LD25 December 14–17, 2012

3 hours & 20 minutes in

Ha! Got my collision detection working!

So, my game is a zombie-apocalypse-type thing. I know, the concept is very original. Anyways, the player is able to spawn hoards of zombies in order to kill off all of the survivors. It’ll probably get a bit more complex, though. Just throwing zombies all over the place doesn’t seem like it would be too fun on its own.

Good morning from Sweden

Good morning!

IMG_20121215_061230My Coffee is made, the fake fireplace is up and the theme is set. Now let’s ponder this for a while and everything will be just fine :)

My Dev setup and ideas

Here’s my obligatory dev setup photo.

myDevSetup

 

 

 

 

 

 

My ideas:

1. Smash a town.

2. Cause death.

3. Don’t stare into the light.

4. Devil.

5. Smash planets together.

That’s all I have so far.  Haven’t decided on it being 2d or 3d yet.

 

The Premise

You’re a DARK WIZARD. Heck, you might even be EVIL. That is, if those pesky adventurers weren’t trying to take back the large floating island you just finished tearing from the world to create your very own cozy little piece of flying fortified lair.  As such it’s up to you to corrupt every bit of your new floating island and it’s local inhabitants, bending them to your evil will. Doing so will require magic and, of course, a bit of adventurer slaying.

Good times! So far I’ve whipped up a small terrain generator to create the floating islands. Here’s a shot from the debug minimap:

All procedural and whatnot.

All procedural and whatnot.

From this I’ll build the play field. Eventually it will have other features and spawn animals around the place for you to hunt down and corrupt. Oh, and those annoying do-gooder Adventurers will show up in airships. You should probably destroy those.

So far the first bowl of snacks is done and the first energy drink is on the way down now. Hoping to get the play field drawing based on the map before hitting the sack tonight.

Oh, and if you’re lucky, you might even find a 1goat or a rare goat_plus_2.

slow but steady

I’m slowly progressing, I have some very basic setup for the game, my code is messy, my base code is very immature and I’m not an expert with this technology. If things go bad, I will have to cut several features of my game. Again, my goal is to finish something.

Captura de pantalla de 2012-12-15 00:19:55

 

Time to sleep now… I will continue this tomorrow morning.

Good 2 hours of work

I got the theme then got the idea to do a virus based game where you are the virus and you have to kill your host before your host kills you. I got the virus rotation worked out and a fairly good pic of the virus. I think it’s one of my better pictures.Virus Rotation

 

Now to start working on the goal of the game.

I’m In!

Hey everyone!  I’m back for my 6th attempted (and hopefully 4th completed) Ludum Dare!  Although I’ve completed a few games in the past, I still really have to work on my polish and work ethic- I haven’t been too good at either of those things in past LDs, and it shows.  After the disaster that was last time, I am now committed to learning from my mistakes and Doing Things Completely Differently.  Here’s how I’m changing up my process from last time:

  • Having my tools set in stone before the compo.  In the past, I’ve been tempted to use an engine I was less familiar with or write more code from scratch because it better suits the idea- this time, I established what I’m going to be using well in advance of the theme announcement – all tools that I’m familiar with and will allow me to prototype quickly.  I’ll be working in Flixel, with Photoshop CS3 for art, Bfxr and Audacity for sound, and GarageBand for music.  These will restrict the kinds of games I can make, but the assurance that I won’t overscope on the core mechanic alone is worth it.
  • Focusing less on an innovative high concept and more on polish.  Of course, I always want my gameplay to be innovative, but my ideas are usually a bit too “let’s put a big ol’ gigantic TWIST on the theme”, forcing me into oddball gameplay structures that don’t lend themselves well to the tools I use.  This time, I’m focusing on wowing people less with the elevator pitch (I’m doing a game about alien abduction- not too unusual) and more with the actual experience.
  • Not making a platformer.  I tend to think too much within preexisting genre conventions.  This time, I wrote at the top of my brainstorming sheet “NO GAME GENRE REFERENCES ALLOWED”.  I thought purely in terms of what kind of villain the player might play, and what primary “verb” the villain will be doing.  I think that it’s paid off – the idea I’ve settled on would probably be best described as an “action game”, which is pretty damn nonspecific (at least compared to things like “shooter”, “beat’em up”, or “platformer”).  This allows me to branch out a bit in terms of game design, and think less inside the box.
  • Planning, planning, planning. I’ll be writing out every little thing I plan to implement, how I plan on implementing it, and how long I plan on taking to implement it (within a fixed time budget of 13 “on-the-clock” hours, not counting meals, sleeping, and such), so I don’t get carried away with designing while I code.  It’s a distraction, and keeping all the info I need in my head has severely slowed me down by forcing me to constantly remind myself what I’m doing.  Of course, if playtesting reveals something interesting (or uninteresting), I’ll change the design accordingly, but I’m not going to improvise while I’m typing out the code.
  • Tossing away my nitpicks and worrying about them later.  So the collision’s a little off.  So the spawn rate of enemy X is a little high.  Who cares?  I’ve got an entire game to finish!  Instead of trying to fix these little things, I’ll put them in a list to fix if I have more time, and move on to more important things, like interesting mechanics, art, and sound.
  • Reserving time to make music.  I don’t care if all I’ve got in the game after Day 1 is Hello World, I will put some music in this game if it kills me.  I have yet to have a game with polished gameplay, art, sound effects, AND music – something that really feels complete instead of just thrown together.  I plan on changing that this weekend.
  • Stretch goal – Progress shots!  I have yet to supply in-progress shots of my game, because I’m too busy rushing to make something barely playable.  I want to participate more in the community, and I want to feel less pressured about the amount of time I have.

