Ludum Dare 55April 13–16, 2024

Make the little summoner thingies happy...

... by giving them the perfect number of friends yay! It is now possible to win by making all the evil summoning units (need a better name) happy =)

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Drew my first sprite sheet ever with piskel, made my first sprite animator, and learned about textMeshPro and screen space. It is now technically a game, next up are some levels.

If I get time tomorrow I want to go for sound, improved graphics, a small plot, and more complex things the little buggers ask for ;)

Game Concept

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You play as a creepy-looking wizard and their companion who is a giant indestructable elevator-fairy. The wizard can summon her to do platforming tricks and cause some harmless mischief. It's a good thing these two are Pure of Heart and just want to enjoy nature, or we would be in serious trouble! How many pinecones and blackberries can you collect for the Ultimate Pinecone Potions' Stew?

Slow and steady

Slowly advancing on that witch invoking things with salt game.

Since it's my first time with shmups and one of the rare time I'm doing something in real-time in general, I had to figure out some things along the way, but Godot's tutorial are helping. So for now the bullets can hit both the player and the enemies, and the player can absorb the bullets with the light behind its character. Absorbing gives back some salt, necessary for summoning bullets and other spells (that are yet to be programed and implanted). The player can charge its shot to fire five salt balls in a row.

I feel like the game won't go further than a proof of concept, because I took much more time than I expected on simple features like proper shooting and particles.

The graphics will be handdrawn, like the salt shaker in the upper part ; this is to test a workflow I want to try later.

It's still too much of a prototype for my taste, at this point in the compo. Knowing I'll absolutely need to submit tomorrow at around the same time, I feel like it wont be very good. But hey, participating is already better than doing nothing !

Gonna try something with music and sounds before taking a real break.

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I’m in… Three hours in

I lost a lot of time to being English this morning and also not waking up until 2:00pm BST. I have decided to make a strategy game called spirit squares.

After 3 hours I have a lot of code for a game board and certain data structures for the data to be used by the game systems.

I’ve also got some very cute ghost sprites, maybe next post I’ll add a screenshot once I get something rendered.

Portal Kombat is starting

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Inspired by an idea of a FPS about shoot portals to fight body to body with enemies and maybe another player (not for this jam). I'm into the compo challenge. I'm not 3d models maker but I want to use Blender. For music I will use beepbox and maybe my electric guitar and Audacity

I'm in!

Good theme for once?? Hello???!!

Count me in :)

You can't hold them off forever

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Got pathfinding and fighting implemented! You're going to be playing as that skull thing, summoning minions to hold back waves of adventurers.

Got a prototype

Spend the day building a prototype. Its playable so far and i can use mouse and buttons to pass the random pattern. I'm going to work now on different difficulty levels and some design ideas.

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Concept Art? Concept Music? Why not both?

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Here's More!

What you see over here is the work of our awesome concept artist Sejuti Bala.

And the mystical and soothing tunes are the concept music created by our very own Annette Wong.

We're truly grateful to have them lay the groundwork for our future Narrative RPG created by the Indie Game Academy community.

Can we show these amazing human beings some love for their work?

Keep an eye out for future updates as we transition from concept to fully-fledged art and music.

In, working on my engine

Hi!

Doing LD jam for years now. I'm always looking into something new, Android, Processing, NintendoDS, GameBoy Color, GameBoy Advance, Atari 2600. Some years ago, I began working on my own game engine in C++ but life took me away from that language so I stopped working on it. Recently I had to get into GoLang and it changed my life, I stuck with it, it's awesome! So, LD 51, I started another game engine in Go. And here we are. Have not worked on it since but I want to get into it. I had a game idea for my limited engine which needs little additional engine development. So my engine can advance and a game might happen out of it. It is always a good idea to develop a project by implementing real life needed features. (Then do heavy refactoring. :stuckouttongueclosedeyes:) The idea is bendable to incorporate "summoning" - don't frown on me when it feels forced.

Features I have: - a window with OpenGL context - upload meshes, textures, and arbitrary data to video card - use vertex and pixel shaders - online multiplayer ready game loop

Features I need: - minimal GUI, ex. a pushable button - sprite animation - sprite movement - sprite user interaction - sprite collision - multiple scenes handling - a basic sound mixer - sound player

Decent start to turn my engine basics into actual game engine basics. A little ambitious but I hope it will get me back into the groove of programming.

