LD24 August 24–27, 2012

Pasta Power and Designs

My back started to hurt, so I tried resting. I even retired to the bedroom, but I brought a notebook and pen with me.

Pro-tip: pens stop working if you are writing on a notebook you’re holding out above you as you lie in bed.

Anyway, I realized that it was getting late, so I had a quick dinner of leftover mostaccioli:

Pasta Power

I have a couple of pages of notes, and I’m aware that I could easily take this “simple” game and evolve it into a monster.

But those notes are details. I’m sticking with my plan, and I still need to make the tank controllable by the player before doing anything else.

Tags: foodphoto

Story time!

So I started working on the cutscenes in the levels. They aren’t exactly cutscenes now, just text. However, there IS a crazy professor who more than makes up for it. :) I’ll show you that later.

The Magikarp game

For no reason at all, we are doing some easter eggs for this LD. Put Magikarp in your game, and when you post it, mark your game as Magikarp compliant.

Character sprites and progress

I spent about two hours on this over last night and today, but I feel a lot better working on game mechanics when I can hobble around in four directions and attack properly.  This morning I also worked on adding in two more tile layers (above floor and a layer for walls and such that the character walks behind) and setting up collision detection. Now I’m working on adding in a slime!

Also you can play the latest upload of the WIP here :  http://ursagames.com/evolution/

Further down the ribbit hole

There’s a reason I like the recursive frog so much. You may be able to gather from this screen shot why:

Yes, you are playing a game on your smart phone, with a character using their own smart phone to see another time and place. It’s like Augmented Surreality.

The downside here is that it means I have to program a special LD_24 smartphone OS. Yikes! It’s going well so far though, as you can switch apps freely.

I see some evolution in my graphics

After a late start I am still working on the basic graphics and core logic. My original plan was to do pure 2d graphics. But once I was done I realized that it looks very boring and also a bit strange. Because of that I added a 3d view and kept the old 2d view as a kind of minimap.

Here are some screenshots:

Rotating a 2d image in 3d space helps making it look better

Added 3d-effect
The colored blocks are ‘alive’ and move

What I currently have is some kind of sandbox evolution simulator. The white blocks are spawned randomly and represent food. The colored cubes are the ‘creatures’ that move around and can eat the white blocks. If they ate enough they will duplicate. Every time a new creature is spawned it inherits and slightly changes its behavior randomly (mutation). Each creature is actually a very very small program running in a simple VM. To accomplish random mutation I just insert, change or remove random code.
Very interesting to watch, but doesn’t really feel like a game yet.

Quick update

It’s late, I’m tired… so here’s just a WIP concept art for our game:

Hope you like it :)

see ya guys tomorrow!

Whoop!

 

Game’s going great! I’d show an image, but alas, the uploading system isn’t working, as all the images I try to post don’t work. Just take my word for it. 😉

So it’s 10:30am and I have a room with walls!

So our idea went a bit outside what I was initially expecting. Rather than something more free-world like I was hoping to do, our idea is more of a Zelda-like room-crawler where the world changes (cough, evolves) to stop the player from getting to the goal in each room.

It’s rough, and it needs fleshing out, but here’s how it is so far:

Bad Ideas, Good Beginings

I wrote this last night on my iPod, needless to say I didn’t manage to do what I planned on doing.

Allow me to give everyone a recommendation… If you plan on getting some sleep before starting (like for example if you can’t make it to the first few hours and plan to start in the morning) whatever you do, don’t drink Dr. Pepper just before you go to bed. This could just be me, but I’m now sitting awake at 3:30 AM and have been for the past, oh hour or so, trying to fall asleep so I can get started in the morning. Ah well, I’ve learned for next time. (hopefully… Then again this is the second time it’s happened to me. Hmmm I wonder if I could write myself a note or something…) Maybe it’s just me, does anyone else have this problem? I’m off to see if I can get some kind of generic engine going while my partner (who was clever enough not to do the same thing) gets some much envied shut eye. Guess I’ll see you all later!

12 after our start, pixels taking shape!

Our jam started this morning by a long brainstorming. From using evolution through a Darwin-themed game to controlling an evolving main character, loads of different ideas came up.

But what we settled on was the following concept :

– A platform game;

– and a game of which each stage will correspond to a graphical evolution, from 8-bit to 3D;

 

The pitch

Player 1 and Player 2 are brothers. Player 1 always was the braver one, he always willingly set for new adventures, as opposed to Player 2, more shy and reserved. Player 1 and 2 just finished their game, and Player 1 only wish for one thing : explore a new world! Player 2 isn’t sure that’s a good idea, and try to change Player 1’s mind. But too late : Player 1 leaves on his own.

