LD24 August 24–27, 2012

After Lunch Update

After some pizza (the lunch of champions), I made some sound effects, which have now been added to the game. No screenshot here, because there has been no visual improvements. That will probably come last, when everything is is more or less working.

Going great!

12-ish hours in: I thought I would post a slightly-more-polished-but-not-all-the-way-there screen shot. This one is of a furry monster, I think he might be my new favorite. For a simple game this is a lot more time consuming than I expected! At least it’s a fun time.

 

What a little badass!

Just don’t ask about the “Skin” monster. It really is awful…

Pulling out

Hate to say it, but I’m having to pull out this time. I wasn’t able to come up with any feasible ideas for selected theme. Perhaps I’ll do a bit better next time.

Anyway, good luck to those who remain!

Ok isometric woot!!…

So first time doing iso…but I still think the math is off a little bit but no matter that isn’t important it looks good enough to me.

progress, is progress at least. Let me know what you think of the look. Scale .5 don’t know if that is typical for iso or not. Thanks!

Hit a snag

I’m quite gutted actually, slick 2d is giving me some problems when I want to use a JOption pane, but I’ve come up with a work around. For now, i’m going to have a rest, eat some real yummy food, and rest my eyes a bit because they hurt.

I’ve spend most of my time trying to abstract the code so all I need to do to get it finished, is make the levels.

You’ve not heard the last of me 😀

My first Ludum Dare, yeah!

Hello everybody! 😀

This is my first Ludum Dare ever, I’ve always wanted to give it a try but never felt really up to it until now!
I’m joining the Jam because I’ll be out of town tomorrow so can’t work too much….

Tools:
Code: Game Maker Studio
Art: GraphicsGale so pixel art!
Music: I dunno! I’ll just record some funny sounds with my mic

So here’s my game: An ancient land where two creatures fight to survive. The player will control the little thing in the screen and both creatures will evolve and change look during the course of the game.
Usually the enemy will be a little stronger than the player, so the objective is to recover these colored gems that will enable your creature to evolve! They will unlock new abilities and improve your stats.
So if you see the enemy creature you will have to run until you are strong enough to face it!
It’s nothing innovative but hope I’ll make it!

Most of the pixel art is done, except for the enemy and HUD, stuff like that! What I’m worried about is the enemy AI, dunno how I’ll do that!

Status update!

#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 */ Title screen Help screen The help screen Still needs some work... Still needs some work…

I would upload the title screen music, but it’s more then 2MB and I don’t feel like setting up file hosting

 

Pac-Pack Evolution: First Look!

Here’s a first look at Pac-Pack Evolution. It’s a game about Packs of evolving Pacs trying to survive in the wild, with your subtle genetic modifications guiding them through the cold, uncaring battlefield that is natural selection!

Pac-Pack Screenshot #1

An early screenshot of Pac-Pack Evolution

Devlog #4

Very short break while I consider the direction I’m taking this. I’ve got two levels more or less designed. The only thing I’m lacking is three dialogue boxes and one enemy design. This design means both graphics-wise and game-mechanic-wise. I’ll consider it a while more.

In the meantime, my bad choices at the start are really affecting me now. Performance is an issue starting/restarting/finishing a level, and the memory use is a bit high. Next time, I’ll prepare a real system instead of hacking something together. A little bit of time spent in the beginning, while the idea is still morphing in your head, is much better than a lot of time spent fixing further along. I thought I knew this lesson before, but as it always happens, this creeps up on me.

Have a teaser picture of the second level. Think the theme linking is too ham-handed?

Day one is over

Before I tweak a bit of the mechanics and go to bed, here is the latest screenshot of my action rpg:

 

 

Basic mechanics are working. The enemies are not yet hostile and still immortal, but that will change tomorrow. Sounds and a complete tilemap will be created tomorrow. Experience gain and levelup already works. Controlling the game with an Xbox360 controller also works.

 

I have a funny story in mind to tell in the beginning. Will add a small script and some still images tomorrow to tell this story.

 

Good night and have fun making games!

Tags: screenshot

Two ai, many entities

Two ai fighting each other with their army of evolving(soon) squares.

Nothing very impressive for the moment, but those  entities can be very easily modified into something cool like kamikaze, hit&run type unit and many others things.


coming along better than I expected it too.

Laser weapons again

Fancy lasers are must have feature for any of my games.

Comments

Zccc
25. Aug 2012 · 19:36 UTC
Fancy.

Racing Component Fully Functional!

That’s basically half the gameplay functional (I’ll still come back and tweak it if there’s time tomorrow, but it’s already fairly entertaining. With the primary “game” component done, now I can focus on the breeding and ranch management side of the game. The breeding has to be awesome, since that’s really the tie back to the evolution them.

Enzyme is done!

I was not expecting to join the LD this week, but I changed my mind and produced a game in under 24 hours. I had to take shortcuts because I am already out of time. Consequently, there is an error on my intro page, I wrote “theatening” instead of “threatening”. Since I am out of time, I will not bother fixing this, but at least my game is fully functional. I hope you enjoy it.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ intro demo

Also, since I did not introduce the tools I was going to use, here is the list. It is just as usual.

-Eclipse (Java)

-LWJGL && Slick2D

-SFXR

-Fre:ac

-Paint.NET

Just a screenshot before I go to sleep

Since everybody else is posting screenshots I decided I’d post one as well :)

LD 24 Entry

I will not yet give full details about the game, but I can tell it’s located in the ocean…

Comments

Pixelbunny
25. Aug 2012 · 19:31 UTC
Self-Made-Fish, isn’t it? Looks like a sketch.
munchor
26. Aug 2012 · 12:55 UTC
Yeah it looks like a sketch because I’m not much of a spriter.

