LD24 August 24–27, 2012

Some Progress

It’s been slow, but I made some progress. You can play it int he browser here (providing that your browser supports WebGL) : http://ld24.zzl.org/

There is now an energy counter in the top left corner. Creating new pathways (by clicking on the light blue circles) costs 25 energy. You can create turrets (by clicking on the dark circles (hardpoints)) which cost 5 energy. You can also click and drag a turret from one hardpoint to another for free. There are many many bugs, which is what I’m working on right now, so you can press “Space” to reset.

Turrets!

LD24 Progress

Really not polished, but fully functional!

I’m still slow to start, but I finally managed to code a web-based Tetris game in one afternoon (HTML5/JS).

I will have less than one day to add the mysterious concept (Who said tetris can’t be compatible with evolution?), and try to polish the game.

It’s gonna be more than hard to finish on time as usual, especially because I’m not totally available this weekend!

Good luck everyone 😉

Ludum Floatum

20120825-233431.jpg

My wife decided it was time for a near midnight treat to help sugar me awake for a little while. Root beer float.

Tags: foodphoto

Comments

26. Aug 2012 · 04:46 UTC
Your wife is a terrible host. And you a braggart. Where are everybody else’s root beer floats?

Well, this ain’t working…

As some other fellow Ludum Darers, I woke up this morning, had a look at what I did yesterday, and felt like throwing myself out the window (that opens to a backyard, 1 meter below).

Damn, what happened during the night? Because there’s no way I had such a crappy idea on my hands and failed to notice how crappy it really was! Granted: drink enough beer and it will look like the next “Legend of Zelda”. But I can’t throw a readme file with the game that asks the player to get heavily intoxicated before playing it, can I?
Nope, I didn’t think so. Players are a bunch of prima donnas these days!

Well, as I can’t expect every player of this “game” to be drunk while at it, I have but one other option…

Starting from scratch.

So, 18 hours left, huh… CHALLENGE ACCEPTED! Hell Yeah!!

Good luck with the final hours, everyone!

The home stretch

Engine complete, mostly. Game underway. Latest screenshot:

One more day to make this a real game.

Grab an early build here. Read the readme first – it’s a little tricky to run.

Day 2… oi vey!

So today I made significant progress… but I still have a lot to do (and not enough time).

Evolutionary (Chocolate) Chef is on it’s way!

Here’s a current screenshot:

Jammin’ Jammin’ to the Jammmmmm

Greetings, Earthlings!!

It’s quite amazing people of your planet can create so many cool things so quickly! A round of tentacle-applause to all of you!

Here’s what I’ve been up to:  character design, with sprite-ified versions coming next.

Meanwhile @lmorillas is coding, creating placeholders for the actual finished graphics, parallax scrolling and all that.

I’m also painting backgrounds and assorted scene ornaments.

Hopefully we’ll have more to show tomorrow!  Cheers!

* TRANSMISSION ENDS*

 

Tags: evolution, lmorillas, vruz

Good morning

This is my breakFAST! 18 hours left

Tags: foodphoto

Comments

Datw
26. Aug 2012 · 05:05 UTC
Are you gonna eat all of that xbox controller?
26. Aug 2012 · 05:42 UTC
:) Eat’n’Play

Not much to show

Up early(ish) for day two of the jam, and not really much to show I’m afraid.  Here’s a basic map from last night, and a couple of humans:

#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 */ LD24_SS002 humanF humanM

Gist of the game idea is that you control the evolution of a hostile eco-system to try and kill off those pesky humans

Screenshot Update: Stop… Hammer time!

Try out the latest dev build here.

Latest changes:

  • I’ve added a pause and resume game functionality.
  • Main menu is brought up when you die

To do list:

  • Red tile indicator – Many thanks to Ashkin for suggesting this
  • Fix bug: When no more tiles are left
  • Music and Sound
  • Virus face animation
  • Dying event
  • More polish
Might add in the future:
  • Player upgrades
  • Evolving AI (Getting smarter as time goes by)
  • Multiplayer – For more lols

 

Science At Old MacDonald’s Farm

I came dangerously close to giving up a few hours ago. Needless to say, I’ve passed the half way point. It’s show time.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Don’t worry about that thing on the right. It’s not really anything. I’m hoping that the game, which centers around micro-managing a small herd of “specimens,” will be as hilarious as the concept. It’s Spore meets FarmVille, minus 90% of the complexity. I’ve only got 18 hours left, which on one hand feels like a lot of time — but it’s not.

I originally wanted the game to run in the browser… but after losing 3-4 (probably more, I’m underestimating) hours to *attempting* to fix HTML5-only bugs, I decided to drop the platform altogether and stick with Windows. Good ol’ Windows. (Says the guy who’s been developing on a Mac, using Parallels for the past day and a half.)