Player 2 begins to seriously worry as his brother doesn’t seem to come back. Maybe it’s time for him to be the hero and go help Player 1…

And that’s how Player 2 will embark on a journey which will show him how much video games have changed throughout the years, not always for the best. Maybe Player 2 will be able to find a better place for him and his brother to live as video game characters.

 

Some visual elements

The nice thing about participating in a jam is to see talents gathered. Our four designers are doing a greaaaat work, and we’re very proud to present the first pics of game elements.

Isn’t he lovely, our Player 2?

A mysterious enemy..

A saloon, part of one of the stages’ background

 

What about our programmers?

They’re working their ass of too! The first gameplay screenshots are coming soon.

Right now, they’re on to the 2.5 D platforming. Physics kind of works, and they’re implementing visuals.

Stay posteeeeeed!!

Level 1 :D

Iam finished my fist level 😀 sprite making tooks long when you are a programmer 😉

2nd Update!

Hit a stopping point, so I decided to update to break up the monotony. The ranch is basically complete, and everything is wired as buttons that bring up menus (buildings, horses, etc.). Ive made all of the art for the racetrack, I just need to build it, so hopefully within an hour all of the locations will at least exist. I’m hoping to have the game fully functional and playable by the end of the day, so I can try to spend the few hours I’ll have tomorrow working on polish (replacing a lot of my art, time permitting), sound, and some fringe features if there’s time. I’m almost done building systems, and soon I can work on actual gameplay!!!

After the first day

Items Complete:

  • Player graphics
  • Player physics scripts

Items working on:

  • Player attract script
  • Debris attraction script

Items not started yet:

  • enemy graphics
  • enemy AI
  • Sound FX/Music
  • level design
  • HUD
  • Menu

Still lots of work to go.

Screenshot!

I have done something!!!!!

And best of almost everything: I’m quite sure I’m almost done doing art. It’s a time consuming task!

Now that I think off, I will need to draw 10 animals. And I just don’t want. At least today, so I’ll try to find a convenient placeholder…

Update, gaming finally taking shape

So I’m going to run off for food/small nap but my game is taking shape finally. I’ve added some preliminary art (READ: could end up being in the final game since… “I’m a programmer Jim, not an artist”). My mind rolled around to a space base defense game and I’m running with it. Still am going to have to make the ships/creatures/whatever the helpers and enemies are going to be.

I like how this is coming together. See you guys in a bit.

I remember you…

In the mountains!

Almost done with all the basic tiling of the overworld. Somehow I don’t think I’ll have time for dungeons… But we’ll see.

In the caverns

We (Jam) are still searching for the title, but we already found the cavemen !

The Caveman

Progress on EVO game

Scene:  Robot girl Elif with her Pincer hand in twilight.

So i’ve been pretty much working on the graphics the past 20 hours and im beginning to wonder if  i’ll ever manage finish up all the programming for this.

I want a smooth scrolling engine and nice controls for the main character Elif.

The image above is of the second scene in the game where you first get to control your character. There are some nice eyecandy effects for the rain in this scene too.

 

The resolution will be 2x of the image above when the game is done.

Ketchup

Spent some time last night with the girlfriend and some buddies. I wouldn’t count the time entirely wasted, since I tossed my concept around a bit with them and it seems to be approachable enough. Got myself a couple of cases of mountain dew and I’m ready to fire on all cylinders. Getting the engine set up will be task number one; I’m working on a game myself so this is a good opportunity to write a simple version from scratch as a bit of complexity stress-test. To code!

Slow, incremental steps. Kinda like evolution?

Another short update – Making slow but steady-ish progress.  I’ve got the very basics of displaying and moving between rooms working.  I would post screenshots, but… it’s a text based game!  I figure there’s only so much of that sort of thing anyone can handle, so I’ll wait until I have a lot to show until I use up your patience.  Next step is to allow for rooms to add context-based commands to the prompt, such as talking to a person in the room, or battling something, or… whatever?  After that, it’ll be time to tackle actually creating the ‘mons and building the inventory, status, and battle systems!  Eek!

Tags: awesome, Dawkemon, LD #24, pokemon, progress, python, random tags, richard dawkins, text

All alone

I just posted my position on the world map… And I’m the only one in my proximity.
Is nobody else here from around Kassel, Germany?

#forever-alone

Comments

GaussIon
25. Aug 2012 · 15:58 UTC
At least there are more people from your country, it seems I’m the only Mexican doing this contest…
MadGnomeGamer
25. Aug 2012 · 16:04 UTC
Im collaborating with a guy from Germany…we have a big time zone difference which is kind of screwing us up. 😛

.ISO – Part One | More Level Stuff!

Seeing all the posts showing up here saying “I should get started on [something I’ve already done].” make me feel all good about myself for being fast. Either fast or overly devoted to this. Ah, well.