I will stream on Twitch/rawbits (Why does my trustworthiness needs to be evaluated after all these years, site devs? :disappointed:)

Wish me luck!

New character

Our team is hard working now and we ready to add new character in game :)

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We are in!

🎮 I'm teaming up with @Petr-vejchoda, but this time, our start was delayed because I'm still working on my thesis. Despite the late kickoff, we're eager to contribute and see what we can create under the wire. It's full focus from here on out. Let's get creative! 😄

Good day

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Some initial art mockups.

I am not much of an artist, but these will be the main game scenes. I will likely still make lots of tweaks, but I think this is enough of a rough idea to maybe start tackling some code bits now.

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I'm tired

So, I started at 2 pm and got extremely tired, cuz it's 9:34 pm on my current time. I've done a lot of things that I've never done before, just like in any other of my gamejams. So I'll continue doing stuff with my melted brain and hopefully get something done, but that's not 100% sure...

Ready to prototype

After some research, design, and paper prototyping, we now have a fairly concrete idea of what the first playable prototype should look like.

I've begun work on the asset pipeline. We're using SDL2 and Aseprite.

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Starting a bit late, but...

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I'll be making a relaxing world building game where you can summon some creatures and things to populate it as you wish.

Using Cave Engine, my own tool. :smile:

Do you also get scared?

As we work on this darker theme, we sometimes find ourselves scared of what we're creating. We're a team of 12 people here, and as night falls, we become quieter and more focused. But when it comes time to handle the darker content and the game starts taking shape, it gives us chills, hehehe. However, we're happy with the results we're achieving.

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Games tab doesn't show my submission

Hi guys, Im happy to have joined for my first Ludum Dare but not my first game jam!

I submitted my game a few hours ago and I still dont see it under the games tab, is something wrong ? I also submitted a post earlier today marking the submission and I dont see that post either.

Some progress!

Made some good progress today! I'm hopeful I will make it but it'll be a long night... wrathmus.png

It is getting warmer

I love the smell of burning enemies in the morning

Had a slow start to the Jam, since I want to have a difficult life and make games for the Nintendo Wii.

But after 7 hours of hacking together the game and fixing the library, I can run around a random map and set things on fire. Good times.pyromancer.png

Tomorrow I hope I can add the enemies and trees catching fire, scoring and all that other gameplay fluff.

So excited for Ludum Dare 55

Going to make something simple and fun that I can finish. Want something character based and story driven so I can focus on writing, so gotta be a visual novel. I am planning to try a cyberpunk based setting instead of fantasy just as a twist to the typical summoner setting.

Hang in there people, don't give up!

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Some game jams are hard, but that's not a reason to give up. Enjoy the struggle and keep on! Maybe rethink your strategy and reduce your scope. I am currently in a lot of trouble, but I hope I find a way out of here. :smile:

UHD Graphics

Surprised I've not seen more Bread Climps yet.

I can't draw/model possums, so I'm sticking with cats.

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We cookin'

Basic functional prototype has been completed, now it's time for graphics! testimg.png

Day 1 Progress Report

Progress is slow but steady. The surgery is definitely taking it's toll on my productivity but we have the basic outline in place. Our idea is Cooking Mana, inspired by the cooking mama games, you complete various minigames to summon each of the creatures. We have very basic implementations of the minigames for our Geode character done. Screenshot 2024-04-13 201738.png

Merlin's tower defense game, early drafts.

A tower defense game, where the very powerful wizard Merlin will have to do everything to defend his tower from barbarians who seek to destroy magical knowledge. An isometric and innovative scenario, with different mythological interpretations. A fun magical defense system, based on rune cards of different magical elements.

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Game complete, onto the art

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Sure, I may have done a game format that's been done to undeath (Tower Defense) and yes said format is decently easy to do, but man is it a high to finish a whole game loop in just 15 hours! Funnily enough, I lost the most time troubleshooting my migration from crappy mishmash spagetti code to proper clean(ish, very ish) code, but the flexibility in customizing the mobs and their spawning made it worth it! So, note to future self: whatever I do next is gonna be your problem.