This project has had its ups and downs. I’m going to hold on to my faith a little while longer and see where this idea leads me. After all, who wouldn’t want to genetically engineer farm animals using a game engine that supports 1 to 99 (or more) legs? Right, I’ve got to program the GUI for that. Off to work…

Evolution Shooter

I’m working on a 2D arena shooter. The idea is that the enemies will come in rounds, and after each rounds, the best performing enemies will mate and produce the next round of enemies.

Right now the enemies are all pretty boring and they just move toward the player. Each have individual speed, size, hitpoints, and attack power, as well as some visual attributes. They do breed between each round of 20 enemies. The player currently can move around and shoot in four directions, but if I have the time I do want the player’s abilities to be upgradable also.

Progress night 2

Our jam game is coming along pretty well. Still lots of writing, coding, and creating to be done, but the basic gameplay is there! Here’s some screenshots:

#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 */ ss01 ss02

Progress!

Progress! One running screenshot. With mutated aliens.

Mutations are working, and it is very fun to mutate the aliens. Alien movement works well, too. But I still need to do firing, the spaceship, and a real UI for mutations. And sounds. And a title screen. And probably a million other things. Hopefully I can get it all done tomorrow.

Second update and sleep.

It’s getting late, and I would like to keep coding tomorrow, so I’ll have to stop before accomplishing my objective for the day  (Finish the >game<).

In fact, most of the core features are in, but I’m still missing the death mechanism and the feature that would fit the theme (yeah, no really inspired by the theme).

Tomorrow I’ll add this stuff, and spend the time I will have left into polishing and level design.

Screenshot time:

(Don’t worry, by polishing I even mean remaking all the sprites…)

 

Good night

I’m so tired right now, and I’m glad I finally have the core gameplay 100% complete and working. To play, you can click and drag to select your character, and right click on the ground somewhere to move him. He will automatically throw stones at enemy cavemen. Click on the hut and a button will pop up, click the button to spawn another caveman. in the hud, click the apple symbol to have your cavemen gather food. here’s the link to the new and updated game.

http://sandbox.yoyogames.com/games/203542-undisclosed-history

be sure to report any bugs in the comments.

Update: Drop the beat!

Try out the latest dev build here.

Latest changes:

Added background music and sound effects.

Background music made by my cousin, Jerel Limayo. Check out his other works here.

To do list:

  • Virus face animation
  • Dying event
  • More polish
Might add in the future:
  • Player upgrades
  • Evolving AI (Getting smarter as time goes by)
  • Multiplayer – For more lols
4

This entry was posted on Sunday, August 26th, 2012 at 5:09 am 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.

Bed for the night

well, at least my HUD is fully completed. see those PEDS? yeah i love me some peds. helps me evolve, if ya know what im sayin!

Some news!

Hey! Sorry for the logng time without news. We animated all the cgerracters, finshed the Level Design, and are now implementing story in the game. Because yes, story is a big part of the game. Some screesnhots soon!

We’re making an MMO.

I’m working on an Arcade MMO with a few other developers. It’s ambitious but we’ll finish it.

Here’s a WIP screenshot with some badly resized tiles. The game is going to be a platformer where you’ll be competeting to gain skills, evolve and kill other players.

Also it’s in space.

Comments

riipper91
26. Aug 2012 · 05:18 UTC
Nice :) I wanna play that :)

Breakfast Time

Yesterday when I stopped, everything was messy, physics was broken, the ToDo list was so full, sleeping was the unique option.

This Morning, physics is up again, and I’ve got a tactic schedule in order to obtain something which should look like a game (from a simple perspective).

I’m pleased to introduce some lovis to you :

 

30 Hours In And I Finally Have Name, Title Screen

So I’ve come a long way since my last update, but I’m now tired and need to hit the hay for a bit.

Things Left to do:

  • Texture Helpers (simple ones since you can’t really see them)
  • Make/Texture Station
  • Put in upgrade purchasing for helpers
  • set up game over when station is destroyed
  • implement music and sfx

I like how far I’ve gotten. Here’s a screenshot of the main menu, which also reveals the name I came up with (that has no bearing on gameplay)

The background scrolls even!

No name so far but…

Code : 75%

Graphics: 50%

SFX: 50%

Title Screen : 40%

I’m going to rest a little now, if nothing goes wrong I‘ll come back in a couple hours

 

 

 

MiW

common lisp is fun!

I’ve definitely learned a lot more about common lisp so far. Packaging was a bit difficult to understand, but I got some help on IRC and eventually got my code split into separate files. I also wrote my first real-life-macro, when messing with a clock and ticking functions.

I’m not sure if my game will be any fun at all, but it sure was fun to make. I’m excited to write a post-mortem, and I’m curious to see how far I’ll get tomorrow. I wrote a TODO and I have a plan!

Right now, there are creatures that wander around the screen randomly. They don’t fall off. You can walk around, but you can’t fall off the screen either.