 

Have a screenshot of the second boss.

 

~Kortuga

Some “art”

Here’s a Darwin sprite

 

Yeah, kinda looks like Obi Wan…

Devlog #3

Last break for today, still not much to show for it, on account of graphical design being so awkward to me. At the same time, I’ve got a very simple first introductory level almost done. Decorations and dialogue boxes I’ll be working on now.

I should mention at this point that I’ve already had a tough decision to make, when I noticed that my game was using almost 1GB of RAM. The reason for this was the way I’m loading the map into the memory, and storing every pixel as a different element in a huge list. This is obviously not very efficient, and not what I would’ve chosen for a proper game. At the same time, I’m not rewriting everything. I cut the maps in half, and it’s now using around 400MB of RAM, up to 500 during a level transition. That should be fine.

I also attempted recording my guitar for use as background music, but that didn’t really work out. My desktop mic catches too much noise, and not even Audacity can properly filter it out. I’ll give it another try tomorrow.

I’ve also got a tiny problem, in that my game currently plays exactly like one of those ‘artistic’ games, in that right now you only need to hold the right arrow key. Need to fix this for following levels. In the meantime, have a photo that hopefully won’t represent much of the actual game.

Since everybody is doing that…

One day and 7 hours ’til the end of the compo and I’ve only finished the menu logic…

Still have to take care of the game itself, graphics, and sound… -_-

But before I go on working…

I’m going to eat something good :-P

ok guys I am going to be away for dinner with friends, maybe I’ll do something during the night, but quietly. I wish you all good work and do not give up, if you’re stuck, take a walk outside … even if there is a storm.

And keep in mind what is written below.

It’s a start

I know it’s not much, but here’s a video of my progress so far. I got the player moving with WASD.

Karyote – new alpha build

Karyote

  • Added sounds.
  • Added collision behavior.  Now you can eat the other organisms.  Sometimes they damage you, if you take too much damage, you die.

 

It’s still too basic and not yet the design I’ve settled on, this is just some elementary building block behavior that tests basic functions enough so I can keep going.

Shields & guns added

Shields & Guns now attach to the ship bodies. And ships can shoot!

Next steps:

<ul>
<li>Attach bodies to other bodies</li>
<li>Collision detection</li>
<li>Enemy ship generation</li>
<li>Cross-breeding & GA</li>
</ul>

It would be really great to get this all done today so I can focus on the ‘game’ aspects and polish tomorrow.

 

So far so good, I suppose…

I thought I would share some of my progress so far!
I am pretty new to programming, so I thought I would keep it simple. Here is the monster “evolver” part of my game. As you can see, it’s only about 40% done.

Look at him, so tough with those arms sticking out everywhere

I still need to add in the buttons to actually add things to the monsters (like spikes, lots of spikes), and send them into battle!

Then again, after seeing all these other great games mine looks a little cheesy… Hah!

Levels

I’ve finished the “starter” levels, that is one level for each 3 evolutions. now i’m working on extending the next levels and making them more complex, then maybe adding some different ones in together.

Here’s another preview:

Comments

Stranger087
25. Aug 2012 · 16:14 UTC
looks good

ph3ar that puny boat!

So things are starting to shape up, still have a bunch of things to implement (like, everything) but at least now I have a boat to play around with!

Waves…

I have waves of enemies on level one…!!

Waves…

PLAY

http://dl.dropbox.com/u/21495867/LD24/Saturday7pm/WebPlayer/WebPlayer.html

Maze Evolution Progress

I’m running before schedule, which is really nice. I have 4/6 levels done and artwork possibly done. I would consider the game about 50% done. I still need to add sound, 2 more levels (+ you win screen and all that other stuff). Here are a couple screens!

Title Screen

Evolution!

level

A Level

And at that, it’s time for a break!

B07 – Status Update1

Day 1 has nearly passed – so I’m posting this status update to document my progress.

My LD#24 entry “B07″ (read “BOT”) is a first person labyrinth game about a robot evaluating by downloading software from other robots that wander around.

But be aware – all Bots with a higher security level than yours will harm you!

Simple tesselation test

Random generated level test

Generated level from above

Half done =]

I’m almost halfway done with my game.

Beta version of Bugs

In my game, you start out as a generic bug. You are underground and you must work your way out. Then you become an ant. The ant’s job is to take food from the apple and bring it to the ant hill. That is the mechanic I’m working on now. Eventually you’ll evolve into a fly. As a fly, it will be the kind of game where you are moving and you need to avoid objects. The objects will be spiderwebs. When you reach the end, you evolve into a spider. As a spider, you need to capture flies with your spiderwebs and eat them. However, flies in spiderwebs will despawn after a bit if you don’t eat them. After you’ve eaten enough flies, you win the game!

