LD24 August 24–27, 2012

Cape Chronicles

Hey everyone! We are trying to get money to build our game. It’s kindof like making money off an release… except it’s like raising funding to make the game.

We can get a grant if we get enough votes in this competition we are in.

It’s quick and free for you guys just help us with a vote:

http://www.saltvalleytally.com/campaign/detail/272

Cape Chronicles is a fantasy platformer where heroes battle beastly minions using elemental powers of fire, lightning, ice and more to carve through perilous 2.5D interactive castles. Cape Chronicles is a hybrid of classic platform gaming with modern gameplay concepts. Bravely risk all unaided or encounter new adventures through multiplayer co-op.

Comments

10. Oct 2012 · 02:49 UTC
It says votes are closed? I guess you must have received enough?

We’re in!

As a company, we are making a FPS nick named project alien fortress for now.
for the challenge, we are still in early development so we won’t be selling the game
but we are going to try to accomplish the rest of the core game before the month is over.
Be sure to follow development at these links!:
youtube: http://www.youtube.com/user/LittleWoodGames2?feature=mhee
twitter: https://twitter.com/LittleForestG

Write up in IGM mobile, a little UV mapping & some GUI

I’m super excited Zombie Tales got a little write up in Indie Game Mag Mobile!!!!

Charles Ferrendelli really did dig below the surface of what looks like a generic Zombie shooter and understood my philosophy behind making this game. Now I’m starting work on porting across the [tesseract] level editor so there is a lot more to come.

Anyways back to blogging my progress:

I spent a few hours atlas mapping some of the stock models I have – so re uvmapping 14 War torn buildings with 14 2048×2048 textures down to 14 buildings into 2 1024×1024 textures. They are a bit soft when you get close to them, but it will have to do for the moment.

I’ve started work on the level editor, and the first step is building the GUI interface… and thats a bit boring working out all the logic for the menus. But I did have to make a few buttons, and one little tip.

I can never figure out what to use for a main menu button, a home button or something else. This time I used 3 “i”s lying on their side Arial Rounded font… and I thought “that’ll do nicely!”

Hopefully that makes sense to most people, I’d love to know what you think some of these icons mean below??

and checkout www.zombietales.net for a more detailed blog, I didn’t want to bombard the Ludum Dare site with too much of my ranting.  :)

Comments

10. Oct 2012 · 02:37 UTC
Your games shaping up nicely dude! Best of luck, and good work for getting the review! :)
10. Oct 2012 · 04:24 UTC
Thanks! I’m really happy with how its progressing. Although I suspect on release it won’t be perfect, but I’ll fine tuning it into the future.
10. Oct 2012 · 09:55 UTC
The Icons.. (left to right, top to bottom)

1. a zombie chasing me. If this were an RPG it would be flee battle, but here… I dunno.

2. a hand. pick up / use no weapon

3. use pistol. I’d assume a low level weapon.

4. a paintbrush. editor mode

So my game was released last night – October Challenge Update

I’m seriously surprised with how fast Apple approved my game.

It went live around 8hours ago, so go check it out. Spread the word and help me make my $1, a bit more if possible 😛

Considering the proceedings from Apple I need to sell at least 2 copies of the game to make $1.

So help me spread the word.

http://itunes.apple.com/us/app/puwang/id566365237?l=en&mt=8

Here are a couple of screenshots:

Tags: complete, puwang

Comments

10. Oct 2012 · 08:25 UTC
AWESOME!!!! Long live the 1DEV!!
cappelnord
10. Oct 2012 · 19:32 UTC
looks really cool! Don’t have an iOS device, so I can’t buy but good luck :-)
10. Oct 2012 · 23:04 UTC
looks great. wish you good luck with it!
DavidErosa
11. Oct 2012 · 09:18 UTC
Nice game! I’m sure you already made your dollar. 😉

BLUSTER – shoot’em up on iOS

So, for the two last October Challenge, i tried out to finish a game i started for ages . . . as it is usually said Everything comes in threes. This times i’ll make it (and monetize it ) or break it.

BlusterTheGame

First post – first challenge

So, I decided to create an account here and start a little game project. I had heard previously about ludum dare and their 3 days game developing compos and wanted to try. Then I discovered the October challenge which is much better with my limited time or laziness and I thought it would be a good motivation to start me with an android minigame and try the market. I don’t expect anything and the game might be simple and get no bucks (I am wondering if adds count or asking your friends to buy it count :). It’s just a nice opportunity to finally get into the thing and see how the android market works.

So, here I have a screenshot from an OpenGL ES1.1 test I have been working so far, a procedural landscape, and I’ve decided this will be the base for my game entry. I am thinking something along the lines of controlling a UFO that has to abduct cows or something :)

 

I just hope I won’t be lazy and update my posts with some progress soon..

I’m in the October challenge!

Well, first of all this is my first Ludum Dare.

Lately I’ve been thinking about quitting my daily job and start making a living from my own games :)

I saw this October challenge and I said “It’s time!”