Here’s a screenshot. It’s not as interesting as the other games, but still fun :)

screenshot

Comments

imake
26. Aug 2012 · 05:48 UTC
Looking forward to take a peek into source code (don’t panic). I know a bit Racket (which derives from Scheme, which derives from Lisp). Might try that kind of thing someday myself. Go on, you can do it!

Cake and sprite

I made my first sprite ever (and it took me foreveeeer to do it). It’s far from being perfect but whatever. I’m proud of it, and had fun making it.

Also, a cake. I like cakes.

 

Damn. That’s hard to make a game.

 

Tags: food, foodphoto, screenshot

Comments

Vordux
26. Aug 2012 · 07:03 UTC
Please consult your doctor.

progress – Vegetal Evolution

You’re water and you need to watering plants to evolve  the contaminated world better. I am going to add enemies or obstacles

Menu :

 

Game :

Genetic Algorithms and Debugging

This is my first time participating in on of these competitions, and I’m greatly enjoying it so far.  I figured I’d write a blog post to summarize the first day here.

My game has you fight waves of randomly-generated enemy “bots”.  When I say randomly-generated, I mean whole-hog random.  Colors, behaviors, weapons, stats – it can all change.  After the first set of enemies, I start using a genetic algorithm to combine these enemies, hopefully ramping up the difficulty and making some neat combinations.

Genetic algorithms are really cool and they suck at the same time.  On the positive side, it’ll be easy to balance the game when the algorithm works right – if it keeps picking certain features over and over, I’ll nerf ’em.  On the downside, it’s hard to tell if things aren’t working quite right.  I played a few generations and noticed that the game kept dropping weapons for some reason.  It would select out almost all weapons by the fourth generation.  I was pretty sure this was not, in fact, the optimal solution to the problem.  Turned out to be some misplaced curly braces (sheesh).

So what’s still to do?  Sound and music, notably. A pause menu. I also think it would be pretty cool to have a system for exporting enemy genomes having friends fight them, or even having two bots fight each other.

Here’s a screenshot!
Screenshot

Comments

t-recx
26. Aug 2012 · 08:06 UTC
That’s looking pretty cool!
BMacIntosh
26. Aug 2012 · 15:17 UTC
Hey, thanks :). The genome has two parts. The first has a number of “feature” genes, which include things like weapons and stat boosts. Each of these genes can have a number of different values, which are subject to mutation individually. Each genome contains a random assortment of these (10 is the usual number). The second part has 5 “mandatory” genes, which include color and 4 parameters that control how the AI decides to move (aggressiveness, etc). Each genome contains exactly one of each of these.

Day two, time to make a game

Yesterday was really slow, filled with headaches, tiredness and lack of inspiration. But at least I got a basic platformer engine running.

Today when I woke up I had an idea, hopefully I will have time to implement it. I’m using Pixelizer, a component based game framework for as3, which is a bit tricky as I have never used an entity system before. But I think the components can help a lot with the idea I have in mind.

3 quarters done…?

This is my first Ludum Dare, and it’s been pretty fun so far.

The game I’ve been making is a simple run and gun platformer, but with evolving baddies. There’s three weapons: a machine gun, sniper rifle, and grenade launcher. The baddies will adapt to which weapon you’re using, so you need to keep switching around to make sure they stay easy to kill xD

I’ve got the gameplay done, all that’s left is to do is a sweet looking background, a title screen, music and sound effects, and a little bit of a story, if I have time. I probably won’t though. Oh well. 😀

1000 EVOLVING KITTENS UPDATE

OK! Butterflies explode now, warp in periodically, can be eaten by the normal kittens and the fat kittens, and the fat kittens can inadvertently eat other kittens. Eating a butterfly as a normal kitten lets you turn into a fat kitten.

NEXT: WORM KITTENS

1000 EVOLVING KITTENS

Comments

26. Aug 2012 · 05:56 UTC
Hey, that’s fun, it seems we are doing a similare game! 😀

But yours looks more realistic, isn’t it? :-)

Core Dump 2

Ugh, what a waste of time. I may give up.

Build is here -> http://dl.dropbox.com/u/7186565/CanadianPenny.swf

 

I woke up after 9 hours of sleep. :) Here’s a pic of my breakfast:

Soup made by my Grandma. :3

Not great, but alright –‘

Well, we are tired, sad and we cannot do it perfectly, so i’m very angry –‘

 

Update – with screenshot

Ok, time for an update.
Thing aren’t moving as fast as I would. I think having movies instead of music as audio background wasn’t such a bright idea. Plus problem with girlfriend. Mood isn’t really there, but it’s ludume dare time, so let talk about the game.

click for a screenshot of my playground

You can try it here » Disease EX {p,t} 3/1 «. Right now, there is feedback when you press button (hjkl + xc), 2 title screen, a main menu, a movable cursor and panel. So no gameplay yet.

Plan is to put you in the skin of bacteria. A lot of them. Multicellularity, they act like a whole. They have found a nucleus, nobody know how, and they have discovered they can use it to evolve, nobody know why. Problem, maybe you are not the only bacteria here to have this faculty.