Well, I’ve spent long enough writing this (that’s another thing I need to learn not to be so perfectionistic about)- time to get to work!

I’m up, i’m up!

Man it sucks being in the UK sometimes. I can never be bothered to wait up for the theme announcement  so when I get up on Saturday morning and find it out it always seems like everyone else has done loads!

I’ve been working for an hour or so now, although I have yet to write any code or draw anything, but for once I have a pretty solid plan going in.

More shall be revealed later…

Hello were IN!

Prepare for trouble and make it triple!

That bad joke aside, me and my two friends are getting ready for the JAM. We are using Unity and got the main idea ready. Just saying it now at once, and no public/owned assets planning in yet.

Good luck for you all!

 

Orthographic rendering

After considering the theme I have determined that I want a top down world from which to act as a villain, although I don’t have too many details on what I want the result to be.

I have created a set of orthographic draw functions with a z variable and the ability to draw a rectangular prism.

The composition of translate, scale, and shear.

The composition of translate, scale, and shear.

Now I just need some sort of game logic and to make a particle system that can interact with a z indexed world.

First Screenshot!

After restarting twice in 3 hours, I finally have something:

Comments

KCdehImposter
15. Dec 2012 · 03:47 UTC
Isn’t that something TheCherno was doing? I don’t mean to be mean, but maybe post something different than what a lot of us have seem someone doing a tutorial on. :\

Everything going ok so far

 

 

earth_defense

This is a screenshot of what I’ve done so far. The first hour I was just thinking on what I could do, while watching South Park. (I love South Park), then I took half an hour to bath my dogs.

The last 2 hours I’ve been drawing and coding stuff for the game. That’s what I have so far, and I am going at a steady pace. If nothing goes wrong, I think I’ll have a fun game by the end of the deadline :)

The graphics aren’t very good.. I suck at drawing, but I am a pretty good programmer I believe 😀

It’s 3:35 AM here, time to get some sleep, I’ll be back tomorrow 😀

 

Just getting started.

Going to be a super-ambitious top-down (first time!) moody story-based game. Why would someone become the villain? Is it really as black and white as the word villain indicates?

Here’s hoping I can pull this one off.

Quick 2D Sketches

I made the sketches using my Wacom Inkling, thinking I’d take them into Illustrator or Flash and color them. Unfortunately I didn’t realize my pen battery was dead, so I ended up with paper sketches but nothing digital. I’ll probably just clip one out and use it as a bitmap until the pen recharges, then take another crack at it.

The other guys are potential food/enemies.

sketch_sm

Presenting the first screenshot!

a

Lovely isn’t it? :) Those rectangles are there for a purpose, and it’s still placeholder art..

First screenshot

Ok, collision detection, scrolling levels and the basics of spreading fire, this is going places! Also, I’ve never made a game that scolls before, so thats one achievement already

Heres a picture of a building on fire!

b14c33ed1bc31619e60f300d6cf24afa

 

Progress 1

Three guesses what game I’m ripping off  inspired by?

Game goal: Use the friendly critters you can find around the world for your own personal gain.

tiles

I finished the essential tiles and the main character (+ animations)

Also finished the main music theme:

 

Prototyping the initial idea

So I got an initial idea in mind. It revolves around being the mastermind behind a world organization and sending henchmen to do your bidding. The point of the game is to commit enough evil around the world to reach a certain fear threshold before Interpol cracks down on you.

I’m currently in the midst of prototyping the core mechanics of observing a globe and sending henchmen on a variety of tasks. Hope to have something playable within 4 hours.

Progress So Far

So I’ve got a concept and a basic engine coming along.

Basically, the heroes have too much work to do, defeating villains and all (that’s you!). So they build a rudimentary Heroic Emulated Redeemer Object (or H.E.R.O., for short) to do their work for them. It runs by a basic set of A.I. rules (such as “H.E.R.O. will jump when it encounters an obstacle that can be cleared). However, it is still in the beta stages and can be thwarted easily. So you are the malevolent God-like being who must stop H.E.R.O. by placing obstacles and enemies in his way. However, you’re cutting back on your budget and can only place a few obstacles.

Right now the engine has some basic enemy and player A.I. I plan to add various obstacles, as well as a way to place obstacles.

So far the resources that I may be using are:

  • Game Maker
  • Eddy’s Platformer Engine (for a few code snippets)
  • SFXR
  • PxTone
  • GraphicsGale
  • Paint Tool SAI (for sketches and stuff)
  • LabChirp

And now, for a break!

frog.recurse(callerId);

Another screen shot from the game.

device-2012-12-14-214052

If you perhaps intuit that this is a mobile phone game, you might be onto something. :)

(Untitled)

Being really busy doing other stuff, but now I finally free and ready to try very hard. Here’s the concept.