Making a game with just crappy temp art has been painful, but very fulfilling nonetheless, and I can't wait to get going tomorrow! I'm intending to make most of the sprites in Blender, using the orthographic rendering pipeline I found very useful for Flappy Blood (on my Itch!) I made sure to make a list of all the assets I need to make, including audio, logo and headers, and thankfully it's not terrifyingly long. Yet.

Born to be unused

As usual, I have characters but do not have any decent game idea to put them in.

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Day 1/3 wrap-up

Hi all! A guesthouse team of four here.

The theme spun quite a few interesting ideas in us. We even went as far as looking at Papers, Please — but we eventually settled in the puzzle genre and got lost in a mystical land of flowers and butterflies.

We're putting together our ideas and finding ourselves exploring an intricate design space. We are looking forward to the second day, when we prune the extending branches and focus our work in a pinned-down scope.

Visual concept 1 Visual concept 2 Puzzle prototype screencast 1 Puzzle prototype screencast 2

Today we received our rice cooker and visited several food markets nearby. I can't wait for tomorrow's cookery ^ ^

Wish everyone a rewarding experience ahead!

Off to a start

I've got the basic functionality done. It's not very fun or interesting or nice to look at yet, but it exists.

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Making Progress

Alrighty, I've vastly simplified my idea but still think it will be neat. Should be crazy if I can get everything to work out.

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But for now I've got to start somewhere so I'm starting with placeholder cubes.

Normal amounts of skeletons

screen_1713038449.48.jpg These are the primary "projectiles" for the game, believe it or not

The theme sucked... until it didn't - Day 1

I didn't plan for Summoning, until it happened. Happy to say it starts to form into something playable.

First gameplay GIF (sorry, basically has only 2 graphics right now):

The blue thing is Earth... the bad bugs are red... your summoned bugs are green. Ugly as hell :smile:

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Let's see what happens tomorrow! GL everyone and have a lot of fun! : ))

Stack: (same as for my LD53 entry... it's just now much more mature: Phaser3, TypeScript, obs-disp - last is my event-driven layer).

Getting somewhere, finally

I was kinda bummed when I saw the theme as it was probably my least favourite of all the finalists. Took me a while to come up with an idea, although it probably isn't the most creative. Then again, what else but demons can you summon in a game? I sure wasn't going to make a game about going to court.
Anyway, Demonic Dominion (working title) is a roguelite set in a world that has already ended. Infernal powers have taken over, and the last human survivors have retreated into a dungeon.
You have been tasked with defeating them. You are not a fighter yourself, but instead you invoke demons to slay the humans. Every death rewards you with a soul that you can use to summon more infernal minions to do the overlords bidding.
There will be different demons with strenghts and weaknesses to match the variety of enemies you will encounter. You can find different enchanted pieces of equipment to upgrade your abilities, which will usually be lost when defeated. Certain pieces can be brought back though, making you stronger from the start until you manage to beat the game.
I got the basic spawning mechanics, basic combat and, most important, basic dungeon generation going. Let's see how much detail I manage to get into the game until deadline.
Warning, programmer art:
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Happy Little Demons is Done =)

There are 7 levels, see if you can make them all happy =)

Some level transitions:

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14 hour sprint, 10th year, 10th submission of mine (I see I'm the 12th submitter for Compo), thank you to this amazing community time and time again, really looking forward to playing all the fun games and hang in there everyone <3

In the third session I learned about fonts, tried to tween bloom with a nice library but failed and DIY'd it, and discovered some fun particle patterns =)

Things I want to do still on this project (given time or whenever): - give the demons more complex conditions (like a colored graph or divided summoning circle) - cute noises (and some bg music) - Work in a fun plot I have in the back of my mind - improve the graphics (play around with fun effects) - polish the game loop

Penguination

8 hours of hard work later, I have my core game loop. You can take a penguin off a log, and put a penguin on a log. Riveting. I might add replayability by adding the option of starting the game with a penguin already held, so putting a penguin on a log will be the very first thing the player can do, as opposed to taking a penguin off a log.