I’ll call it a game if I can manage to add fog of war, mechanism to grow and salvage environment and fight the bad guys. Or, to put it in more common terms, EX{p}lore, EX{p}and, EX{p}loit, EX{t}erminate. Yeah, it’s a 4X game.

Finished my game yayyyy!

Last night I finished my game except the sfx and music. I was in my parents’ house all the time, and now I’m going home to another city. I’ll record some sfx and music and it will be done forever! Yayyyy!

It was really fun and I should say that it’s more fun when you don’t leave any work until last hour bwhahahahahah. Hope you all god luck and I’ll do my best to play each and every one of your games :) Good times, people!

And it’s playable

I’m making a first person zelda like game. As for the theme, you’ll be getting new items and getting stronger, which is kinda of an evolution… I didn’t want to make a game about blobs or worms….

Link to the webplayer: http://dl.dropbox.com/u/40365232/WebPlayer.html

Early Screenshot

Okay so here’s the first screenshot of the game, which is now called DIESEL.
Photobucket
You can see that nobody has arms on, as they are going to be separate objects which rotate based on stuff and things. Also I forgot to make my collision objects fully invisible. Go me!

Report of the past 12 hours.

Well, I have finally finished the main storyline and the puzzle design and am now writing actual game content.

As or the report, here it is:

18-24 Hrs : Designed all puzzles and main story.

24-31 Hrs : SLEEP!!!

 

And for those curious, here’s my working setup. http://imgur.com/WWwjp

So late, but I’m in

First time. In Jam I guess.

No sound, no music, no graphics – only pure ActionScript, FlashDevelop and Evolution.

And I already worked, about 5 hours:

http://amsmirnov.ru/ld24/

 

Comments

90sml
26. Aug 2012 · 06:18 UTC
Pretty nice. I really want to see the finished game. (I burned my eyes with those bright colors, but it was really nice anyway :p)
26. Aug 2012 · 06:38 UTC
Thank you. In final version, I’ll try to make color more friendly. But I love magenta :)

Update 8: What Next?

Hey LDers! I hope all is going well and that you aren’t as tired as we are! We’ve made a lot of progress today, but theres still a lot to do.
At this point, i don’t know if we’ll get to adding music. Just not enough time. D:
We wanna get the core mechanics working first.

Here’s a few screens for ya:

Reese’s Wrappers, Redbull, and a game I haven’t played yet.

If I don’t get around to adding more tails, he’s just going to look like a scorpion.

 

See you guys next update.
~JifRawr & Scream

 

The Balance

Hey dear Ludumers and ludumettes !
We’re having a great time, everything is going great, i think we will be able to finish our jam in 48h (which was our goal).

The gameplay is pretty contemplative, we will let you choose to the balance between good and evil. As balance guardian you’ll have to guide life’s evolution.

Will you be a naughty demon or or cute paladin ?


Click To test !
prewiew

Mouse control + Click to burst.

=)

Sun God: Playable Prototype

So the game doesn’t have any enemies in it yet, so there is not much barrier to going straight to 100% completion yet, but here is a test of my (very weird) controls and evolution mechanic:

You can play it here

Sun God

Click Image To Play

It’s a bit hard to figure out how it controls or what the goal is, so I’ll try to break it down:

  1. Pull back and release on the yellow asteroids to launch one, then hold the mouse button down to control it in flight
  2. Scroll wheel zooms in and out
  3. Planets have two bars: the red one (left) is health, the green one (right) is evolution. Health will refill on its own, evolution will not fill itself from empty, and will fill more quickly the more full it is.
  4. After seeding some planets with life, you can come back and harvest the life off of them by crashing an asteroid into the planet. This will take health and evolution away from that planet, but will give you an asteroid loaded with bacteria to fly to another planet and get its evolution bar started.
  5. Flying close to a planet without hitting it will rain bacteria down on its surface, increasing the evolution bar. You can only rain on planets that are at full health.
  6. The goal is to get all planets to 100% evolution.

Alright, it’s 3 AM and way past my usual sleeping time. Time to sleep, then scramble to get enemies and sound into the game tomorrow. I would love to hear what anyone thinks of the prototype and suggestions for improvements.

Peace!

Day 2

intro splash

A day in the life of the graphics bod is fun, fun, fun! Well, I’m also by default the audio bloke too, which is something I am really not qualified in. Anyone who’s heard me sing would cringe at the mere thought.

I used BFXR http://www.bfxr.net/ for the main sound effects. Love that program.