2

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This entry was posted on Saturday, December 15th, 2012 at 3:44 am and is filed under LD #25. 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.

A start…

So, I got a start on my game

currently called “The Bad Game”

the menus are controllable with your arrow keys, and i’m looking for a nice 8-bit look which will never happen..

should get some sleep, i crashed my livestream doing this!

First Hour of Work!

So I got home from some important party and got my idea.  I am making my game with the mechanics of Black Ops Zombies, but it is going to be you as a pirate or terrorist taking over a ship and must survive as long as possible (will have highscore system) so that you can see who is the best.  I plan on doing this with GameMaker as I haven’t done much programming in the past month, other than for school stuff to make my life easier.  I haven’t decided if I wanna do this in 3D though like Doom. :\ Tomorrow I will have about 14 hours of free time dedicated to this so lets see how this takes off!

5 hours into the ludum and…

screen_1355549669.05   this is the begining map so far… it needs work but the elephants move and you are the crocodile! You can move about the world and go in the water!

Prototyping

Unity - Physics Demo.unity - LD#25 You are the Villain - PC and Mac Standalone_2012-12-15_13-44-07

A fire dragon as I promised!

First Screen

I was quite surprised by the theme this time, I really didn’t expect this one to show up. Anyway, had to think of some gameplay ideas, found something interesting which I haven’t done before, and started with the graphics first.
Here’s a screen after 2 hours of work :

screen1

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This entry was posted on Saturday, December 15th, 2012 at 3:50 am and is filed under LD #25. 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.

NOT A VILLAIN YET

The guy doesn’t look very menacing… yet.

I guess I must be in…

I went to bed not really knowing whether I would. I woke up at about 5.30am and the first thing I thought was, check the theme. After 20 minutes I have an idea. I’m going back to bed now, bu I am so in.

LD25 Progress Report #1

Shower taken, two more ideas (other than the one I had when I saw the theme in the last voting round) whipped up, same two ideas discarded, sketch done. Project in C++ created, SFML2.0 included and linked. Simple first sprite drawn.

1

Tags: ld25, ld48

I’m in!(And Progress!)

I’m in! I’ll be using XNA with C# through Visual Studio, Paint.Net, and whatever free audio program I can find if I get that far.

Here’s what I have so far:

You are the Vanillian

So I started to make the sprites and tiles, and some basic code to display and move them. This time my weapon of choice is love2d, which should prove fun, as I barely know lua. At least it will be easier to make binaries.
shot

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This entry was posted on Saturday, December 15th, 2012 at 3:53 am and is filed under LD #25. 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.

Unity 4 Bug?

Long story short: I’ve basically got the following setup:

public class A : MonoBehaviour {}
 public class B : A {}
 ...
 public class C : MonoBehaviour {
 public A[] a;
 }

I’ve got an instance of C in the scene, and I can drag neither A nor B into it in the inspector. Not the biggest problem, but a little annoying (or maybe I’m just overlooking something really dumb).

Progress

Now to add a player and entities! Tomorrow! Because I is tireds!

Now to add a player and entities! Tomorrow! Because I is tireds!

 

So this is what I have so far, a tile bases world with an exterior wall and currently random tiles inside.  Goals: Player, Other Entities, Collision, Shooting, Surprises!

LD25 – 1am – ZA WARUDO!

I got terrain generation working.  The Tile API is pretty slick to work with.  Graphics are NOT final.

Basically there is marshland, forests, lakes, and regular grass that generate in passes, then your corruption is generated in a set starting position around your base.  Each of these terrain types have different effects on your units, and corrupting the terrain generally just makes it better.  You will be able to spread your corruption later on as well!

screenshot_1am

1st Screen Shot

12_14_12_10_25

It’s a Rock/Paper/Scissors Reaction timed fighting game. I wanted to get all the basic assets in the game before doing all the heavy coding. Goal is to have both Single Player and Local Multiplayer modes. If time doesn’t allow I will cut the Single player as it requires AI Coding that the multiplayer will not. More to come.

My First Screenshot

First Prototype

 

It might not seem like much, but I’m proud of it. I had an old map editor I had made awhile back and have used it for making pixel art as of late. WhooHoo!

 

I have plans for this game, you wait!

 

–Best Regards,

Brandon

Second Screenshot

Everones making so much progress, and me, so little, people need to stop skyping me, or this timelapse will be more skype then game design. Anyways I’m struggling, trying to get trees to spawn randomly, which is why there’s such a  lack of trees in this screenshot.

screeny2

Progress Report 1

I think I’ve finished the text and music for the intro, so I’ve decided to work on some art. This is the beginnings of what I hope to be some sort of game interface/map thing.

Map

Sprite on screen and moving

So food has been eaten and character is now onscreen.  Moves toward my tap/click.  Not much more to update on.

iOS Simulator Screen shot Dec 14, 2012 9.50.30 PM

Goal for next hour:

Dual sticks

Tags: cocos2dx, LD 48

He’s stealin’ all yo’ sammiches!

It’s 1AM here (EST), and I’m about to turn in for the night.

But first, of course I will give a progress report!