Soggy but Evolving

LD Log 1, earthdate 20120825

11:00 – Rose from my slumber. After quick breakfast, checked LudumDare (my first!). Arrr not one of my favorite themes… ! :/

11:30 – Brainstorm…. coinciding with stormy weather outside. Lightning might help with lightbulb?

12:00 – Got something! Is a bit big, but just might fit for LD

12:15 – Starrrrtt! First coffee tho

17:00 – Ideas are only as strong as the man executing them… or in this case, the tools of the man executing them.  Just wasted two hours hunting for a bug that did not exist.

18:00 – Nomtime + 1 hour break – watching West Wing S07E01

22:00 – Visuals, got some! Game-play still a bit away… neeeeed more gameplay!

23:00 – Hmm I should post something for my LD account, so I have proof-of-effort, should I fail.

SCREEEEN SHOTTO!

Tool-chain:

Eclipse – Text Editor
Moai – Engine
Photoshop – Graphical editing
Pen-n-paper – Idea-mangling
iPhone 3G – Camera source for backgrounds

Comments

Pixelbunny
25. Aug 2012 · 19:35 UTC
Looks like epicness.

Forgot to Report My Librarys

I forgot to say the libs I am using are:

LWJGL and SLICK2D

I am also using:

Tiled map editor
Paint and GIMP

new Graphics();

So I started al over again, I’m no longer using haXe and GIMP. I’m am now using Inkscape and HTML5. The new game will look a bit like Osmos but will be different in the gameplay. In the game you are going to evolve a cell into a bigger and stronger cell. To do that you need to find 3 cells that are the same but different than the big cell, if you absorb just 2 cells the cells will be gone and will not come back.

Some new graphics I made:

A glass (quality is not so good in PNG)

Tags: html5, inkscape, SVG

At the end of the first day…

I may have made a terrible mistake…

this is not a tetris rip off

There’s a twist, it’s just not implemented yet.

First day report

We are more or less packing up for today. So far we have Idea, basic movement and camera figured out. It might turn out too ambitious for ludum dare, so we might trim the content tomorrow. Here’s some pictures!
#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 */ game_fake_screen2_small medis03 the_hero_animacija01
the_hero_meditacija08 Capture

These include a mockup, some main character sprites, tree and a screenshot of the game WIP

End of an amazing day 1!

So, in the end I managed to implement a lot of features in day one!

I added some cool backgrounds, the editor is complete, the stats are almost done, the cells are also almost done.

I  wish that I’ll have enough time to complete the game as I want it to be, It’s going to be amazing!

Watch my live stream!

Check out for updates on my Twitter!

Tags: flash, flashpunk, progress, screenshot

1 day over

The first day is over, here’s the results. Most of the gameplay is already there: I have planned to dedicate tomorrow to polishing: adding 3d-ness, shadows, animations, nicer graphics, sound effects, menu. As well as packaging (Win, Mac & Linux) and final testing.

Click image for video:

Another peek-a-boo update

Just trying to build a habit of checking in every few hours.  Still plodding along, but no major breakthroughs yet.  I’m building up the infrastructure for my critters – I’m calling them Evomemes.  Figured out what stats they’ll have… working on figuring out formulas for leveling them up… then I’ll put a couple attacks in, and build up a combat system.

Did I mention in the last update, I can’t remember… my goal is to get ALL of the game mechanics working and tested TONIGHT, which’ll leave me all day tomorrow to fill out the game with actual content!  One of my personal goals for this LD is to get enough content that I can personally consider it a “Full Game”, or close to it.  Usually with LD you end up with one or two tiny levels, and that’s it.  I want more!  I want full RPG goodness!  I’m not honestly expecting something on that scale this weekend, but I’m at least striving to push my game in that direction.  GO GO GO!!!

Hopefully by the next update I’ll be able to show you a stat screen and/or a battle screen!

Tags: awesome, Dawkemon, evolution, evomeme, I never know what to put in tags, LD #24, python, richard dawkins, school, teacher, text, text-based

Meet Al-Ian

His name is pronounced “Al-Eean”, since I don’t think people can immediately see that the capital “I” isn’t a lowercase “l”. I think I can safely say the goal of making a game more colorful than Pow! Pow! Pow! has been accomplished.

Listening To: Skinny Love, by everyone who has covered it. Ironically not the one that Bon Iver created.

Progress report 3

Well, it’s been a good day.

UK time, I woke up at 4am, which was 2 hours after the competition started and I’ve been up since.

I’ve made a lot of progress and pretty much the entire game mechanics is laid out now. The companion AI is almost done, though I somehow managed to break the sprite flipping when the kitten switches direction.

The glacier level is now pretty much done, so I’ll work on the last few levels, evolving monsters (in addition to your evolving companion) and perhaps a bit of polish, bugfixing, and if I get lucky, online multiplayer tomorrow.

The “story” sorta works. There’s a scrolling chatbox at the bottom of the screen that displays things as they happen. I need to work on my writing skills a bit 😛

The enemies now take advantage of their blend mode and flash the opposite colour upon being hit. They also change colour depending on where they are, which is nice.