 

Existential Collapse – a first heads up

Well, evolution in games is what i liked ever since Fallout 1 – though there you couldn’t grow a pair of hands outta your ass, leveling up and stuff stuck in my head for long. When the theme was announced as ‘Evolution’ – hell yeah, i thought.

The attempt to make a dungeon crawler failed successfully – it’s cool to crawl then you’re bacteria, but that coolness wasn’t enought to keep me focused for long, so i decided to do something else.

Basically, Existential Collapse is about you, eating fellow bacterias and successfully replicating, but there is a problem – planet is huge, and filled with hungry bacterias, that eat and replicate themselves just as you do.

There are some ideas that i want to implement yet, but basically this is what core gameplay is about.

Dominate.

Progress so far

It doesnt look like much as of now because up till now most of my work has gone into the programming now that i have  somewhat fleshed out system i can just start adding graphics to it all.

Anyways as i mentioned before ive been live streaming since like 9:00 http://www.twitch.tv/vurbgames

ill be back streaming around 1 or 2 pm MST after lunch 😀

 

 

 

Deevolution gun

I’ve got fridges, I’ve got mutated tomatoes, and I’ve got a big gun to de-evolve them into submission. Also got inertia and shadows working properly, not to mention scrolling.

It looks a lot like my LD 23 game, except this time I’m going to make all the stuff that I didn’t make back then — real, non-random levels, scrolling, responsive controls, score… Hopefully.

Comments

25. Aug 2012 · 16:21 UTC
I love the usage of “drawn” graphics 😛
25. Aug 2012 · 17:56 UTC
I had the same gun idea, but mine evolutes as well.

First day’s progress

End of day 1, and I’m doing pretty well. The game’s engine is pretty much done, including the dumbest enemies ever created, and tomorrow I’ll work on the level design. I’ve made a start on some tiles and sprites:

And while I’m happy with the tiles, the sprites are rubbish. It’s a pity I don’t have time to redo them properly.

Anyway, I’ll keep going in the morning.

First LD entry attempt.

This will by my first attempt at making a game for LD.

Engine: Unity3d, NGUI plugin

graphics: Hexagon 2.5

sound: bfxr

music: hopefully cc license

I’m going to try and get something out for the compo, but it may just end up being a jam entry depending on time.

Here is a demo webplayer so far and will be updated through the process.

Webplayer

Constructilution

Hello,

My second post this competition and this one marks the end of day one! An event full and fun day it has been. My idea hasn’t changed much over the course of the day. Basically you have to build structures out of various materials to advance your evolutionary construction skill and unlock better more modern materials.

Newly added, wind! This adds a huge level of skill to the game as you cannot simply build a tall tower, it has to be structurally sound as well so it will stand up. Its not a masterpiece but I am proud that it is a (correct me if I’m wrong) somewhat original idea. Another screenshot:

Anthill

100 ants are collecting food and sorting them by color. Only need a idea for a gameplay.

Demo: http://webjoch.nl/anthill/

 

Flash sound issues

Trying to make a game without having to resort to SWC packing my audio files via the Flash IDE. … I’ve tried as3wavsound ( http://code.google.com/p/as3wavsound/ )which has given my engine WAV support but the delay in playing a sound is even greater than MP3.

Does anyone know of a low latency, no initial delay, Actionscript 3 (AS3) based sound system/library?

P.S. I really need to solve this problem during the next swatch of free time, not during a Ludum Dare.

First Report

This is the first report, of the first 18 hours of my First Ludum Dare

0-7 Hrs :  I was asleep. :3

7-9 Hrs : I did some professional work, to clear up my schedule, and thought about the theme. Also, prepeared repos, set up libraries, and refreshed my knowledge of the API.

9-12 Hrs : More Theme thinking / Sleeping

12-14 Hrs : Went to the gym, finally hit upon an idea, expanded it.

14-17 Hrs : Played Dawn of War Gold Edition

17-18 Hrs : Writing a complete graph for the gameplay.

 

Expected time frames in the next 6 hours:

18-20 Hrs : Completion of the gameplay graph.

20-24 Hrs : Writing the actual game content / Narrative

 

I am having a good time, though. And I have POPCORNS1!!1!!

Logic

Got a bit of logic worked out. The next few hours are most likely animating various animations such as “bark”, “eat & drink”, & poop.” This’ll be fun.

 

Enemies and LifeCicle

So finished the Bird Enemies and all animations for each of the cat’s evolutionary stages

Baby Kitty

Child & Teen Kitty

Adult Kitty

Old Kitty

 

(Untitled)

5

This entry was posted on Saturday, August 25th, 2012 at 4:27 pm and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Darkness fell upon me

So I decided my game would be a procedural exploration horror game. And every horror game needs darkness!

