gonna be called something like "Encoder bot" or something like that.

The question is: Should the player grab letters to decode a binary sequence OR grab binary numbers to encode... or both ? :O

It's gonna revolve around encoding text to make it fit, maybe you should store and then send out the signal? hmmm I need to figure out what I'm gonna do... (also this is for the Jam, NOT compo, seriously the compo is crazy! mad probz to y'all doing the compo!)

Also Imma go to bed now