Upon announcement of the theme, I immediately got to planning, and had four ideas within half an hour. I whittled them down to one by 10PM (an hour after compo started) and got to work.

Your goal is to break into apartment buildings and steal unattended sammiches. The most villainous of villains.

By around 12 I got the TILED map loading, and now at 1 I’ve got a camera following the player as he ascends the building in search of sammiches.

\

The art is a bit crude, I’m no artist at all, but I’ m going to spend some time fixing that up on Sunday. Tomorrow’s goal is to add sammiches to steal, a timer, and a way to leave the level and move on to the next one. After that I’ll consider adding some protagonists to chase you perhaps, but I’m not so sure. I want to have all of Sunday for art/music/sfx polishing.

Progress on my Dare. Codename: Patient 0 A.D.

This is me

Everything’s going fine at the moment. I got a character on screen, he walks, and attacks. Is animated etc… Working on the background at the moment before diving into making the enemies or the good guys, so to speak.

HEYZEUS

This is the screen at 1:1 pixel so far.

Tools I’m using:

Programming
GLBasic with my Phoenix Framework.

My event-driven framework uses Box2D for physics, imports Texture Packer sprites, and use Tiled maps.

Never published a game with this, I just recently prepped it for this competition.

Art
Photoshop… and maybe Maya/Zbrush if the occasion calls for it (highly doubt it). I have a tablet which I’m none too familar with but if art takes too long, I might have to see what I can do.

Sound
Not my department, but I have Soundbooth installed for crude edits.
sfxr for generating sound effects.

I also have voice band which will let me hum notes and convert them into instruments. And other Android instruments.

Fuel
I’m probably going to order two pizzas and a two liter drink. Swiss Chalet.

Screencapture

I’m doing a timelapse of my computer while I do this in addition to real time recordings generating content, or when doing stuff where computer performance doesn’t effect testing. I also need to conserve on the hard drive space so not so often.

MY ANTHEM
I’m going to be blasting Yellowcard or Epic Sax Guy in 10 hour loops when not recording sound in order to keep my eyes open.

Tags: ld25, Prelucid

Concept and Tutorials

Did I mention this is my first game? I started by installing X Code, following a wonderful tutorial by Ray Wenderlich, and then a second tutorial on objective-c. So I’ve gotten my feet wet, adjusted to the cold water and am ready to get balls deep.

I plan to create an iPhone app, so I’m trying to incorporate a drag control to this game. The basic idea is to prevent or allow projectiles falling from the sky from reaching their intended targets below. Block rain from drought infected farmers? Deny parachuted aid packages to hurricane ravaged people? Allow bombs, while hoarding food drops? The barrier that blocks or bypasses these gems, will be the dragged control. Just a rough idea, let’s see how it matures!

Cheers!

Links:

http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial

http://cocoadevcentral.com/d/learn_objectivec/

 

Comments

farktronix
15. Dec 2012 · 05:52 UTC
Stop the Pac-man!

Just started!

I just started. I haven’t launched my game making tool yet, I haven’t prototyped my game yet, I just started.

I’ll keep a journal here. I’ll update it as often as possible.

(Wait, goats win??? By 1 point????? Holy go*t!)

I have an idea: you are a good person, but you must become a villain because, well… that’s your density. (Did I say “density”? I meant “destiny”!)

Progress #4 – Bot-Cam is making its first appearance

So, as you pilot this remote controlled bot, bent on planting a bomb without being discovered to destroy.. something.. You get to use the bots camera to view the situation. However, being a villain, bent on world domination, you don’t have the resources that more profitable villains have, and you have to settle for substandard electronics. Enter, the bot-cam. A sub-par grainy crap view of the ingame world… But its going to have to do, if you are going to achieve your objective.

LD25-04

Villains, eh?

The plan is to take it fairly easy this weekend. Sticking as close as I can to the Keep It Simple, Stupid principle, I plan to either make a Tower Defense game, or a simple Dungeon Keeper based game. Fortunately, all the leg work I’ve done tonight will allow me to either or at this point. I’ll sleep on it and decide what I really want to do tomorrow morning.

In, and already ignoring my resolutions

Like last time, instead of making something ambitious that would be interesting but likely very rushed and flawed, I promised myself to make something simple, fun and polished.

Last time I managed to do that, but this time I came up with a concept within the first half hour of seeing the theme that just seems so awesome at the moment that I can’t help but ignore all of that and go full speed ahaid in the hope of making something that is probably not even going to get done for 10%

 

And honestly, that is kind of what Ludum Dare is supposed to be like.

I’ve got a thing you could (Loosely) call a “game”!

Took about an hour to come up with the idea, so here’s about 2 or 3 hours of work. Basically the idea is you manually control the traps in a masochistic side-scroller. A bunch of AI “players” stream in from the left and you have to first click on a trap on the top screen and then the bottom screen will zoom in on that trap. From there you’ll have to perform the right series of inputs to make the trap fire. For instance, the saw trap I have right now just requires the user to press the up arrow, but a cannon might require the down arrow to put a cannon ball in, then the right arrow to pack it in, and then space to fire. As the game progresses you’ll get more traps in the level and there will be more dudes streaming in which should make it become very frantic. Once x number of dudes get through it’s game over and you’re scored on kills or time or something.