I’ll be working on a mobile game, I’ll try to bring it to these platforms:

Mobile HTML5/Sponsorship

IOS/Android

Windows 8 Marketplace

I’ll be using these tools:

Construct 2 (I’m new to mobile game development in general, so I have to use an engine that can export to the platforms I want to target)

Inkscape (I’ll be working with multiple screen sizes and resolutions so I’m going to make vectors)

Music (Still not sure)

I hope you like my game guys! :)

 

Tags: html5, journal, progress

October projects #1 and #2 update

Hello folks.

I had a few hiccups with my ISP (I’m ready to take legal actions and I’m already subscribing to another), so I could not really post here.

The minesweeper game in 24 hours was a success! I had to make a few more tweaks, but all in all, 95% of the damn thing went by on the first few hours. Got it into Google Play a few hours ago. It’s not polished and hardly stands against the quality standards of a LudumDare game you guys pull around here. But I guess it’s good sign when you’re addicted to your own game. I guess this is my first game that I consistently can’t stop playing a game authored by me.

Looks like crap, but my girlfriend will make me some better art: https://play.google.com/store/apps/details?id=br.odb.sonarminefield&feature=search_result#?t=W251bGwsMSwyLDEsImJyLm9kYi5zb25hcm1pbmVmaWVsZCJd

That was a warm-up. Now, for the really cool games. My #2 project is called “Kill the Conwoids”.

I guess anyone that has ever implemented a Conway’s game of life has once wondered about using it on a game. As I said before, I actually did implement this as a game while working as a intern on a small game studio in Rio de Janeiro. Now I want to make it a better game.

Work has already commenced. Stay tuned.

 

October Challenge errata

Ooops, just was McFunkypants (hilarious) presentation on the challenge. The only way to comply to it is to make a lite version and a full version.

Personally, I don’t like using adsense. It disrupts the whole experience. Maybe I will try it too. Who knows. Luckly, I already have everything set up.

October Project – Guardian Angels

It’s already the 10th, and I still hadn’t made a post about my october challenge. Some weeks ago, when I heard about it, I wasn’t sure what to do… So instead of rushing, I prefered to work on an idea, code it and see if it has some potential, and then talk about it. If you see this post, it means that my project got somehow serious.
To be honest, I don’t think I will be able to finish this project by the end of the month. Instead, I will just use it as a deadline and if I manage to make something nice, I will put it on the market.

My game is code-named “Guardian Angels Alpha”.
I had so many idea for this game, but I will just code and polish one small part and release it as something like version 1. If it works, I will think about a sequel with other features (eg. campaign/story mode, coop, pvp…) but it’s the next step, just an idea on a paper.

My strategy is to release the game on Kongregate to get some user feedback (and hope for ads revenue). Then, I will make a release on Android (classical “free version with ads” and “paid version ad-free”).

Screenshots from the prototype (no background yet) :
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ GACapture GACapture2

Level Editor… still broken.

I’ve had a bit of a tough coding session getting the level editor working, I just feel like everything is broken and I don’t know where to start to fix it. I still have a long way to go and if I burn too many days on it I may just release a boring Zombie wave mode game in the interim  :(

I’m happy with my button layout and how it handles the different screen resolutions between iPhone and iPad, here are some pics that might give you an idea of how the editor works.

iPad 1 and 2

Touch the blocks to create your basic environment

Select the texture of North, South, East, West walls and Floor and Ceiling surfaces.

iPhone 3GS and 4 layout

Backwater: Final Steps

Last week I submitted the iOS Version of Captain Backwater to the App Store. I really hope it will be live by the weekend (Go, Apple, go!). During this time I prepared everything for the Android port.

I’m also working on a flash-based version for Kongregate and Mochi right now. I really hope that a browser-based port will help to spread the word. We’ll see…

I also cleaned up my working desk:

Comments

11. Oct 2012 · 08:20 UTC
That’s awesome. Will it work on ARM6 devices with GLES 1.1?

Metallum! Joining the October Challenge

I have decided to join the October challenge with my game Metallum! I have never really been a part if anything like this before so yeah, i’m excited!

Well onto my game:

Metallum is a 2D Mining game sorta like terraria. I have been working on it for about a month outside of the October challenge to get it to what it is today. Metallum is completely made in Java with no external libraries (But I might be using KryoNet for networking soon). I’ve been working on this game for quite a bit (or so it seems) and i’m not too sure that im actually getting much work done :/ but I hope that the October comp will help me get back into it! Also Metallum is on indieDB for anyone who wants to check it out! http://www.indiedb.com/games/metallum

Features so far:

Mining

Building

Item Stacks

Crafting

Mobs

Random Generation

Caves

Trees

Tools

Menus

Oceans

And some other Features. Here is a screeny:

Also My work space:

Look who decided to pay me a visit! (after i went for dinner i came back to this :/ )

1

This entry was posted on Thursday, October 11th, 2012 at 2:09 am and is filed under October Challenge 2012. 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.

My setup and my progress

I know I’m a few days late to the “pictures of my workspace” party, but I’ve been busy. I work on a MacBook either at a cafe or on my balcony overlooking Sacramento, CA.