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The unholy rise of Catthullu

Beware! Catthullu is coming! ^^ We have lots of fun here and hope that you do as well. Lets go!image (1).png

Day 1 complete

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Remaining tasks:

  • Put a hat on the ant
  • Boost/multiple-jump mechanic
  • Intro
  • Outro (with boss?)
  • Rain
  • Second enemy(?)

oh im in btw

Whoops. Completely forgot to make a post this time. I've been working on a thing all day and I want to make up for my (very) late post with a screenshot. Presenting a (very early) version of DESUMMONING!

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I have been playing too many deckbuilding games lately. I wanted to make my own. So I'm doing it. See you all later! :D

Curious about a little behind-the-scenes action? Why of course you are

Check out what our teams from the Indie Game Academy have been up to. 🎵 All while listening to the concept music our very own Jamie Whitmarsh came up with 🎵

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Music people be musicking. Engineering people be engineering. Level designer people be level designing.

And marketing people be sneaking around to see what they're up to and providing you with these sneak peeks.

First day of my solo LD55 game

https://www.youtube.com/watch?v=GC_IL2hMBvs

The result of the first day of my solo Ludum Dare 55 challenge, With a Little Help From My Fiends. I'll draw the art and add sound tomorrow.

You collect crystals to summon fiends to fight alongside you. But you find out fiends are not your friend, like every warlock finds out.

Every fiend has their own personality. Wrathful one attacks anyone on his way. Greedy one steals the crystals. I couldn't find good combat personality for Lust and Pride yet. I'm open for suggestions.

Getting my art together!

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This is some early mockup art of the game I am makin' cards, gambling, sea shanties, barrettes privateers, summoning uh something. We'll see where this goes :P

Tao - summoning spell: Fire

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The first spell is working (although not polished yet), but I just wanted to show the progress anyway :pray:

A late I'm in post

Hi! So almost halfway in to the jam, but I'm in. Using (/learning) Godot and Krita for pixel "art". I hope I can finish this game. And here is the main character: Player.png

Not quite a "bullet heaven" yet

Summoner's Heaven Clip - Made with Clipchamp (1).gif What we've done so far. The idea is that by the end there'll be summons filling the screen. I'll put in art and make more summons and enemies tomorrow.

I am a slow person :')

Been almost a year since I actually did game development (or at least it feels like that idk) and I'm really struggling to get back into it. I tried using Godot for two jams after the Unity... incident... but I found myself doing literally zero work throughout those jams. I was so overwhelmed with learning something new my silly brain figured the easier option was just not to try at all. So I guess it's back to Unity for me so I can ease myself back into gamedev ://////

Still though, I progressed remarkably slowly. I spent hours doing nothing, but then I started listening to The Messenger's soundtrack (it's so good probably one of my favourite OSTs tbh) like I did during a lot of previous jams and I finally started getting stuff done. Today I learned I literally cannot work on development without playing intense music so I can be distracted by how good it it instead of other random things on the internet :)

My idea is basically a bullet-hell(ish, don't know if can I can design complex bullet patterns well) shmup where you can't attack, only summon enviornmental hazards from within the dungeon to defeat your foes. By the end of today, I have a comically barebones implementation of movement and one slamming-wall hazard:

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But hey, at least I'm fun with development for the first time in a while :3

Panda Progress

🗯 I think that red panda has something to tell me...

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Massive family emergency, sadly will do no more work on my LD55 submission.

My father had a terrible fall outside the house this evening. He was rushed into hospital after I spent close to forty minutes fighting with the ambulance service (they really wanted to argue with me) to get someone sent out to him, while my mother held him in a position he wouldn't choke on his own blood. Praying he will be okay. My game is as done as it's gonna be (I submitted it earlier before hell broke loose). Please be kind considering the circumstances that I won't be able to fix/modify it till after jam is done.

Is switching an Engine a good idea during a jam ?

Actually yes..but no :laughing:

As i planned to learn new engines and started using Defold i made some progress but then i hang and didn't got further and didn't find out really how stuff works.

So the question was..should i now try to learn GoDot again ? And the answer is : yes :)

To motivate myself a bit more i had really funny and hilarius idea..i hope i get it into the gameplay mood. Screenshot 2024-04-13 231623.png

Coming from Unity and using GoDot is a real great experience.

I mean..setting up autotiles is a so damn fast process. However - i will try it in GoDot this time and not using Unity (which is the first time i didn't used an other engine than unity).

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...

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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