Build1

 

So it’s a relatively simple idea and shouldn’t be too hard to pull off, but I’m going to be proud as hell if I finish it!

Working situ-aysh

Ma working situ-aysh

Good morning ladies. I decided to post ma working situ-aysh, see above.

I’ll post about some plans and such later on.

First looks

Well, it’s midnight, but that’s ok since i’m at Grandma’s house and can stay up this late. Anyways, I have a screenshot for the game I’m making. It’s just a platformer, but I might add an odd twist to it. Here it is :

ld25scrn1

*By the way, that’s hair, not a hat.

frog.recurse(speech);

And if all goes according to plan, here are some APIs I’m going to use.

speech

SpeechRecognizer?!

Did I just get myself in *WAY* deeper than I bargained for? 😉

device-2012-12-14-194232

A couple hours in, going to sleep

early2Not much to look at, but there’s a lot going on underneath that programmer art. I’m going to sleep, then hopefully make combat *really* work well, then update the info display. And of course, make more monsters.

No keyframes stop, I love you

Urrgh, at this rate it may take as long as to animate as everything else put together. And that’s being optimistic 😐

ludumupdate

Wife says “you are the villain!” (and I kinda am)

We’ve just brought our premature baby home and I decide to start @McFunkyPants’ 12in12 challenge early? What am I thinking? My wife will definitely say “you are the villain!” Well I’m in for as much as I can manage! Perhaps 6 hours over 2 days?

Awoke for 4am feed, whipped out phone and checked for the theme…

“You are the villain”

Brainstorming…

– Hungry Goat (stealing food which means everything, like clothes, etc)
– Stop Santa! (you try to stop… Why am I explaining this one?)
– Present Thief (wanna all da pwesents!)
– Jack Frost in stop the World! / Traffic game jam (freeze things to cause mayhem)
– Snowflake uniqueness answer (how do they each become unique? They fight!)
– Oil Co Exploits (Arctic Edition)
game lose screen shows Oil Co boss saying “but <player name>, you asked for cheap fuel, electricity, plastic, etc. I was just trying to make you happy. Aren’t… *YOU* the villain?”
Game play area shrinks as polar cap melts.
Ozone layer hole shrinks as greenhouse gases released. (believe that’s the South Pole over Antarctica – is exaggeration forgivable?)

Ok, that has legs and seems topical given they’re doing this right now so…

Game style potentials:
– Casual minesweeper-like
Click/Touch areas to try them for resources before time expires.
– Something actually innovative!
Sorry ego, gotta finish so not this time!
– Resource planning / building?
Extract maximum oil, minerals, etc within play time.
– Tower defence?
Seals, penguins, polar bears, Greenpeace (and the occasional Easter egg goat / kitten / Santa Claus / Elf?) arrive and try to stop you mining.

Hmm, could do all of these incrementally and whatever makes it in is it!

Right back to sleep in case subconscious mind comes up with better!

 

P.s. Disclaimer in case not obvious to RSPCC, baby & mum are getting priority 😉

Tags: crazy, newbie, parent

Just starting

My first time participating in Ludum Dare and I ask for advice in irc and I hear a resounding “Stick to what you know. Don’t try to learn something new”. So I’m basing my game around content creation. You create villainous content for your friends to play with. The development stack for me is php, mysql, javascript (keneticjs and web canvas). I’m starting with normal boiler plate code:

boilerplate

 

This is how it begins for me!!!

Tags: 2D, compo, journal, progress

I think I have a concept

So as any video game villain you build towers to imprison princesses. Of course loads of valiant knights come to try saving her, so you’ll have to build something solid in order to counter their continuous puerile assaults.

Image0002_rename

(Oh, and pardon my French, let me translate that for you: “princesse” = “princess”. Now you get it?)

Tags: concept, progress

okay okay okay

I guess I’m gonna do this! I’ve been wanting to do something with Twine for a while now, and this theme seems like a great opportunity to do so. Given how Twine doesn’t involve too much in the way of actual programming (something I’m historically bad doing quickly enough for a jam) I might just actually finish this time!

Tags: Twine

Brainstorming done. Maybe.

Okay, so here I am. My first Ludum Dare.

This is the first game I’m making that is probably not a knock-off off another game. So I can’t wait to start really. But I wanted to have a proper backstory to support the game. So here it is:


You are a scout of a small Topsidian Fleet. Topsid is a desert planet 700 light years away from earth. Your race is very demanding in territory and always looking to add new planets to the Topsidian empire.

However, you are still fighting the remains of an old imperialist, humanoid race. They call themselves Arkanoids. 10.000 years ago, they used to be the major race in the galaxy, but now their power is crumbling heavily. Your race is fighting the Arkanoids every day. That’s what you were born and trained for. You will make the Arkanoid empire crumble.

Recently the Arkanoids have made contact with another humanoid race. The humans. According to your commander, they are lead by a man called Perry Rho-Dan. Rho-Dan is the leader of all humans. They have shown themselves peaceful, helpful and compassionate about other races. This had led to many successfull fights against them. If their race was following logic as your’s were, they might stand a chance in this galactic war.