Comments

mohammad
25. Aug 2012 · 16:35 UTC
ANOTHER!!!!

darn, mine was gonna be horror too, but in an amnesia style of way

Pizza time!

Well its dinner time in the UK, having me a pizza to go alongside my work which is coming along smoothly, I am a little more behind than usual, but with the Bank Holiday on Monday nothing can stop me from working through the night on Sunday!

Tags: foodphoto

Comments

Scott Brennan
25. Aug 2012 · 16:38 UTC
I had chicken.
25. Aug 2012 · 16:39 UTC
Yay pizza time!

I’m in

A little late to post this:

I’m in

Language: AS3

Framework: FlashPunk

IDE: FlashDevelop

Sound: Sfxr

Graphics: Photoshop

 

Word Evolution

All right, so my idea this time is going to be “Word Evolution”. I did a word game for LD13 and that turned out pretty good even through I didn’t quite finish, so I’m going to try that again. I’m sure you’ve seen those little word puzzles where you have to take one word like DUCK and change it to another like HORN by changing one letter at a time e.g. DUCK, DOCK, MOCK,MORK,MORN,HORN.  But also I’m going to allow adding letters.

In my game a word will be the genome of a creature. Each word will generate a unique creature, and similar words will generate similar creatures. Adding letters will extend the genome and make more complicated creatures. I haven’t worked out 100 how the creature generation will work but I have some ideas.

I am going to start with just getting the simple word game part fun and reasonable balanced, and then tackle the harder (and more fun) problem of creature generation. Hopefully I’ll get to that later today or I’ll have no chance of finishing. Right now my prototype just has a placeholder creature and a textual description of what will eventually be awesome evolved creatures.

Anyways, I’m really enjoying this theme. Looks like a lot of unique entries, tons of variety. I can’t wait to play some of these entries.

Introducing Tiny Evolution Adventure!

Tiny Evolution Adventure logo

Here’s my “I’m in!” Post: http://www.ludumdare.com/compo/2012/08/24/adventureislands-im-in-post/

I’ve spend most of the first day just planning the stages and drawing most of the graphics, here’s a game I am working for Ludum Dare! I named it Tiny Evolution Adventure after my previous Ludum Dare game Tiny Island Adventure. Who knows, I might end up naming all my Ludum Dare entries Tiny Something Adventure.

Tiny Evolution Adventure Sneak Peek

In this game, you play as tiny creature who starts off as a tadpole. In the first level, you can freely swim around in the sea, devouring creatures smaller than you, and avoiding bigger creatures that try to eat you. During every level, you need to find and devour enough creatures to fill your DNA, when it’s full, the creature is ready to evolve and reach a new stage! For example, in the second level he has now grown limbs, and must travel on ground while eating bugs and avoiding hazards, evolving further when he eats enough critters.

Here is the first in game screenshot, the game is proceeding nicely and I am quite sure I can get the game finished on time without too much hurry. The first level is nearly finished so I can peacefully finish rest of the graphics and levels. You can follow the progress in my Twitter!

Tiny Evolution Adventure Level1

Screenshot of level 1 of Tiny Evolution Adventure

Not really feeling this

Evolution just doesn’t spark much in me. I made a sprite of a guy running around and fooled around a bit with Unity but can’t seem to find anything to latch on to. It’s all just a mess.

I may just have to bow out of this one.

Here’s the guy: http://i.imgur.com/ksnF0.gif

You may not hear from me again :/

Comments

25. Aug 2012 · 16:50 UTC
I really liked your walking guy 😛 build a game !!!
25. Aug 2012 · 18:20 UTC
“You may not hear from me again :/”

Please, don’t die :(

I love bullets

bullets everywhere !!

 

i think this game will turn out like a bad crate box remake

Zombies everywhere! D:

Even more progress has been made! And now my game is filled with horrible zombies, WITH AI! That is like.. *shudders* Zombies who can think! ;-;

On top of everything, I have added GUI’s, menues and various flashy icons to alert the player for various stuff. The evolition has not been added yet, but I promise it will be added soon, pretty soon.

fight!

president fighting a quickly evolving zombie with a gun.

SOO much work to give the Mr.President, and evolving zombie AI but im getting there.

So far so good

After many hours work, I finally have something that’s playable. You’ll need to ‘evolve’ your character to beat the levels. Check it out littleball.co.uk/ludumdare/ld48/

( btw – the game isn’t supposed to be easy! )

Day 1 – Bacon

I made a fairly good start, although it took a long time to think of an idea that would fit the theme while staying fun. The result thus far is about a dwarf fighting a pig. No one said it needed to make sense!

An interrupted afternoon cost me time, but I think I can still achieve what I set out to.