We then attempted to record a girl’s voice for speech sound effects. Recording is easy, but editing out the background noise and static proved too painful given the time scale so we hatched plan-B. After some searching (and much frustration) I found Mary which is an open-source text-to-speech program that exports to WAV. We will probably convert to OGG format but anyway WAV is at least something we can work with in Audacity. Very happy with the result, it has the right touch of constipated darlic we wanted. http://www.findbestopensource.com/product/mary

Graphics To-do list:

* Help splash showing keyboard controls

* Winning and losing splashes

* Explosion (G3D probably, not sure if we’ll have time to add particle effects)

* Bullet G3D files

 

Will already posted this progress video from last night but if anyone hasn’t seen it and cares… http://www.youtube.com/watch?v=fS-JMsLi2E0 <we have made a lot of progress since then.

Screenshot Update: Quick! Jump!

Try out the latest dev build here.

Only a few more to go. Phew. My back is killing me.

Latest changes:

  • The game informs you when you are currently stepping on a red tile by flashing red

To do list:

  • Fix bug: When no more tiles are left
  • Music and Sound
  • Virus face animation
  • Dying event
  • More polish
Might add in the future:
  • Player upgrades
  • Evolving AI (Getting smarter as time goes by)
  • Multiplayer – For more lols

 

Light, at the end of the tunnel

Right now I feel like I could get this to an acceptable state until tonight. Let’s see how long that state persists.

The goal of the game will be to cultivate a plant that survives for five minutes in a hazardous (rain, heat, snow) environment by selectively planting and harvesting plants. Bees (or better some kind of firefly) fly around and bring genetic material from plant to plant. Pollinated blossoms grow fruits that contain the plants genetic material (its resistances) that can be harvested by the player and used to grow new plants using that seed. Something along that lines. I am still finetuning the gameplay and hope to be done with that soon, so I can start making sounds and record some nice piano sounds for the background music. Hope you are all doing fine! (Sorry for all the mistakes, I am super tired :-))

First Screenshot

Here are two more screenshots:
Click

Bullet Evolution – Complete?

Well, here I am about 15 hours of total work into this and i’ve got a game i’m satisfied with. If I have motivation tomorrow I will add more content but the game and all of the core mechanics are done :) Its tipping the scales at close to 1300 lines(Mainly because of the Verbose way I did bullets and enemies)

I Should probably explain a little about what my game is. It’s a shoot-em’-up / bullet hell (Think touhou or 1944) but with (Of course!) Evolution! Depending on the type of enemy you kill different stats are affected. If you kill the fast enemies, your movement speed increases, if you kill the enemies that shoot bullets really fast, you will shoot bullets really fast! Etc etc etc.

There is a special enemy called the anti which basically, if you kill it, it drops all your stats by a noticeable amount :) So that is 5 enemies total.

Here’s a screenshot! Fo yo viewin’ pleasuh!

16 hours to go for compo

I think I may be able to make it, which would be great, because then I have Bank Holiday Monday free.

Today’s job is collision detection and final mechanics until Lunch, introducing more complex enemy types (fish, to keep the mechanics consistent), a menu, and then some making things more pretty/more solid before the compo is up.

First things, first, however, is breakfast and a shower.

Sat Night Check In

Wow, some nice stuff out there so far. Can’t wait to check them out.

Saturday Night Screenies below. Just need to finish the graphics and sound!! God my fingers are numb.

#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 */ screenshot_1 screenshot_2 screenshot_3

Good morning LD

First LD, first post, second day. Progress is kinda slow but I’ve got my portal socks on and some breakfast waiting so I am good to go.

And here is my workstation and I guess some accidental footage of the game.

I’m done.

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15344

Motivation

While my game is kinda neat with the procedurally generated energy network thing, it has a lot of bugs due to how basic it currently is; overlapping parts, objects that aren’t placed properly etc. I was feeling kinda down about it because it didn’t have that, feeling, the one where you know it’s gonna turn out good. Then I added some enemies and watched my turrets massacre them… I feel better now.

I think after I get more polish into the game, add a “win” state, and some more AI, I’ll be able to focus on fixing the bugs and the procedural stuff that’s bugging the hell out of me. But I’m happy with the way this whole “make a game in 48 hours” is going. Good luck to anyone else who is having issues with things or is doing this for the first time. Just remember, it’s fun!…right?

Excessively late start…

Until yesterday, I forgot that Ludum Dare was approaching… and this morning I milled around for a bit trying to decide if I had time – let alone an idea – to even begin working on it.  Well, I decided about 8 hours ago that I was going to give this a shot, and thus 5 hours ago I started messin’ around with an idea that one of my friends brought up.

There’s no way I’m going to finish this, but perhaps I’ll come up with something.  I’ve got the beginnings of a game thanks to Unity:

My friends’ suggestion was to make a game where you’re a fish eating other fish, but those fish provide you some kind of mutating powers.

I figured I’d start off even smaller, with some static objects that you could eat and a little pointer (the aqua line in the picture above) to show you where the nearest of those objects are located.  For each of these pellets that you eat, you become just a little bit faster.

That part’s working… now to make it do something interesting.  In a couple of hours.  Hmm.  I feel like it may have been a mistake to start this late.  Ha!