This is where your part begins. You finished you FTL jump into the Wega system and detected a fleet of transport ships making their way to the 4th planet.
Your commander tells you to hold out as long as you can, as their FTL drives are still recovering from a recent jump. Therefore, you are advised to destroy as many transport ships as you can.

A short time later, as you go on with destroying defenseless transport ships, you are contacted by your commander again. They got hold of a conversation between Rho-Dan and the transport fleet. Apparently Rho-Dan is readying an empire class ship to defend the transport fleet. These are the stringest they have. A present from the Arkanoids. Empire ships can wreak havoc over an entire star system.

Your orders don’t change: Stay there and destroy transport ships.


This is not where the game ends. I don’t want to spoil the game ending for anyone. If it ever makes it into the competition, that is.

Oh, for some of you this might sound somewhat familiar to you. This is indeed inspired by the first few books of the Perry Rhodan series.

I just hope it’s obvious who the villian is. Is it? Compassion vs. pure logic? Yeah? D:

Oh, and here’s my desk:
My desk

My desk

Concept Phase Complete

Well, it took us several hours to bang through the first batch of brainstormed ideas we had. There was some really great stuff. Some of it I hope we go back to and make in the future.

For this weekend, we settled on a combination of two ideas, and we’re super stoked.

So, here’s the pitch:

It’s called Return Dear Leader.

You are an alien.

The humans are a disgusting, arrogant lot that must be exterminated at all costs.

You have made the long and treacherous journey to Earth, only to discover that the photos you have are now woefully out of date.

You find yourself in a cornfield in rural Kentucky.

This is where our story begins.

You will meet a farmer . . . and his animals . . . and use them as test subjects as you master your alien powers and technology.

Then you will begin your search in earnest for your long lost Dear Leader, who you discover had been taken prisoner by the humans many decades ago–when he himself came to visit Earth and make contact.

Here’s a shot of the start screen.

IMG_15122012_170542

Stay tuned for more of the story…

 

Tags: ReturnDearLeader

Ok so this is my idea

You are a worker at a subway restaurant. You need to find out which person is the ‘receiver’ of your explosive sandwich. You then need to find a place to hide before the sandwich explodes. So yeah….

First Prototype

K so I got a first playable. The game is fast just like I wanted it. The current major problem is the lack of player feedback. The game is fast pace resource management and the player is gonna be hardly aware of when those values update. Time to add loads of visual timers and audio queues.

What a villain aim!

What will be the evil goal in my dark game?
To kill this nice goat ! Muahahaha 😀

Goat2

 

But how?
From inside of course! Let’s parasite it!

1goat

Comments

revereche
15. Dec 2012 · 04:32 UTC
Ooh, parasites! A little surprised I didn’t go with a parasite theme, I usually do. Goats occupy the villainous role in mine.

Evil you say?

I am very exhausted while I’m blogging this so please bare with my poor grammar, syntax and spelling.

I’ve been waiting a long time to get the opportunity to make a game based on being the villain.

I want to make a game that shows that it is sometimes great to be the bad guy. Force others to your will or help them get to their desires to bring them to their destruction.

“You are the villain” of a local town set in the age of mythical creatures and heroes.  This reminds me of a similar game from the called Tecmo’s Deception. You play the role of a prince that was blamed for the assassination of your beloved king. In your desperate plea for help at your execution a dark force give you another chance. You take this opportunity to live long enough to seek your revenge on the ones who betrayed you while taking and killing the souls of heroes and curious characters who enter your castle.

I wanted to build on this idea by taking what I liked about Deception

  • You lure “victims” into your castle while they’re “visiting” you torture them to death until you capture their soul
  • It utilizes a stats system to determine dodging and other abilities
  • You can build new rooms and set traps for your prey
  • You can create your own monsters

and improve where it failed the most:

  • Trap placement wasn’t fluid and activating traps is very tedious
  • There is no motive for killing intruders for gold since most intruders are worth more for Mana Points since this allow you to place more traps
  • You never seem to run out of mana. There should be more opportunities to consume mana
  • The AI just follows you into traps. Not much of a challenge since this is the only way to get them to get into trap ranges
  • No autotraps or tripwires. Just lay traps, wait for them to step into trap range and then activate. Very tedious and boring since to set traps you have to go into a special save room.
  • It’s a First Person shooter with strategic elements.
  • You’re defenseless
  • There’s no incentive for the AI to try to stop you through other means: Loot the castle, destroy your soul gem, rescue a trapped soul/maiden.
  • The music is terrible
  • It has ninjas

What I would love to see:

  • More opportunities to interact with the nearby town: Hold someone hostage and demand a ransom, capture a maiden, capture the children
  • Better objectives other than kill the visitors
  • Player is armed
  • Traps that can be tripped upon (making it more of a challenge since you don’t control the trap being sprung)
  • AI that will try to loot your premises if you don’t deal with them in time

So what’s next? I will collect my ideas and see if I can develop a simple of concept of this improved game.

I’ll be laying in the bed now. Half awake and ready to sleep.

Boulevard of discarded ideas

So, the engine is running now, and I’m going to have a bit of a talk.