Main menu screenshot

Main menu, as it stands

Gameplay screenshot TODO: gameplay…

Late lunch.

Got me some duck in plum sauce. It’ll take me about as long to eat this as it did to peel the film off, so I’ll keep this brief.

I started work about 12 GMT today, having slept on the theme once it was announced. Wasted quite a bit of time trying to work out a problem with Android development, but I gave up on that for now, so it’s just gonna be a PC affair. I’m a bit behind, but I have a rough plan for the rest of my time. Still the idea I have is quite ambitious, so we’ll see how that turns out tomorrow ^^;

Back to work.

Another Quick Screenshot

It seems I’m updating a lot more than I thought. For whatever reason, it seems to be very motivating to me, as well as giving me a chance to take a break and organize my thoughts before the next push. I’m amazed I still haven’t had any major problems!!!

Anyway, here’s what the racetrack will look like, basically. I’ll add some lines and fencing, but that’s pretty much it (unless I have time to brush over the textures later, in which case I’ll probably add some paralax scrolling clouds. Anyway, here it is:

ALLEL, day 2: all assets done. Lets AI and ranking.

So, this is the end of the second day of our first Ludum Dare. Today we worked a lot. We completed all art assets, animations, interface, soundtrack and sound effects (thanks freesound.org). The prototype already has basic mechanicals and we are concerned about the effect that we put on the scenario, but it was beautiful. Now (tonight and tomorrow) will to polish the gameplay, especially the enemies artificial intelligence and balance the game. This game will be a little bit difficult to play, we think perhaps the ideal for this game was play it with two analog directional joystick. Here are some pictures of our day:

Rodrigo: Game Design, Art, Animations and Sound Editing. Cesar: Programmer.

Allel: Opening Screen

Allel: Basic Prototype.

Allel: Rodrigo work in animated background.

Tags: allel

The Beagle Project

I have put 8 or 9 hours into my game so far. Here is a screen shot:Beagle Project

 

Premise of the game: A few thousand years in the future the power of time travel has been harnessed. humans are now capable of studying evolution of species over vast time periods. Top scientists have created what is known as the Beagle Project to do just that.

Mission: Your part in the Beagle Project is to collect DNA from several specimen from different time periods. You must track the evolution chains of the specimen you find.

End of day 1

Evolution…why?! I must confess I’m not one of the voters but something is slowly emerging from a pile of anarchic code. We’re going to try the genetic simulation path and think about some ways to interact with a world inhabited by some bacteria-like cubes :)

I’m too tired for a detailed log of the day…but hey, we got at least a cool concept and a promising in-game screenshot.

 

Good night!

Sweet free strings

I needed some string samples for my music and I found these :D.

http://www.flstudiomusic.com/2010/03/79-string-samples.html

They are pretty sweet!

Missing Links Game build posted

My eventual entry is a game called missing links. It is about searching for missing links.  For people who want to see the game before it is finished, the link is http://blazinggames.com/action/misc/ludumDare24.php . Right now the map is a small test map. This afternoon I will be grabbing my camera and getting some pics to use as textures while finishing up the real game map. Once I am happy with that, and if there is still time remaining in the competition, I will be adding monsters and combat to change the game from the existing exploration game (the test map kind of lacks the exploration aspect but it is a test map) to a proper arcade game with a evolution theme.

Update on my Jam entry

Hey guys, I didn’t think I’d be doing this LD but I think I can now. So far I have a title screen, a fair amount of story, and some basic game play. My entry, Praegressus, is going to be sort of like a top down Deus Ex. With enhancements you can add to yourself and some shooting and stealth elements. I think I might try to focus more on story this LD, and maybe a little less on graphics. Here’s the title screen, I should have some game play to post soon too.

 

A late start

Hi!

I just start to work on my entry for this LD.

I’m a little late but I will try to finish my game on time.

I will develop an HTML5 STR Game where don’t control your units. You will be able to decide how your units evolve by choosing wish mutation they will receive at every turn.

I quickly wrote the menu system it’snow time for me to focus on the core game :)

 

 

Onwards with D3D10

Due to lack of preparations, I didn’t get my old D3D10 library updated to D3D11, so stuck with D3D10. It’s going ok, considering I had some huge issues with ray cast intersection and the shader this morning(I had to scrap my shader efforts unfortunately).

Things are going well so far, no that I am past the biggest tasks of this project (I think)

The progress so far

On the importance of testing

One thing to be aware of: if you’re going to rush yourself and build an entire wrapper around the Windows Graphics subsystems in a week before Ludum Dare begins, you might run into a few issues.

I forgot to test transparent PNGs. Oh well, back to the drawing board.

 

Also didn’t get to finish the rigid body collision in that physics engine. Something to plan out better next time, I guess.

So many distractions

Not good.

