Ludum Dare 55 April 13–16, 2024

Some news !

After 15 hours of work, our gameplay is (quite) alive ! Feedback is missing, polish too, but the main game loop is alive !

See you soon for more updates :)

Have Fun !

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wrapping up the first day

I'm wrapping up the first day. It's been quite long, but I think I did a lot less than I wanted. I'm questioning my picking of Fennel for this one, I'm not applying any LISP per se, but making it the lua way with more complications. Anyway, here's what I have so far:

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All the player movement and clone-summoning mechanics. Next is:

  • button/door mechanic
  • level flow (game over, next level, restart)
  • music: i've been adding sfx to everything but I got no music yet
  • tutorial / intro screen
  • particle system for feedback
  • graphic improvements: i want to redo some of the sprites and change some colors

Where they dogs at? AND POKEMON?

We've started making our game and have the theme...Here's a picture. And is anyone making a Pokemon clone? I want to play that once it's finished.

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Day 1 Progression Log

Progression was quite good as compared to previous LDJAMS. Limited myself to a small scope in favor of having some extra time to polish up as much as possible. Thankfully this seems to be working out. Also decided to use as much 3rd party assets as possible and focus only on programming and game design. :v:

What's left for tomorrow is to polish up the gameplay with some extra mechanics to make it rogue-like and - ideally - make it more in line with the summoning theme.

Thank you for reading and have a good night :)

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I ❤️ MY MOM

So we had a pretty good start so far and have most of the core game mechanics working by now. For tomorrow we want to actually build the gameloop for our game and make sure we can spend the last day fine tuning the systems.

Anyways: Here is a sneak peek for the final boss

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Day 1

Day 1 finished. I've actually only done a couple of hours today as I've had other commitments, and only gonna get another couple of hours tomorrow. May have to use some of Monday to finish. I've had fun using Godot for the first time. It's really easy to use. GDScript takes a bit of getting used to though. Anyway I'm gonna get some shut eye. Remember don't burn yourselves out. :8ball:

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Day 1 Finished

Feeling very prototypey after day 1 but I can't wait to get it looking a little nicer tomorrow day 1.gif

Day 1 - Creation of Beansters

With day 1 of Ludum Dare over and done with, development of Beansters has started. The game is like a Pokemon cross Wizard game, where you can battle others either with monsters, called Beansters, or with your wizardry powers.

Right now, the game is nothing more than a mere demo, all you can do is walk around, challenge a guy, fight his cuber with yours, and that's it. But today I will aim to add more. I'll work on the map, a storyline (sort of), and other monsters. That'll be it for today

Good luck to the other jammers!

Too much scope,

Most of the the day is now finished, and I've kind of got a mechanic working which is hopefully fun enough to take to the next level. I've got with a slight extension to the Galcon game formula, where you can sacrifice some of your units to summoning more powerful denizens.

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The core mechanics seem to work, but I really need to get a competent AI in and working. This is a pretty new area for me. The plan is to try and get a behviour tree model working with Java Behaviour Trees

Rune Cards, their functions and drafts

The great sorcerer Merlin will face several threatening enemies, it's good that he has the help of his runic cards, after all, without them, protecting the mana of life would be impossible.

4 different card types confirmed, each with its respective elements:

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  • Earth Wall: Creates a barrier that blocks enemies from arriving on the respective side, forcing them to climb it.

  • Tsunami: Conjures a powerful wave that pushes enemies within its area, moving them away from the tower.

  • Shockwave: beams an electrical beam that damages multiple targets in a large area.

  • Fire Blast: Summons a flaming explosion that causes damage in a small area, leaving the affected area in flames, the fire goes out after a while, causing damage to beings that pass through that location.

Day 1 progress

Technically still 3h to go today but I need a break.

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Day 1: Bare-bones and almost no mechanics done!

I've always been good at managing scope for game jams in the past. But not this time! I'm way behind schedule and with none of my intended gameplay completed.

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I'm hoping I can summon up some momentum on day 2 and see the project come to life a bit.

Summon in the Summer? Welcome to the Summerning. Day One goin well.

We decided to be a bit whacky and went to make Summer's summer summon game. Lets survive the waves on the beaches.

There was a lot of advances on the first day with a couple of concepts and a whole lot of code being made on godot. :)

There is still a long way into the second day.

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Getting there!!

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You have to connect everything together into a shape to summon something and complete the level...

Hi there!!!

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Day 1 - Mechanics Mechanics Mechanics

So here's how day 1 is looking, visually it looks garbage as that is all placeholder, final thing is gonna be pixel art.

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Normally I make more narrative, adventure games but I'm making something more mechanical this time around so I wanted to spend the first day working on getting core mechanics working. I'm making a "turn-based real-time strategy game", which I know is a contradiction but you press play to run the next 5 seconds of real-time and then get to make decisions before you run the next 5 seconds. You can also wind back if the 5 seconds didn't go as you wanted.

I've got a lot of the basics working, you can summon your bots onto the map, give them directions, run the next 5 seconds and fight the cores. With the foundation now in place the goal tomorrow is build one interesting map/scenario to explore these mechanics. You'll have to do basic resource gathering, base building to allow you to summon bots and then send them out to take down enemy cores. Monday will hopefully be polish, narrative and bug fixing.

Art Slice

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