Firstly, the moment I saw “You are the villain” I’ve been stuck with Britney Spears’ song Criminal ~ Thank you for that…

I’ve also been mulling around ideas, and here’s at least one I’ve discarded.

I decided NOT to do a terrorist game. My first (original-ish) idea was that you are a suicide bomber/pilot/what-have-you, you do your evil… stuff, and see the firey, blazing, bloody result of your actions.
Don’t get me wrong, I find these things terrible, there are much better ways to get your point across, but as a game, I see potential.
I see 2 problems: I’d never dare to show it to my family or co-workers, and I’m afraid radicals may get angry at me. So I’m going to do the smart thing and not do that.

But then what.

Luckily, there are other villains, and my plan now includes the man of 2012, also declared Most Sexy man in the world, and it’s not even Psy of Gangnam Style.
http://blog.foreignpolicy.com/files/142912688_0.jpg

bed time (and version 002, now with biting and lighting)

 

Play Version 002 here.

 

Spent a little while doing a better bite animation–pretty happy with it now.

Spent a little bit of time doing a belly jiggle, but I was redrawing the belly on each keyframe. I thought it would play so fast that this would be ok, but it doesn’t look that smooth. I’ll probably bite the bullet and figure out how to do a shape tween if I have time later.

bite

open wide

Real angler fish bite on reflex when something touches their light-ball, but that’s lame for a game. Instead I hooked up the spacebar to play the bite animation (which triggers the belly jiggle on completion).

After getting animation, I built a simple shadow overlay that tracks the location of the light-ball.

dark

not too bright

 

lit

lights on

All in all, not bad for 6 hours on night one. It’s after 3 a.m., though, so I’m going to sleep. Next up:

  • add some fishies to eat, then figure out hit detection on eating them. might need to shrink the main fish once it gets more crowded
  • add some sharks to hide from (turn off the lights and wait for them to pass)
  • add some squid tentacles to hide from (turn off the lights and wait for them to pass)
  • add the mouse-shaking mechanic to activate the light

At that point the “gameplay” should be more or less done. If I get it that far, that’ll mean it’s time to add menus, sound, and some basic UI.

Villians

Cool theme. Without giving too much away, my game will contain dragons…

Progress 2: Battle theme

I don’t usually update so quickly after a previous update, but I think this battle theme is the best thing I made in a while and I can’t keep it in, so here it is:

 

I used anvil studio (a free tool) to compose it and ableton live to edit it.

The instruments I used are from tweakbench: http://tweakbench.com/

 

I’m in !

Wow I’m a bit late to expose the sources I’ll be using, but I just woke up (7:30am in France !). Here are the sources of my template : https://bitbucket.org/Lythom/ldtemplate

It’s based on HaxePunk and include some libs I developed specifically : Attribute system, normal mapping for 2D Sprites, animation ripping from swf, this kind of stuff 😉

Good luck to everyone !!!

Cheers
Lythom

I’m in.

Hi,

I’m a bit late, but since I can do nothing without a good night of sleep, it was out of the question to wake up at 0300 (GMT+1).

This will be my second LD and the last one before the end of the year.

I’m using:

Language: AS3
IDE: FlashDevelop
Graphics: GIMP/Inkscape
Audio: Reason, Audacity

I’ m aiming for a fully finished game this time.

Have fun everyone.

2.5 Hours In

Been working at the game for 2.5 hours now.

The idea for the game is starting to become more concrete.

You are a troll. This particular troll will turn to stone in sunlight. The sun is powered by flowers and the damn things just keep on growing!

Smash up those plants and stop the sun from waking up!

I’ve got a basic level, a moving and jumping red block (representing the player), collidable ground and plants.

The plants themselves are animated already to grow from a small seed.

2.5 hours in

ToDo List:

  • Health System for the Plants
  • The Sun and it’s relationship to the plants
  • Sprites for the ground and troll
  • Artwork for the sky
  • Properly masked collision on plants
  • Multiple ground areas
  • Ladders or transport devices
  • Audio

Anti-Breakout

This is anti-breakout, where your goal is to place blocks of varying strength on the screen in order to try and deflect your opponent’s ball into unreachable corners of the screen. There are not yet any blocks. Right now, I’m trying to make the AI player not really stupid.

antibreakout

 

Also, here’s my stuffed squash & hot lemon and brandy, which imo is more impressive than my game so far:

Stuffed Acorn Squash &amp; &quot;Hot Toddy&quot;

 

 

Tags: foodphoto, progress, screenshot

Doing Good So Far

Screenshot

Progress So far.

I am making a game where you play as a lawnmower and kill the plants in the yard.  I have a lot of the framework written so now it is adding the game mechanics.

I did however implement a really nice menu system.  Well back to work.

Ludum dare part 1/6 or 7 Complete! Skyllartor!

Ook. I’ll start off by saying that I’m doing the compo in 4 hour shifts!

In shift #1:
-Made a colour processing map generator!
-Made Tile, foliage, and other various sprites
-Added basic rts unit selecting method(streatching a rectangle)
-Started a very tiny bit on Unit

For shift #2:(in the morning @ 8am – 12pm pst)
-Work on Units
-Make UI
-Get working on seperate game modes(Story, Gautlet, etc)
-Main menu

So yea It might seem like I’m pushing the features a bit, but, I’m just bassing it on how well this first shift went. It’s amazing how much I got done in 4 hours!