So, here’s a final screenie of the Glacier level before I go to bed (I might rename it Mountain later, it isn’t really “glacier”-y enough to be called a glacier :3)

Glacier level

Glacier level in it’s current state

Progress report: Hexagon Garden

So, in keeping with my self-imposed constraint to make a hex-grid based game, I’m making a gardening game of sorts. How does it fit the theme, you may ask? Well, I guess you evolve your garden into something better :)

Here’s what it looks like right now:

The basic rules are:
1. You start with some plants and some water pieces.
2. You can “expand” out from these starting points, the game ends when you fill the grid with plants and water.
3. Each plant is worth one point for each water that’s touching it – so a maximum of 6 points for a plant if you completely surrounded one of your starting plants (but this prevents any future growth, so be careful.)

The world is currently randomly generated, which means there are for practical purposes an infinite number of levels… I had a thought on this: What if there were thousands and thousands of leaderboards? Maybe the game could let you choose your level (which is just a random seed number) up to say 5,000. I wonder if people would get into that, just finding the best possible score for as many levels as possible?This is all dependent on the game playing out deterministically, of course. That could be fun, but I think it could also be fun to have some randomized griefers in there, and maybe some gardener bunnies that you could send around the board?

I’m having a blast! Follow me on Twitter for more updates

Day 1: Relatively successful

As I mentioned in a previous blog post, I had an idea to begin with of a “game development evolution”. There were several different versions of this, my favourite being an old pong or NES game gradually evolving to a modern game, or a single game development evolution where you start as the only thing implemented (a character), and as you complete tasks more and more things were filled. The trouble with these it that, in order to be successful, they required good content rather than creative gameplay, which I am not very good at – sfxr for all sound and I haven’t yet been able to make better graphics than this.

So,  after about three hours I realised this and changed my plans, and my new idea thankfully meant not all the time was wasted. The game I am now making has gameplay based around evolution, where you have to strategically evolve/devolve into bigger/smaller entities with different characteristics to maneuver through changing terrain while still killing the enemies, which also are big or small or move through units. What I had planned to do today was to get the mechanics finished and made the level-changing-terrain system (‘level thing’) working. However, I discovered I was far too tired to actually make a good looking level thing, so I added extra mechanics like powerups and fixed some bugs I didn’t know existed, in exhange for an early night so I will actually be able to concentrate tomorrow.

No new screenshots as of yet.

Goodnight!

 

Amino Progress…

Currently , I have all of the engine classes planned out and the menu system fully functional. All I need to do is program the game environment and AIs and i’m mostly done. Considering that I’m almost halfway through the competition, I think that’s pretty good. In amino you play as a cell that needs to evolve into a higher lifeform. To do this, you either absorb smaller cells through osmosis and acquire their amino acids (DNA material), or destroy larger cells with special abilities to make them drop theirs. In the shop you can buy mutations with amino acids and use them to your advantage in-game.

Comments

Pixelbunny
25. Aug 2012 · 19:38 UTC
The idea of the game is in my opinion stolen from “Spore”.

Levels 1 – 6

Here’s a little video of the first 6 levels:

13h of work – what happened?

First the link to the new version: https://dl.dropbox.com/u/74944797/GrowUp%21.rar

Since I use blender I was able to start immediately, so this was the most important thing.

I dont know when I will go to bed or even if I’m going to bed. Actually I’ve never come so far by creating a game so everything here is somekind of unknown territory to me, but I think I’m doing quite good.

Music is finished (still not integrated, but finished) and some sensless jokes are there too. Now I have to create some levels.

And now to the theme: evolution

I decided to move on and let the enemies evolve – thats all. I know it doesnt fitting the theme, but I still want this game to be created and after 13h of work I wont stop now.

Here are some screenshots of the main function: you can turn around 90° at any time and then going left/right and up. And as extra a picture of how it looks like for me while creating the whole game.

Belated “I’m in” + class prep

Original intent tweet six minutes before theme announcement, so “technically” I’m not late in giving my notice ;P

Alright, I’m breaking one of the biggest rules in Sol’s guide by starting this late, but I’m not entirely concerned with finishing this time around. You see, the new semester has just started and I’m taking an introductory game development class. My professor seems pretty bent on having us use GameSalad. While I can respect the program, I’m not interested in having my final project for that class be an OS X game or an HTML5 game built on their own HTML5 engine of questionable performance.

Therefore, I’ve petitioned him to let myself and anyone else interested use FlashPunk because it seems pretty damn sweet. To cover all potential bases for that class, my LD entry this weekend will be created in Flashpunk having zero prior experience with it and having not touched AS3 for about three years.

If my professor agrees to let me use FlashPunk: I’m ahead of the game and ready to start prototyping ideas as soon as possible, something that very few people in that class are probably going to do.

If my professor refuses to let me use FlashPunk: I’m only out one weekend and even that doesn’t really count because we haven’t started any sort of actual development in that class yet.

Conclusion: win-win no matter what! Well, more win if I can use FlashPunk 😀

Finally, here’s an abbreviated version of my LD history. I’ll post again once I’ve got something going!

LD History

  • MiniLD #23: First LD, no actual game.
  • MiniLD #24: No actual game but I did wind up with a tangible idea this time.
  • LD #22: I finished something! Broken as all hell, but it is something! Used XNA, sfxr, and Paint.NET.

 

Fantasy Map Tactics Terrain

I’ve always loved the “fantasy maps” that you find at the beginning of all fantasy novels (LOTR, Game of Thrones, etc.). There’s something exciting about seeing the map, with all sorts of interesting looking places just begging to be explored. I thought it would be fun to make a turn-based strategy tactics wargame based on this visual style.

