First progress shot

Spooky!

Spooky!
Progress has been made. More progress needs to be made.
As normal, I've hit a roadblock and am in a debug spiral. So, I'm going to take a break, get some sleep, and come back to this in the morning.
I'm a bit farther than I usually am at this point, which is nice. So perhaps I can pull this together. I guess we'll have to see.
In the meantime, in lieu of gameplay, here is a triangle man:

I had to do an engine swap (to Unity from Phaser... just not familiar enough with Phaser to "get stuff done quickly") but at least I have something to show for my time now. Time for a quick lunch here in the antipodes... then back to it!
For now, look at this dude gettin' flippy wit it!

My game is gonna be about exploring old abandoned projects on an old game engine and seeing what wacky, or mysterious stuff is hidden within!
This is a huge risk cuz I have no idea if this is even gonna be fun xd guess we'll find out

I present to you all the.....protagonist?

Always open to more horse video game puns


I'd say it's going pretty well. I made a character who's looks I'm happy with and it's fully rigged with all 4 walking directions and an idle. Bed time now but tomorrow it's time for the environment.
Not even half of the game mechanics are done, but some parts are starting to take shape. This is way too ambitious for Ludum Dare, but fuck it, right? Why not try anyway?


At least I have a solid idea. Not much to see yet but planning to get the core mechanics here done tonight because I'm going to have to spend tomorrow writing a lot of content for this game.

Need to sleep for the night, but I'm streaming all my work from twitch.tv/breadloaf007 so stop by and say hello!
All I have so far is a plan and some mediocre top-down movement code with a bit of a drunken stupor, but I'm feeling good about tomorrow.
Saturday Goals: - Drunk Movement finalization (90m) - Build the ship deck (15m) - Whiteboard prototype (30m) - Add treasure, #programmer_art (5m) - Everything slide around, depending on ship lean (60m) - Draw ship lean indicator arrows (10m) - OR I can simply move the water graphics in such a way to give the illusion of ship tilt - Paralax Waves (Inkscape, vector art) - Steering ship: interaction with player, change value, influence world (30m) - Treasure/object grabbing & pulling - Canon loading/firing logic - Canon aiming? (timed mini-game screen?) - UI Indicator bubble - Obstacles - Ship healthbar - Enemy ship AI
Design: - [0] Sailor movement feels 'drunk' - Other actions: - [1] Steer ship with wheel - [1] Grab onto edge of boat to prevent falling off - [1] Grab/hauling treasure - [1] Load/Fire cannons - [1] Repair ship damage - [2] Look at map (or spyglass?) - [3] *attempt to tie down treasure - [3] Swab the deck - [3] Deploy/retrieve net - [4] Weigh anchor - UI Indicators (off-screen smash bros style bubbles): - [0] Destination in sight - [0] Ship healthbar - [0] Treasure count - [0] Ship "lean direction" arrows - [1] Incoming obstacle (rocks, barrel bombs, etc) - [1] Incoming enemy ships - [3] Incoming treasure - Bonuses/Powerups? - It's all alcohol, so it all increases drunken stumbling - Rum that increases chance of treasure - Tequila that increases speed - Whiskey that makes you stronger (quicker steering, easier to keep treasure on board)
Continuing to being utterly unable to do anything art-related, here is a little pendulum sim drawn with lines/shapes only that I've got so far.
I've got some ideas how to make this a game, but yet again this will not be a game for everybody.
It's almost 7am already, probably should take a nap or something :D meanwhile you can drop a follow on twitch.tv/necauqua to watch me continue to do something with this tomorrow, this is directly in the browser with Rust+WASM again.


Did ya know I like wolves? Ya who would of though XD.
It's about time I make a Wolf based game, and so far its going pretty well. The initial loop for combat is done and now I need to work on the grander part of the game.

Ok, so here is 6 o'clock in the morning, it's time to start coming up with a game concept. Good luck to everyone.

Got some of our artist's work going into the game, and it's looking great!
Started very late but 2 hours in and I have a small spaceship sim with gravitational pull towards planets. Collision and physics were going to be the hardest parts and these are mostly done which I'm pretty happy about as I wasn't really sure how to go about them. Time to start working on exiting the spaceship and walking around the planet, perhaps tomorrow I can start making it look prettier and adding more mechanics relating to the theme.

I've been playing a lot of the classic NES Mega Man games recently, so I was looking forward to creating something in that vein for Ludum Dare this time. I generally jot down a couple of ideas for themes that jump out at me during the final theme voting round, but I didn't have anything for Unstable. I took a few (actually, 4-5) hours to think about what I might want to do and decided that the game would be a boss rush similar to the end of the Mega Man games where you fight all the bosses again in any order with all your new weapons and everything. So I started the art, made a little robot guy and started animating.

I thought "you know, Mega Man is cool and all, but I think that I want my robot to punch things, not shoot them. That will set this apart from Mega Man and should be cool.". So I got the movement and animation of the robot down and I was feeling pretty good about it.

Then I thought, "Wow, I should make the jabs and the punches shoot lasers or something. Different attacks would do different types of shots and stuff" So now the robot can uppercut. Sweet.

So I'm going along happily and thinking that the robot will travel through different unstable realities where different elements of the game will change to tie into the theme (gravity fluctuates, attack range varies, life bars shrink, etc.) fighting different enemies along the way.
Then I realized I wasn't copying Mega Man. I stumbled backwards into copying Street Fighter 2010 for the NES.

Well crap. I guess I'm just going for it and we will see what happens!
Feeling tired since I had to work today before starting this so I'm gonna turn in early to get a full rest for the first full day tomorrow.
Got a decent start to the game tonight I think.

Clicking the blue circle toggles water filling up the pot, while clicking the jar on the shelf adds some (currently spriteless) herbs that will slowly diffuse into the mixture. The info panel in the bottom right currently has two meter that show you how full the pot is and the concentration of the mixture.
First thing tomorrow, I plan to add three more interactable objects: something to stir the mixture so the herbs diffuse more quickly, something to dump the pot and start over, and something to make a potion bottle out of the mixture. After that, I'll probably reorganize my code a bit to make it easier to add more things. And then I may start looking into actually making sprites for the objects.
Good night and good luck everyone!
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