Current Progress

Hi there, that’s my current progress of my game Deep Sea Evolution. I worked about 14 straight hours yesterday. I still have quite some topics left that i want to cover, but i think its doable until compo ends.

Btw. i’m still streaming here www.twitch.tv/insanebrood but there might be times where i’m also not at the PC!

Have a good second day of ludum dare guys!

 

atla

 

 

What have we learned from day 1

Learned:

– My designs are rather too cold and serious, which is odd as I’m anything but.
– Monkey is great for small projects, but development slows as the game gets more complex. Eventually it will annoy me to the point of no continue.
– The Monkey text-editor is not great (keyboard shortcut inconsistencies, no auto-complete, no jump to definition/use). A tweaked to Slickedit or Notepad++ would be better. Switching between mouse/keyboard is killing my speed.
– It’s also lacking in a couple of respects: No function to seed the random number generator properly (seriously!); No direct font support (even bitmap fonts)
– Goodness only knows how you’re supposed to debug a program that’s translated into another language before running.
– Some elements are rather cryptic (eg. the size of pane used for a browser game can be changed, but not obviously)
– I keep sticking ‘;’ on the end of lines, and am unable to keep to aConsistent variable_naming ConventionFor MORE_THAN one line

Confirmed:

– I can make a working game in 48 hours (or 24 come to that)
– Not having to include multiple libraries, SDK setup parameters, include paths, runtime-library dependencies etc. etc. just to get the screen displayed is bliss
– I can’t do art or music, at least not quickly enough, so I should avoid both and spend my time on programming/design/writing
– Iterative development is great – the faster the interation the better
– Seeing things on the screen quickly, and seeing changes straight away is marvellous
– Rapid compilation is essential (sub 2-seconds, ideally sub 1-second).
– Refactoring is still useful, even in short development cycles (although tool support helps)
– Testing a game with lots of randomness, less so
– UI is still a time-sucking pain-in-the-arse
– Harry Hill is very funny
– Almond croissants and coffee for breakfast in the sunshine is lovely

– WordPress’ photo import is awful

 

Tileshift – Random Map Generation & Door/Key Placement

Another 10hours work today and here’s what we got up to:

Generation of content in TileShift has been a good challenge over the last day. So far I have created generation of rooms on the map so they don’t collide, generation of doors so they block the user from their goal, placed keys to unlock these doors, experimented with generating paths between rooms (not in demo). Some of the challenges were keeping keys in possible to reach places and keeping doors inside these generated rooms.

TileShift still uses Sam’s A* implementation, now improved which allows the player to aim towards the chest. We restructed code a lot to speed production over tomorrow, which is when we hope to add some more things like monsters, moving blocks, bridges. These will help add more challenge to the game, as it evolves around the player. We also aim to improve the UI by colouring the keys to show the associated door it unlocks, more sound effects and add more levels to the game.

What we have so far uses A* to track towards the overall goal, which needs to be broken into incremental goals of the keys, another job for tomorrow. So when playing if the key is placed south of the door it opens, you might not be able to get there. Have a go and see what you think of it so far.

Play our demo at:

http://www.codeotaku.com/game-mechanics-society/games/tileshift/index.html

The 2nd Level of our game

This shot shows what is currently level two, play through and please comment

 

Getting Places

 

Getting somewhere slowly, I have a lot more Functionality now.
Once there is full functionality all I need to do is make more maps. Here is hoping it all goes well.

Starts to look fun

Better upgrade everything i can. Evil grammar error included.

 

Cutscenes!

Unfortunately, this picture does not reflect in any way the story of the final product. Or does it? Maybe I could fit a kitten somewhere.

Now with graphics!

Dirt, blocks, and a… well, I’m not quite sure what that thing is. The green square is the player. At this rate it might still be a green square when the game is done.

Anyway, this is coming on surprisingly well. Next thing to do is let the player mine those resources and use them to evolve!

Genetic algorithm game (late start)

Hey all,

I’m trying to make a game for LD #24 that uses a genetic algorithm.  I already got the hardest part out of the way I think, which was coding a genetic algorithm in Multimedia Fusion 2!

You can sorta see how it works in the picture — right now each lil’ guy just has a “color” attribute which is passed down to its children.  You can use the buzzsaw to kill them, and when you press space the empty spots will be repopulated using the living creatures as parents.  So, you can get them to be whatever color you want if you just keep killing the ones who aren’t anything like that color.  Eventually they’ll “evolve” to be the color you like, so that they can survive to reproduce!

“Barnacles” is a tentative title.  I started a day late on this (mostly due to laziness but also due to having other stuff to do).  Hopefully I can finish by the compo deadline, if not I’ll just shoot for the jam I suppose.

Only 11 hours left!

Slim modeling and food texture are completed. Game mechanics are almost done, need some tweaks and testing.
Levels, GUI, sounds… still lots of work to do.

 

Almost there..