I’m creating my game in HTML5 using jquery, because something like this doesn’t need 3d rendering performance, and because it is very easy to turn the game into a mobile (android, ios and ouya) app using phonegap. I started by first drawing some typical fantasy map icons using marker on paper:

After scanning in the images and creating a spritesheet, I wrote a simple random map grid creation class. It uses deterministic random procedurally-generated terrain (a seeded mersenne twister PRNG) so that a complex map can be recalled with a single integer seed value (no need to save a huge array to disk/cookie/localstorage). I then add extra water tiles around the edges by varying the shoreline randomly. Finally, I scatter hamlets, towns, cities, forts and castles in non-blocked tiles and give them random location names by combining two syllables from an array of three-letter strings. This results in a fantasy book-style map with scattered forests, mountains, hills, swamps, and deserts that hold a plethora of interesting-sounding locations.

Finally, I implemented an A-Star pathfinding algorithm that can navigate a character around obstacles to get to any waypoint on the map (the green and red blocks: green is how far you will move in a single turn before running out of “energy”). I also coded a line-of-sight (LOS) algorithm for use in the combat, which means that eventually projectiles and magic spells could be cast in a straight line but would be blocked by mountains or towns. The light beige blocks are tiles that you are able to attack.

There’s no actual gameplay yet – no enemies or win conditions – but at least you can move around the map.

The game jam is half over: so far so good! Wish me luck on this grand adventure: my quest is to make something that is fun enough to provide some replay value and will hopefully serve as an ideal proof-of-concept for a larger and more polished project over the next few months. I love Ludum Dare (and Orcajam – this weekend’s local game jam gathering).

Tags: McFunkypants, progress, screenshot

Comments

25. Aug 2012 · 19:55 UTC
That looks great!

First playable version, at last!

Well, I’ve had a few troubles while setting up the core code for my game (I notably lost a few hours with the weird collisions management CraftyJS provides D:), but I finally have something playable. Yay! I have set up five levels, each one introducing a new mechanic or idea. It’s a bit glitchy, but hopefully enjoyable.

Once I add some decent graphics.

And some music.

I’d like to add much more levels & content, but I guess it’s better to polish the game now, to make sure I don’t put myself in some bad  situation during the last hours 😉 But first, time for a break.

Play the latest version of the game here

A screenshot of the map editor

(PS: OMG don’t even have a name already)

My first update

Well I didn’t make a “I’m in” post so I’m going to put that here aswell :)! (this is my second ld)

The framework I’m using is Protonsdk (http://www.rtsoft.com/wiki/doku.php?id=proton) great for multi-platform code and c++

For the art I’m using asesprite (love it!)

For the audio, I don’t know yet if it will have audio

So whats my idea?

I will do something similar to dwarf fortress (much, much simpler and with graphics), where you control an ant colony, you have to breed the ants and battle enemies outside and bring food, the evolution part (atleast my idea) is to either, with time make the ants and enemies better (simple and not really evolution :/) or if I have time, do it in a way that the ants you breed you will change depending on the enemies you have on screen so it will be easier to kill them, and the enemies will change to kill the ants you have on screen

You can see the progress and the code at the live stream http://www.twitch.tv/zaxuhe

I also have a repository of the game at https://github.com/Zaxuhe/ludum-dare-24

Zaxuhe//

Something playable!

So my first day of my first ludum dare is over, I’m going to follow all those hints posts now and get some sleep. Looking back on what I did in the past few hours it seems like so little…but maybe thats just because I dont realise what went into it..or I procrastinated alot…

Progress so far, in all it’s replacement-art glory…

My game is essentially about the “evolution” or changing of an element, you must defend against the evil neutrons that are trying to stop you from turning copper into gold and breaking the laws of physics!

As you may have guess this post serves to notify as many people as possible that there is a (mostly) playable version available here, and that you should all go play it and tell me how bad (or good :D) it is, you know you want to…

I know that some of the blocks split up/have different speeds/dont come straight for you, that was planned. Also I will do all the artwork tomorrow…wanted to get something that worked done for the first day at least.

Progress (not so much)

So I have given up on my first idea and pretty much wasted the first day 😉

MUST SPEED UP.

Karyote new alpha build

Karyote

  • pseudoparticles
  • debugged. Stupid GM room editor inserted two player objects on top of each other, resulting in some pretty crazy behavior during collisions.

Getting closer to being ready to attempt to implement a little  AI behaviors and start linking them up to create evolutionary behavior.  I hope to be able to replace the shitty placeholder sprites with something real once I have core gameplay up.

 

Tags: Chris Sanyk, Cleveland Game Developers, Game Maker Studio, html5, Karyote

Update #1!

Last night I did a lot of brainstorming. Today I woke up and am getting the platforming and basic level design. :)  The first game that I thought of when I heard the theme “Evolution”, was the game Eversion. It starts out really happy and cheerful but slowly turns dark and kind of disturbing. I really like that, and it inspired me to make my game. So for my game, I want to take a similar approach with changing levels but with a different mood. Im not sure yet, but here’s a screenshot of how it’s coming along so far!

-edited to explain myself a bit better./

Comments

ahnimal
25. Aug 2012 · 20:00 UTC
But the theme is Evolution
markh
25. Aug 2012 · 20:07 UTC
Yeah, I meant the first game I thought of was Eversion. I like how the levels change more and more each time. But following the theme Evolution for my game.
ahnimal
25. Aug 2012 · 20:12 UTC
Oh right. Guess I’m too tired to read. Still sounds odd from your description though

I slept in.