Yesterday I’ve broken my tablet (installed Win8 on it) and I have very big problems with drawing anything with a mouse. And all my ideas around “evolution” required at least decent graphics. In this situation anything is tempting me to drop off (like my boss calling me to write something for monday morning) , but I’ve started working on something. It’s going to be a little platformer with logical elements (I hope).

Progress Update #1

 

Okay! A few hours in and I have a number of things working pretty well. NOT totally sold on the Evolution theme yet but things are coming together. The idea is to play as an innocent who (over the course of 3 levels of interaction) loses himself to madness and violence. I have a nice splace screen / intro and the beginnings of level one (figure above) in which the player can explore the environment and interact with objects and people within. Next step is to create these interactive elements.

 

So what is present?

  • Have TileMaps working nicely with collision. Used the DAME editor to construct them and it is awesome. Player cannot travel over water or through trees.
  • Player animation and movement is functional. Stubbed out scrollbar for interactivity.
  • Story text is all mostly written but will surely change as I begin implementing it.
  • Need to work on some simple background music today as well.

I’m really thinking once I get interactions down and have some music set up that it will be fairly easy to just plug away at the remaining pieces. The game is very story and interaction driven and isn’t a platformer or shooter or anything like that.

Still need a name.

Cube Miner – Terrain, Textures and Total Cubes!

Well, lots of progress with Cube Miner, I have implemented finace and human resources window, where you can check you money and hire new miners (with a skill for Cubes/s) as well as projected profits and other stuff like that. Deciding now whether to look at personalities of miners, or research, probably research at this moment in time.

Also, added textures and a little bit of terrain to make it look a little better:

Again, see me developing on my stream: http://www.twitch.tv/draxov/

and on twitter: @Draxov

Your hands are gonna be dirty…

One day worth of work, the engine is ready, the shader’s too, and many gfx are on their way. Tomorrow milestone will introduce the scoring, the environment evolution, integration of the final visual, and with luck maybe we could reach the deadline in time with a complete game and even a website!

 

Wants to try the current swf :

http://dl.dropbox.com/u/100393018/Evolution.html

Outlook not so good

Things aren’t looking so well for me. To continue my current game, I will have to re-write most of it. I don’t want to do that. Also, because I’m sick of getting angry at AS2, I’m switching to Javascript and html5. Problem is, I really need a refresher on those. I guess my goal for the competition will be to just get that working, and maybe have a game by the end of the jam.

We’re in

This is late.

All: Myself and two other team members will be are participating in LD 24. We’re going to create an HTML5/JavaScript game using Crafty and we hope everyone likes it. As a secondary goal, we hope hope we finish it. Really we’ll settle for like, half-way finishing it. Progress updates to come (maybe).

Friendly tip

If your game is keyboard based, and you control the character with arrow keys, add WASD controls while you’re at it. (And if you have WASD controls, add arrow keys) it will probably take a second to add, but I think it makes a big difference. It’s annoying to dive into a game, try controlling the character with WASD, only to find out the developer didn’t add that.

 

Comments

wumpus
25. Aug 2012 · 18:21 UTC
I’d agree as I’m uncomfortable with right handed movement and end up playing so many titles with my arms crossed over like a loon. Having said that, my entry is ‘cursor’ controls to satisfy the majority and I’ll just have to hope I have time to add a key configuration option before the deadline. Gameplay has to come first inevitably.

Halfway Through Saturday

Getting the controls and the basic physics sorted out on Sun God, I hope to have this fully playable by tonight and then spend all day Sunday working on the graphics. We’ll see where it’s at!

Now for a nice big steak lunch.

Oops

It occurs to me that the objective of my game is exactly like Slender’s. Oops. Oh well. At least it’s explained to you in my game why you’re collecting the pages.  Progress is… not as far as I’d like it to be, but still reasonably good. The only engine related things I’ve yet to make are the hiding and chasing mechanics, but once those are done, I just have to finish up the resources and then compile it into a finished product. I really wish I didn’t have to work Sunday, but oh well. I’m sure I can get this done tonight, but if not, I guess I could enter it into the jam.

I’m In! (Really Late)

 

Inform 7

Well I knew I was going to be late, but this is just obscene!

Oh well.

This is my first time actually participating in the contest! I hope I can still get my game out by the end of the competition, but I might have to put it in the jam. Anyway, here are my design specs:

Language: Inform 7 (Text adventure whooo!)

Sound: None :(

Graphics: None (It’s a text adventure, what do you expect?) [probably]

Base Code: Adventure Book by Edward Griffiths (Framework code for text adventure style games)

 

Any tips/tricks would be greatly appreciated, seeing its my first time LD’ing.

~Fish

Dissolution Progress Report

This is the first time I’m doing a post here, so forgive me if I happen to be unconventional or inappropriate (I’m often inappropriate).