I’m getting ever closer the end, I can feel it! I just need to make a boss fight. Shouldn’t be too hard.

Yeah.. lift those boxes!

 

Progress update – day 2

I’ve been working hardly on new features. Only few things are now missing to game. Still, I have 16 hours to go, so I’ll use them fully! Again, I’m posting a working demo of the game: https://dl.dropbox.com/u/29628587/LifeOfWorm_dev.jar . The demo is just a single JAR file, only requires java 6+. This time, I’ll also post a screenshot!

Any feedback is appreciated! :)

Going to Sleep

Progress so far:

1000

what done board

Conclusion: The sandbox is done, now I need to turn this into a game…… need moar taeem.
(I will just confess this, sometimes there is an total extinction, but I cheat and add back a couple of the best of each specie to the game)

5:42 AM here, and I need some sleep…

Finally a Screenshot

So this is the current progress of my game. All the arts is by my daughter, who will become 3 next week, except the player circle. She refused to try drawing a circle even if she’d done before with the yellow one. *sigh*

Looks like a fish tank.

Some of the stuff swirling around should be collected by the player, some should be avoided. What you collect in a given time will decide your next stage, which resembles evolution into the next generation.

Tags: handdrawn, pygame, python

Evoluball

Check out my game Evoluball. It’s a small game where you transform as you gain points.

Right now it’s break time.

Evoluball

Tags: Evoluball

No Stranger to Saturday Manger

Time to scurry off into bed. I will leave you with a screen shot of the game. Most of the work up to this point has been on the code, though I spent a little time on the ship at the bottom. The enemy wave appears and moves to the target, though it doesn’t yet have any mechanism to decide on a new target on it’s own yet. There is no genetic recombination happening yet. It will probably be one of the next things to do.

Hrm. That ship is too bright.

Tags: screenshot

Test Chambers

Great! The gameplay elements are alive! Now it’s time to do some level design implementations and bug hunt : )

Day 2 – Statistics

I thought it would be interesting to post some stats about my source code so far:

[Items on this side are the commands I used]

Number of lines: 531

wc -l src/*.as

Source files: 10

Modified lines: 12537

hg churn

Commits to repository: 35

hg log -l 1

Reverted changes: 1

Size of repository: 4.4MB

du -hc

Now to begin day 2 with a decent breakfast! Good luck everyone!

Progress?

Behold the amazing HD graphics I’m working with here:
GUI Screeny
So let’s see.. Menu? Check. Sprites? Check. Design? Check. Credits? Check. Win/lose screen? Check. Did I miss anything? Oh right, yes the game… I knew there was something else….

Comments

Lucariatias
26. Aug 2012 · 07:36 UTC
*Tortoise ;3

I haz a l3v3l editor

So yeah I have a level editor with a preview to make all kinds of nice things it still needs some features in order to make some nicer objects but if this is all I have to work with it will do the job.

Layers to the right of the grid, gotta fix the grid loading it’s kind of mirror right now. I seem to always get myself in to mirroring issues.

Ok maybe some sleep before the final trek begins.

Archnemesis

After lots of design choices I concluded it would be better to have one archnemesis instead of multiple of them. Here is a screenshot:

 

 

Peanut Butter Jelly Time!

Ouch its Sunday already!? Game is going alright I suppose, aspects work, you cannot play it through yet, but figured I should start doing a few graphics and sounds, then the half finished game will look a little better 😀

 

But for now, it’s peanut butter jelly time!

Tags: foodphoto

Trying to stay on track.

Lots of work done. Submenus in place, almost have a goal set. Stats working. Building and demolishing works (but only four “building”s exist).

Comments

Colisan
26. Aug 2012 · 07:20 UTC
I used to have the same wallpaper :3 [okIgetout->]

Another little screenshot

Now that looks nice!

A bit of progress happened. Mostly behind the scenes though. Anyway, I’m proud of my ingame-dialog class ^^

Convolution

I’ve got it working, yay! Here’s a screenshot:

Cells and bonuses everywhere! :D

Chiming in on Bfast

Seems to be a requirement, yes?

My 4-seasons breakfast:

(yes I am a multi-nibbler)

A creature

Ok, I’m off to get some sleep. I didn’t get as far as I’d wanted to on the creature generator.

He looks pretty good, but unfortunately they all look exactly like this, except with different color schemes. And there’s a bug so the color scheme keeps changing when it shouldn’t.

So anyways, I’ve got a lot ahead of me tomorrow.

Time to code!

Hi there!

We have finished the game design and after breakfast we will start coding. Last edition we used the Slick engine based on lwjgl. While developing the previous game we created an engine based on Slick called Frisky.

The engine is still in development and it lacks of documentation but for us is a good start point.