12 hours. That’s enough for like… last night and this night combined.

I rushed into the start though as I’d designed almost everything last night and fallen in love with the game that’s yet to be. It’s a game about making games and the evolution of your own indie studio as you do so. I figure that way, if the game goes unnoticed and stinks, at least I can make a game that’s the best ever in the game that actually stinks. Amiright?!

Character Selection

Comments

JokerDen
25. Aug 2012 · 20:13 UTC
Good character design: it pretty easy to draw and look not bad. But I don’t like yyour assymetry on them: you must work on it.

Possibly Defeated

I believe I can safely say without a doubt that I severely underestimated LD’s capability to give a guy a headache. Neglecting the theme and trying to force the theme to fit a pre-existing game idea has been a huge mistake, one that will most likely see me not enter or enter something that has almost no gameplay and fails to match the theme in the slightest.

At any rate it has been pretty damn fun and will prepare me for next time.

Here is the one and only screenshot I have taken of pretty much nothing:

Goodluck to all the guys who actually had decent ideas! :)

Designing the Sh**.

it got serious

After the humankind is extinct, a new unexpected kind has been evolved on earth…
Poopkind is the new owner of formerly-blue planet.

Fighting, mutating, stinking!

Late is better than never. My design is complete, tomorrow I’m going to start implementing. I ‘ll be using Unity3d as game engine, Blender and Photoshop for graphics.

-Good night everyone

Comments

Schwiggy
25. Aug 2012 · 20:04 UTC
Innntteresting 😛 you’ll have a lot of puns available.. I’m definitely looking forward to seeing this among the winners ha Good luck tomorrow!

A new mechanic, a new screenshot

The first (and possibly last) ‘powerup’ in the game, the Posi-energy-inator:

 

This powerup will help you avoid negative energy.

Work In Progress

WIP

Well this is what I have so far.  It’s using my game engine (that’s not very much of a game engine.. but it saved me from writing a bit of code) and a wizard from an earlier project.  I’m stuck working on the camera right now.  Once that’s done I’ll optimize the resources a bit (so I don’t reload tiles 100023535 times) and then implement: player jumping, player basic attacks, enemies, basic enemy AI and attacks, the menu screen.  Hoping to get all of this done tonight (the camera part is the hard part, argh.)  Then tomorrow really working in my ideas on making it fit with the evolution theme (the player/enemies evolving, gonna be fun.)

All of this resides on getting the camera to work though…. OR…. giving up and just doing single-screen game play (which would be pretty depressing, but, sometimes you just gotta make do!)

Calling it a night

It’s been 14 hours since I started now.

I’ve got a lot of stuff done, and still have a lot of stuff to do.
I really like what I got so far. I never though that I actually could get so much work done in only one day, puh.

Anyway, I’m tired now, good night!

(PS: I also wanted to post a gameplay video here, but the upload would take too long. So I’ll post it tomorrow)

Progress report! (21 hours down!)

After much pondering over ideas, hammering out gameplay details, and skeleton coding all the while, I finally got around to making an actual game!

For the game concept, I didn’t feel up to the “breeding” and “physical/mental growth” subtexts filling my notes. This was mostly because they struck me as requiring too much art or unfamiliar algorithms for just two days, especially since I was horribly unprepared in the first place. I wound up settling on “evidence of evolution,” and convincing people one way or the other on creationism vs evolution. The thing is, in this game it turns out that all the talk about evolution and fossils being a trick of the devil is actually true, but you don’t want people to know that. You play as his minions helping to plant fossils in the earth, swaying people to the heretic’s theory and keeping your own existence a secret.

A painting of the soul!

Gameplay-wise, it kinda resembles one of those castle defense games where you mash dudes with a catapult. People dig down from the surface, looking for evidence of hell and thus confirming their faith. If too many succeed, you lose. You combat this by launching fossils up into the ground for them to discover instead, causing them to return to the surface with evidence of evolution and increase your score. Charging your shots can also produce more convincing and higher-scoring fossils, but takes a lot of time you may need for blocking lots of incoming foes. It’s kinda like using a catapult full of landmines to stop soldiers, except you’re ramming satan’s lies into the earth at high velocities. By the way, don’t overcharge your shots and hit people because gibbing them with flaming hell-bones is almost as bad as letting them see where you live.

The player’s mechanics are feature-complete so I’ve finally got something playable, if not yet a real game. Next comes the enemies, a score system & failure condition, and art where I actually tried. If I have time I may also add highly-faithful foes who aren’t convinced or stopped except by those super-charged fossils.

Let’s call it a day

First day results

Ok, I’m finished for today. I have the game preparation finished (not yet, I need the AI to do it’s initial choices, but I will place a rnd so it won’t take that much).

Now I should make a list on what’s missing:

  • Make a Game State for each turn phase.
  • Make a popup window to see your rival’s cards.
  • Show your hand.
  • Show rival’s hand “colors”.
  • Write the score somewhere visible.
  • Make a tutorial (<- this one will be very hard and important!)
  • Make a menu.
  • Make a win/loose screen.
  • Make creature cards (jajajjajajaja that won’t happen. They will stay numbers. Sorry)
  • Sound effects, ambient music (mnnnch, I hope I have time for this one, I feel it’s important).

Nothing more comes to my mind, but this will keep me busy tomorrow, for sure.