The game that I’m making for this Ludum Dare is called Dissolution. It’s my first humblest attempt at pixel art. The game doesn’t have a genre and combines various elements of platformer, adventure, RPG and puzzle. The protagonist (his name is the Dude) is an amorphous creature with mentality of Max Payne who once wakes up in a cheerful and colorful world and can’t stand it the least bit. Dude tries to find his way out and fights various obnoxious unicorns and fairies while trying not to be consumed by this inhospitable environment.

The world is constantly in motion, as black-and-white (part of which is the protagonist) does its best to consolidate its efforts and gather up enough resources to defeat the vicious creatures of light.

As Dude moves across the terrain, he slowly submerges in the flowers and grasses, so the player’s task is to find sources of black and gray and munch them to develop some kind of resistance and eventually evolve into something bigger and stronger.

I’m afraid the project is too ambitious for 48 hours, but I’ll do my best to squeeze in as much content as possible. Certainly not going to sleep for the next 24 hours. I hope you will enjoy Dissolution. Cheers.

Le drawing xD

different places for evolving

di

 

Progress

The progress so far is measured in source code:

https://github.com/petterroea/LD24

 

The game is a platformer based around the idea that you are a guy rented in by a science facility after they… Well, lets say the geiger counter is over 9000. You wear a radioactive suit, and have to go through levels of mutated creatures(Cellusious on the IRC said mutation was evolution). At the end of the game, you reach a button for activating neurotoxin(To kill of the mutants), guarded by a dangerus mutant. You and your trusty Evolutiotron must defeat him and activate the neurotoxin.

 

The gun you use is called the evolutiotron. Each time you kill someone, you get XP. You can use that XP to evolve your gun.

 

Progressing quite well with my first entry, just added a few graphics so thought it’s about time to post a screenshot.

The premise behind the game is that you’re an alien race attacking a planet. You control 4 hive queens (the ellipses in the corner of the screen) that spawn ships that are attacking the planet. By clicking on one of your ships you cause it to sacrifice itself. This transmits it’s essence and DNA back to the hive mind (ala Battlestar Galactica). The hive mind then integrates this into it’s future ship production. So for example if the planet’s defences start producing faster ships then you need to start sacrificing the relevant ships of yours to shift the hive queens into producing ships of the correct type.

This is still all in development, so whether or not this will work with the amount of time available for balancing is yet to be seen, but I’m giving it a go!

Current progress is as seen in the screenshot – crude graphics (which will probably unfortunately remain that way given my artistic skills), enemy and player ship spawning, collision detection and the framework for AI.

The next task is to get the mutation and behaviours in for each of the ships to see how the idea actually pans out. We’ll see!

Current progress is on github at https://github.com/jamiehales/ludumdare_24

Super Darwin – day 1 results

Day one is over for us. What have been done:

  • animated sprite of Charles Darwin;
  • tiles of jungle and cave;
  • collision detection.

The hardest part was surprisingly collisions – I’ve spent almost all day debugging it. Also, for now game crashes in FF for some reason, and have no idea how to fix it. Now I’m going to sleep – hope tomorrow I’ll be able to complete the game to some playable state.

Water, water everywhere and not a drop to drink

Cross-posted from the Rheo development blog.


Hey, I’m Ben McLean, a computer science major at UMKC, music enthusiast and participant in Ludum Dare 24 Jam.


So here is the story so far. Yesterday in my game design class, the teacher says Ludum Dare is this weekend. I don’t have the game design specific programming skills to compete on my own this time but I got on IRC and starting asking around if anybody wanted a music guy on their team. This got me hooked up with Rob Chubb, our lead programmer, artist, level designer, project director and general doing-most-of-the-work guy who is making Rheo: a platformer game based on the concept of water. Or, as a lame excuse to fit within the craptarded Ludum Dare theme, the “evolution” of water: i.e. the water cycle. (Although for the record, we never thought of water before the competition started)


Enter our double hydrogened hero, Bernoulli, a cutesy sentient anthropomorphized puddle of water who is on a mission to …. star in his own platformer game. The cool thing about him is that he transforms into the different states of water based on temperature. If he gets too cold then he’ll freeze into an ice cube, which will be another mode of play and if he gets too hot then he will boil into being a cloud of steam which can fly!!


It’s my job to come up with some awesome tunes that sound like happy water and don’t sound too much like they were blatantly copied off of Mario or Zelda. Subscribe to our development blog if you’re thirsty for news about our game! 😀


Speaking of thirst, an early idea I had which got scrapped is, I think, too hilarious to not at least mention: my idea was that Bernoulli would have to avoid cute thirsty puppies who would be running around barking and trying to drink him! LOL