MacBook Pro, beer, and a view

And here’s a screenshot of my recent progress with saving, continuing, and plant lifecycle on my October game. Details on on my dev blog.

Preliminary plants and animal squares.

So I goofed up… Never Distant End / Space Game

So I took a few days off. I had to take care of some school things as well as get the tickets for me and my friends to got to PAX east for spring break. We are all really exited and cant wait! Finally, having everything out of the way I looked over my project and asked myself; “Is this really the game I want to push for October Challenge?”, I looked at all of the projects that I have put on hold for other projects, I finally got to my first Project , Space Game. I seen a lot of potential in Space Game, I reviewed the code, and realized that since I started programming at the begging of the summer and by August made the a large leap from just making simple calculators to.. making a game. I shouldn’t have to explain what its about or what you do in it because the title should say it all! Space Game is to be honest one of my life achievements, don’t get me wrong, Space Game when I first made it was the most simple thing ever, but it pushed me ahead and made me want to keep keeping on with learning Java and game programming all together.

As much as I would hate to do it… I’m putting Never Distant End away. I’m just going to use October as a continuation for Space Game. I aim to have it finished by December. I’m going to set a few goals for October Challenge though.

  • Fix the state finding and loading system(I was originally using booleans… not good Idea)
  • Finish the GUI
  • Fix ALL of the level generation (ambient stars, planets and Mobs)
  • add a few creatures
  • Get started with on land generation(on planets and such)

This is my progress up until I stopped working on this a month ago(I named it Build 2.2):

So that’s currently all I have to show you for now. Till next time.

OMG, I made my $1 already :D

I’m so happy, as I mentioned yesterday my game Puwang was released on the App Store.

The first “easier” step was done, making the game and releasing it, now to make some money. This morning I checked my App Sales Report and I made ~$5, which is 5 times more the initial amount, and it’s great.

Now, my next goal is to reach the $10 amount, and eventually recouping the $99 I spend on the Developer Subscription on Apple.

And, with luck, if I ever reach the $100, I will then have $1 of profit 😀

 

Anyways, since we are still on day 11 of the month I decided, why stop here? I’m going to tackle another mini-game. I have a idea, doing some concepts right now, and I’ll post when I have something watchable.

 

Another cool thing was people tweeting that they were having fun, and trying to beat leaderboards scores, which where like this last night:

 

So once again here’s the link to Puwang, spread the word 😀

Tags: puwang

Comments

11. Oct 2012 · 11:25 UTC
I hope you get those 101 dollars :)

I’m downloading your game right now, good luck!
11. Oct 2012 · 15:53 UTC
congrats man!!
11. Oct 2012 · 20:57 UTC
Well done!! I had a good play of it last night and its a solid wave mode shooter!!
11. Oct 2012 · 22:11 UTC
fun game! You earned every dollar. Nice work.

October Challenge Update

11 days in, 20 days to go. Brad (PrePixel) and I have made some great progress. Brad has been tightening up the controls and graphics code, while I’ve been making some fast paced music and designing graphics for the game.

The music

The music needed to be full of energy and varied enough so that it wouldn’t be repetitive. The original idea was something quirky and almost comical. I loved the idea of starting the theme with a lo-fi retro melody, similar to something you would hear in an old adventure game, like Space Quest or King’s Quest. Then quickly dropping into something dirty like dubstep.

The first idea:

http://soundcloud.com/farcloud/ld48-wip01

As the game evolved, so did the music. I soon realised that I wanted the music to be darker and more serious, to create tension and a sense of urgency. We knew we wanted the game to accelerate in speed the longer you survived to add challenge and variety. Because of this, I decided that the music too should increase in tempo with the game. This also made me realise that as the tempo increased, the style of the music could change and evolve.

I am currently working on a piece of music that starts at around 120 bpm, and ends at 170 bpm. Starting with a classical piece for the first 120 to 130 bpms, from there I will start to add a dance beat. I can nicely add in genres as the tempo increases. Dubstep is almost always 140 bpm, Hardcore Techno is around 160 bpm (although can reach up to speeds of 300 bpm), and Drum and Bass is averaged at around 170 bpm.

Next week I’ll talk more about designs and graphics for the game!

Comments

MortalWombat
11. Oct 2012 · 18:10 UTC
Hey! Your first idea sounded already pretty great!

I’m already looking forward to working on the soundtrack of my game myself, although the month will probably turn out very short for the 15 minutes of music I’m shooting for.
12. Oct 2012 · 15:28 UTC
Thanks! I just read your development notes, I’m looking forward to trying your game out, looks really cool. Looking forward to hearing your music too! What style of music are you going for?

Update #3 With Screens!

I just shared my first prototype with my team. It is in rough shape, so I want to pretty that up before sharing with this group. So far this week has been about functionality. My main programmer is working on a tiling system for the background. This will allow us to ‘stream’ in tiles as the level progresses, thus giving the sense of an infinite level. I did create some environment art for this game last year, part of my weekend will be spent giving the background some proper (programmer) art. The stretch goal is to share a slightly less rough build here (or at least some screenshots) For now though, here’s a very WIP shot of the first stage..

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ uglybaby1 uglybaby2 copy