End of First Day

So,

Our first day down – we’re pretty happy with where we are.

Like I said earlier, using GameMaker has seriously simplified a lot of our coding.

Our goal is to do 4 levels – evolving the player from Stone Age to Futuristic.  We’re really excited about it.

Our engine is pretty close to finished.  Combat is a little funky and inventory isn’t very dynamic yet, but that will come in the next day or so (we’re doing the Jam – so we have some more time).

Tomorrow is definitely content day – we want lots and lots of content for this one.

No pictures of food tonight!

See you all tomorrow.

 

And now there’s zombies

I have now added zombies,dragon servants and gunners. Enjoy!!!

End of the first day

I did not worked hard today, but I got many things done (Graphics, Music, 1/2 Code). My game is a plattformer with procedual generated levels (boring :p) – no badguys (boring :p) – And one collectable item (boring :p)
I wanted to make it awesome, I would have been able to do this, but I have already pushed the ‘engine’ (== AutoIt & GDI+) to its limits. I should use irrlicht.dll or sdl.dll tomorrow, but i have no experience with them (creating backbuffers etc.)

Frustrating…

Good night :)
Hirsch

Sirrus…

System upgrade…  (cool, it’s sideways, love techno, techno, techno, technology).

 

Boose

Update 1

Its Getting crazy

.ISO – Part One | Almost the 24 Hour Mark

Hi again.

I ended up carrying out that idea I mentioned earlier that was stewing. Funny, it only took me about an hour to execute.

All in all, it’s looking really good.

The fourth level is done, and I’m now working on the fifth and final level.

From here, I just have to finish the last boss and fine-tune it.

 

Great Scott, I’m nearly finished.

 

~Kortuga

Slow going

Development has been going slowly.  Haven’t had a clear vision for my game concept or design, so things are nebulous.

Also, I’ve attempted to implement a non-intuitive motion system for my project, which allows me to have an effectively giant room very cheaply, but makes complex motion pretty confusing.  Or maybe I’m just not used to thinking this way yet.  I like the fact that I’m pushing myself to doing something I haven’t tried before, but it means I can’t work quickly, which is rapidly eating my project scope.

I also spent too much time messing around with creating a particle system.  I got it figured out and working, then realized that, due to the way I’m handling motion, I can’t use them for what I wanted to.  I may end up doing something else with them, and in any case I am interested in doing more with particle generators in my other projects, and have been meaning to play with them more for a while now, so I’m glad I am getting to now.  But it’s looking like this is going to be more of a Learning Dare than a Ludum Dare.  I’m hopeful I can still produce something that feels “complete” if small.

HUD

hud

A break from programming.

Took a couple of hours off coding to work on a music track for the game. It was supposed to be an orchestral, spacey track as it’s set in an alien rockpool, but once I added the drums it all got silly.

Probably horribly over-compressed as well, so watch your ears/monitor!

music1.ogg

Dinnawr!

Hey guys,

I ate it some time ago, but this was my dinner ^^:

A Chinese sortof chicken vegetables kindof thing and a Hertog Jan! (best Dutch beer there is :D)

Cheers,

Maxim

Evolugochi!!

I started late but really proud of my “Evolugochi” , so adorable right? hehe

 

END OF DAY 1 PROGRESS

Well today has been far less productive than hoped for, as there were a number of other issues at home I really needed to get sorted.
However I’ve done most of the artwork now and decided this time around to do lots of design beforehand to get a good idea of what I was required to do. As such I’m fairly confident I can get something decent patched together tomorrow as the game should be pretty easy to code up.

Oh, it’s a platform shooter in which every death evolves your character based on the manner of death, making you more resistant to whatever killed you in some way.

Consistently ugly gfx!

Testing level coming along.

First day done

My first ludum dare day is done! 😀

I think i have done enough today to be able to finish by tomorrow.
I am done with most of the basic functions but i still got the more complicated code left to do and some UI work too (or alot :P)
I have some ideás i want to implement but i don’t know if i have enough time so i will implent as much as i can.
I even think i got a name for my game but that will wait until i am somewhat finished with the game.

And last a screenshot of what i got so far.

Progress!

Maps!

 

So far:

-some tiles
-a few sprites ready to code
-procedure map generation

Going okay so far!

After Day 1: Fish

So far we’ve gotten a walking fish and a cool-looking map.

Considering this is the first time we’ve ever even really looked at Action Script, we’re feeling pretty accomplished.

For today, we’re going to be adding enemies and collectibles!

Ok, I’m in

this is hard. I chose a game that wouldn’t be too hard to make, but I have to make SO MANY graphics. I’m making them in Flash, which might not be the best choice. But it is a lot of fun so hoping I’ll finish in time.

A little of crap animations

I using frame-by-frame animation.

It took some more time because I did not have tablet and can only use mouse for drawing.

http://megaswf.com/s/2467382 (sorry I didn’t knew that LD not allow swf for upload)

 

Characters Done!

Whoa, it’s been a long time but i finally finished the character classes. I counted more than 200! Man, i’m crazy, i should just came up with something simple. Well, now that i started, i must finish. I don’t know if it’s possible to finish in time, but i will rush through.

One Pic for you:

 

Now, i will start coding. Wish me luck folks!

little critters :: build001

Progress so far: Little critters reproducing. No interaction yet!  Demo: Web! | Standalone! (Java – Platform Independent)

Team Fishkin Progress

We have a test image for the art style that we are going for in our game!