The game will have the following mechanics:

  • It is divided on different levels. In each level you must “save” specific humans and bring them (kill them) to the next step on the human’s evolution.
  • The converted humans are controllable and you can use them as a distraction for example.
  • As a zombie you can walk, make noise, bite human and split/join groups.
  • On the first beta there will be two types of enemies: the fleemen, scientists that will flee when see the player and fighters, soldiers that will fire the zombies from the distance. We have planned another type of enemy called Warder but we will leave it for now.

We are developing using Github as a SCM and you can follow the development on this repository.

See you!

WIGGLY KITTENS

One branch of my kittens’ evolution is complete! You can now evolve all the way up to the WIGGLY KITTEN by eating other kittens instead of butterflies. They then just eat everything.

WILL BE IMPORTANT FOR FINAL FORM KITTEN.

1000 EVOLVING KITTENS

Comments

Robotic
26. Aug 2012 · 07:22 UTC
Hey, that looks fun ! I want to try but the link doesn’t work :(
26. Aug 2012 · 07:28 UTC
try it again? dropbox messed up for some reason.
jerombd
26. Aug 2012 · 09:09 UTC
Nice retro (ZX Spectrum!!) graphics 😉
lazybraingames
26. Aug 2012 · 21:56 UTC
Refreshingly chaotic! I naturally selected a wormcat. Made my day 😉

Finishing touches

Still 11 hours to go and my game is already pretty much done!

I still got to finish the menu, make some more music pieces (which I am horrendously bad at) and do more testing / optimizing / balancing.

Here is the last media update before the release:

I also just noticed that I don’t have a name yet, hmmm…

Sunday Morning…!!

Here we go again….   😀

So far this morning I have implemented player death, the actual evolution part – mating and gene mutation…

http://dl.dropbox.com/u/21495867/LD24/Sunday10am/WebPlayer/WebPlayer.html

Screenshot Update: Down to the last one

Try out the latest dev build here.

The pic below shows only one tile remaining out of the 225. If you’ve played the game and made it this far, then you are one heck of a lucky survivor.

Latest changes:

  • Fixed a bug where the game crashes when there are a few tiles left.

To do list:

  • Music and Sound
  • Virus face animation
  • Dying event
  • More polish
Might add in the future:
  • Player upgrades
  • Evolving AI (Getting smarter as time goes by)
  • Multiplayer – For more lols

Lots of breakfast

Wasn’t needed but I wanted both so I won’t need to eat until late lunchtime 😀

My game is going ok but at a bit of a slow pace, I had tooo much sleep last night as I got a headache in the evening and wanted to go sleep it off. Plus to top it off after getting up this morning I spent three hours trying to fix a bug that had a super simple fix :( Oh and my game only works as an exe not in html5 which is annoying.

I’m hoping soon all the scripting will be there so I can spend time on the art which I haven’t really touched yet except for making super quick placeholders. I’d really like it finished for the compo though and not the Jam :(

Tags: breakfast, foodphoto, LD #24, progress update

It doesn’t look like much, but it is MULTIPLAYER MADNESS!  Team Quality Assurance (We all work in a QA Department) is hard at work on our Jam game.  It is much too ambitious for 72 hours, but hopefully we can get something fun by the end of the jam.  We will continue on afterwards because we think it is awesome.  Is it illegal to encourage gambling in your game?

Lack of preparation eats some time!

Spent several hours this morning adding (and subsequently debugging) keyboard input for the engine I’m using. Really this should have been the kind of thing to do prior to Ludum Dare! I also don’t have sound so that will probably eat up time later!

New update – and also heading to bed for a quick power nap

Here is a screenshot of the latest build. The idea is that the flowers you plant evolve into different colors and you choose the ones you would like to encourage to grow more often. Right now I have the success for mutation set at 98%, which is not how it will be in the final version. This is just to show off the awesome XKCDColor integration.

 

Click to move. Drag to rotate.

Drag and Drop the flower to plant it and watch it grow.

 

Weblink to the latest build.

Music Attribution: Eliot Corley, License CC-BY-SA 3.0

Tomorrow: Art

Kinda got an old arcadey-feeling thing going on. It doesn’t look like much but it gets hectic a lot quicker than you’d expect.

Now that it walks and quacks like a duck, tomorrow it gets to LOOK like one!

“Short” video of Ant Fight Club

This video is a short play through of what I have so far. The mechanics seem to work, it just needs more fun now! I fear the combat might be too boring/long unless I can spice it up somehow.

Day 1 Video

This menu lets you expose the ant species to a chemical evolving agent.

Comments

26. Aug 2012 · 07:37 UTC
Haha, this looks great.

Update 10: 20+ Hours of Straight Work

Just realized that I’ve been awake and working for 20 and a half hours straight today. I believe it’s time for some rest.
Good night LDers! I’ll be back up in  about 2-4 hours.

~ScreamRasdjfkl;sdafaZzzzzzzz

Further progress!

I’m pushing onwards, and soon I hope to have the story finished! Thankfully, using Twine has been a breeze – I’ve managed to pick it up in no time at all.

Now, I get to find out how much of this I can do before I have to go to work…