Again here is a link to our stream!

http://www.justin.tv/holotgh

Our spin on the idea of evolution is that the ships and environments will change over time depending on what weapons and tactics you use throughout the game.

 

Here is a test build of our oscillating death cloud.

www.generhaters.com/Ludum24/Oscillating_Death_Cloud_120825_02.html

WASD and mouselook are the controls Q and E to rotate

To ascend press space to decend left shift.

Approach the green boxes to allow enemies to spawn.

Left click shoot red balls Right click shoot green balls.

 

Tags: fishkin

Comments

25. Aug 2012 · 20:23 UTC
Looks pretty sweet!
Gryxitl
25. Aug 2012 · 20:48 UTC
Haha good catch!, I fixed it thanks!

Oh noes! I had to use Blender

But fortunately I kept it to a minimum

a pyramid made in Blender, can you feel the magic?

I’m not saying blender is bad, but it likes to disagree with me.

A little more.

Still don’t have much gameplay, but I do have cute looking dialogs!

Some progress, but I’m behind the times.

I fear I’m a bit behind.  But I’m still sick, alas!  So I’m trying to catch up for time I missed yesterday being asleep and sick and stuff.

You can move around and shoot!  Woo!  So that only leaves about a dozen items left. :)

Signed,

Sweet, Sweet progress

After trashing my first idea 6 hours in (because it sucked) I decided to change game ideas. I’m going with an RTS. In this RTS, you guide a tribe on incredibly stupid people to victory over the Gremlins they inhabit the island with. So far, this is what I have:

Monkey Business

After roughly 17 hours of work, It’s time to call it a day. I’ve got a lot of stuff done today, but a lot of stuff is still on the todo list. I’ll use tomorrow to focus on creating more levels and make a goal for my game. Right now it’s a monkey running simulator.

Screenshot

The good thing is that I’m actually happy with the collsions and physics. That’s first for a LD game. Also, he can dance! (yes, the tail moves when he’s dancing)

Screenshot of dancing monkey

Advanced features include; reading signs.:P

Screenshot of reading

Good night LD, I will be streaming here when I get up tomorrow. (GMT+2)

Tags: game, monkey, progress, stream, streaming

Comments

Maikeroppi
25. Aug 2012 · 20:36 UTC
Looks good. I really like your the monkey thought bubble in the last picture.

Bacon!

Hope, Despair, Progress, Pixels & Bacon.. to accurately describe my first day of Ludum Dare. Is it actually legal to have this much fun making games?

Starting out with me doing pixels & Ingimar doing letters, we were suddenly joined by another artist and a really cool sound dude with a massive beard. We were also joined by the refreshing smell of burning pork, as the annual Bacon Festival was held just outside the office! How nice!

At the end of the day though, we’ve got the base set of art assets and navigable environment. Amazing!

Time for some sleep before Day 2, a day filled with improved pixels, more letters and less bacon.

.. and perhaps, sneak a kitten in there here as well, somehow!

@joisigurdss

Little progress, reinforcement needed.

Shamefully, I spent most of the day goofing off instead of making something, well, presentable…

Progress Pic

Er…

The morning started off pretty badly with me oversleeping (and terribly, at that!) Coupled with an odd feeling nausea I ended up goofing off for the next few (incredibly valuable) hours. A walk or two around the neighborhood helped push me along to something more concrete which the next progress shot should show. As it is I’m running out of time to get the features I need in before I can start adding the content and polish.

 

Sunday’s going to be absolute hell :(

Taking a break for a bit

Have a bunch of my employees coming over tonight, so I’ve got to start getting the house set up. Not a lot to show since my last update, but I did some more work on the menu systems, and added a quick and dirty UI to the Ranch Management screen. Anyway, still feeling good about finishing on time!

First Progress Update

After not having any idea at all for the first 10 or so  hours, I finally got started and made the basic game play. The graphics are all place holder for now:

Have found out I have to go out tomorrow for family stuff so I’m not gonna have anywhere near as much time as I’d like. I’m just gonna see how far I can take it and have to be happy with that 😛

First Time FlashDeveloper and Rocking It

I am participating in Ludum Dare for the first time.  I have never touched flash and after a brief look at Adobe’s IDE I decided I never would.  Until now!  FlashDevelop is by far head and shoulders above Adobe’s own product.

My game doesn’t look like much but it is actually coming along nicely.  The concept is a puzzle game where robots move every time you move.  You can push “squishy” blocks around to trap them on all sides.  Each level the robot will evolve and take on new characteristics.  I have a proto at http://cse.asmsa.org.  It doesn’t do much and looks kinda weird but it was my first stab at Flash and I was trying to work out all the pieces that I will need for the final game.  Now that I am comfortable and I have a good handle on my game logic, I am going to do a complete rewrite to make sure I don’t perpetuate all the crap code I put in while trying to learn which way was up.  I never thought I would be this far with hours still until the halfway point.   (Edit: I now am done with all my assets.  I only have coding left. :-)

Good luck to everyone else.  Without this community and this contest, I would never have given Flash a second look.  I hope to dig into HTML5 in a future contest.

~Nicholas Seward

Tip: Don’t use HaXe and JS.

HaXe ‘s code construction/generation is the worst.

Half of the code that should work, doesn’t, because of bugs.

I am about a quarter of the way finished my game, but if I cannot find a solution to this one certain bug, the game will be completely unplayable.

Comments

25. Aug 2012 · 20:29 UTC
Haxe+JS works very fine for thousands of users, I guess the bug comes from your code :)
RawringPenguins
26. Aug 2012 · 02:32 UTC
No, it is because of native JS Apis (canvas2d, image, sound etc). I made a workaround by constructing my own JS libraries, as most Apis aren’t implemented.

This is why I never get around to posting..

Well I’m currently on target to finish absolutely nothing by the deadline but I’m not ready to throw in the towel just yet! Here is a screeny of what I have so far. It shows the arena where the various horrific mutations/highly evolved creatures will fight it out to make it through to round 5.

The game is called “Combine and Conquer”. Basically, in the game, you should be able to select which creatures you want to merge and then you have to fight against some of the possible alternatives before you can move to the next round and further evolve your creature. You win if you complete round 5.

I’m not prepared!

So, first time. Never finished making a game before, so working on an idea, where the coding should be easy (although choosing the tool took me two hours, I settled for FlashDevelop).  Collision detection still not working and TONS of graphics still to make, including intro and outro movie. And lets not forget sound (I’ll probably skip the music).  Using Flash movieclips for graphics is also lot of work and might not be the best choice.

It will probably be a terrible game IF I even get it finished on time, but it sure is fun!

Comments

25. Aug 2012 · 20:45 UTC
Make your better effort on it. If it is playable, the game should be better than my first time o_o

Slow day, some progress

 

You can make your own creature now.

Core Dump, update 1

I have the enemies spawning, with procedurally-created sprites, and I have the gun firing. I should be working harder but I’m sick this weekend, so my energy level is kind of low. Now I have a framework to put in changing characteristics, so something resembling my idea might show up soon.

End of Day 1 – Not looking so good…

That was day one for me. I’m really not sure if I’m going to be able to come up with something playable tomorrow… I have a pretty solid idea of what I want to do but I fear it may have been too ambitious for me.
Oh well… I guess it’s going well for a first try.  I’ll get a good night sleep and pick it back up in the morning.

 

Comments

Zccc
05. Sep 2012 · 22:08 UTC
Hey, did you finished it??

Making progress. Slowly.

Yet again, I’ve decided to use a language I’ve never really used before and it’s kind of slowing me down. However: It’s HTML/JS so (hopefully) everyone will be able to play it. It might even work on tablets!

 

All I’ve got so far is some tree rendering code, and some tree genetics code. The next step is to get some interactivity up in here. Until then, I’ll leave you with a gallery of some of my favorite trees.

 

#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 */ logo Screen Shot 2012-08-25 at 3.23.03 PM Screen Shot 2012-08-25 at 3.21.26 PM
Screen Shot 2012-08-25 at 2.44.03 AM Screen Shot 2012-08-25 at 2.45.05 AM

Popcorn chicken?

I dine now on the chicken of the popped corn variety. Sadly, I am without some bbq sauce.

Popconr Chicken

Comments

Vordux
25. Aug 2012 · 21:17 UTC
The goggles, they do nothing!

Space Ham – Finished

I AM DONE.

I started this morning at around 9-10 am, and I’m now finished at 25 minutes past midnight :p Hooray. Maybe I should use both days next time…lol. Atleast I’m very happy with the result this time compared to my first LD! :)

The game is about a ham that eats smaller slices of hams, and every time he does that he gains some DNA. There comes a point where the little guy can’t hold in all the DNA anymore, and he clones himself (which I called meiosis in the game :p) but the clones are not friendly or cooperative, they’re hungry for more than small slices, they want to eat you! It’s an arcade game about survival of the fittest (or fastest), and getting the highest score (duh) 😀

Play it on Kongregate (uploaded with the Kongregate LD48 upload link, which is: www.kongregate.com/ludum_dare_uploader)

Promotional screenshot:

In the zone, but Eclipse is not cooperating?

I’m finally getting into the zone. I’m finishing the breeding mechanics and interfaces, and I’m getting many simple and good ideas for the game, and ideas on how to implement those.

In my current computer, it is not likely that I will be able to dedicate any work or graphics or sound, but it sounds like a fun game is brewing. Expect a prototype in a few hours.

By the way, has anyone else had issues with Eclise+Ubuntu? Whenever Eclipse autocomplete something for me, it loses mouse input, and I have to alt+tab to some other program before Eclipse can recover mouse input… it just happens on this computer with Unity, no problems on my KDE boxes. Anyone knows a simple solution?

Cheers!

Tags: eclipse, help, ubuntu, zone

Mmh

Nobody never considered hacking the countdown on the main page?

 

Look who sneaked onto my computer chair!

Took a break from coding to grab a water, come back, looks like a certain little thing sneaked onto the chair while I was gone,  got bored from looking at mouse input code, and fell asleep making me feel guilty for having to chase him off for the sake of not forfeiting the Ludum Dare… Who hired him? Was it you, Notch? Even though you aren’t even competing this year? Is this payback for me liking Terraria?

Heatmaps, Biomes, and other things

Well, I definitely spent a long time getting the world generation working. It’s currently using three layers- height, temperature, and water. Included in the screenshots are two examples with the temp on and off. I have yet to put in a visualizer for the water, but I plan on doing it at some point.

The next major step is to get the creatures and plants in the game. This should take some time, and could take me until the entry time tomorrow. If I don’t have a working game by the compo deadline, I will submit to the jam instead.

The game is a bit laggy when the erosion updates occur, so I am considering doing multi-threading, but I don’t have much experience with threads. That might have to wait til after the jam.

 

#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 */ cap1 tempon world
worldheat