I would drop some screenshots on you guys but it seems I may have forgot to before I turned off my computer… I’m wrighting this on a WiiU.

Anyways, I hope everyone is having as good a time as I am! I’ll see you guys in the morning! @ http//www.twitch.tv/skyllartor# (I think thats the adress…)

A screenshot…

Here is a screenshot.

Early prototype of Idea #2.

Sat Dec 15 19-34-32 NZDT 2012

I am currently making a game where Heroes fight Villains in an attempt to destroy the other team. If possible int eh amount of time, I may be able to let people play as the Villains of Villains (aka the Heroes).
This game is inspired by my current full project and most of the core mechanics are the same or similar.

I can load levels from a PNG file using the code I created in the first few minutes (it was easier than expected).

Progress Day 1

No title yet, but I think I have a solid idea, and have made steady progression towards executing it. I have basic mechanism in place, and have started on the primary mechanism. Bases, upgrades and enemies.

ld25_1

I also live streamed myself making it on YouTube:

Tomorrow I will be live-streaming in a  couple different sessions, probably one from 8am to 10am, then from 10-12 I have to go finish some school related stuff, from 12-4 I may be streaming then  6-8 I’ll probably be streaming. The videos will show up on my YouTube account when I am live. http://www.youtube.com/user/Ythmevge

Sebastian

So we’ve finally decided what we want to do.

Its a story about a recurrent villain in history named Sebastian who wants to go about destroying everything-

But hes also kinda retarded so he always gets defeated.

alt2

Okay I’m in I think

So this is my first ludum dare and I’ve just sat down at the computer while the kids are asleep and the wife is at work. Not exactly sure how much time I’ll actually get to work on it but I’m in anyway.

I’ve got a concept running around in my head based on seeing the theme. My idea is based around the concept of a virus (that’s the villain). The gameplay will be a cross between Osmos and Splice which I absolutely loved and have been thinking about lately.

Engine: MonoGame

Art: Paint.NET

Sound: sfxr

IDE: MonoDevelop

Coffee: Iced

 

Comments

15. Dec 2012 · 04:59 UTC
“I’ve just sat down at the computer while the kids are asleep and the wife is at work”

Evil minions acquired!

Not enough time this morning to do anything useful coding-wise, so I made a start with a few simple assets.

From left to right, my evil castle of evil, a farm and village, and a selection of minions: the Lurcher, Goatboy, Morticia and a Shuffler.

Shufflers are the basic issue minions, suitable for basic tasks around the castle and simple body-snatching, Morticia and Goatboy are more mid-level, and the Lurcher is the tank of the crew – an unstoppable stomping machine.

sprites

Boohoo

boohoo - wilfryed

I take a break, so I share with you the idea that I abandoned because that was definitely too cute to be villain! 😀
Anyways I’m working well on my other idea, that”s great!

 

Comments

15. Dec 2012 · 07:37 UTC
Abandoned? Dude… 1st rule of being villain is being cute.

awppy LD25 Progress: 4.5 hours in

4hours

Got the basic combat system for a RCR-style beat-em-up. 3 different attacks, 3 dimensional combat. Enemies are currently standing around staring menacing at you, and you’re all clones, but we’ll get to that shortly.

 

Story/plot are worked out but still to be implemented

 

Our finals is our inspiration

Hello guys!

We finally got the Idea! … we started working on it since 8:30 a.m. (yeah we woke up a little late XD) to 9:45 a.m. (good time if you asked me!)

We won’t blow up the cover of our great game but as a hint:

If you hate math … you will love this game!

see ya later!

Introducing “Carl the Crack Head”

so yea, I am doing an Atari VCS/2600 game, though I have to work this weekend …

Story:

You are Carl, you are a crackhead, its 10 days before Christmas, and the only gift you can think of is a gigantic rock that will “send you to the moon” . Of course no one in their right mind will give that to you, so you make your own holiday spirit … by stealing enough crap to buy the boulder via breaking and entering.

At first it seems too easy, as the decent folk of the city are out shopping, or at plays n whatnot … but since you live in a small town you quickly run out of new targets, and the owners of the houses you already hit get wise… and more defensive of their property, nothing will stop you but a number of bullets into your drug tweaked body.

Items finished:

  • Multicolor Title Screen
  • City Map
  • Play-field Collision
  • Carl’s sprite (non animated atm … depends on time)
  • Controls
  • Atari Missile collision with Carl, fired from enemy
  • Enemy collision with Carl
  • Java port of “Stella” emulator setup on my personal site so people dont have to find a emulator to check it out

My two screenshots ATM:

title

carl city

Tags: atari, Osgeld, retro

5 (?!) Hours In – Website Progress Viewable!

Went back to my PBBG idea. Sky Pirates! Create an account, login, navigate the website. That’s all there is to it. But you can play it live!

http://apps.arcoria.net/ld25

I’m off for now, though. See you in…10-ish hours?

Some working Progress

 

 

 

ScreenShot01

Current Progress, pretty slow but still moving forward.

LD25 – 2am – ENEMIES!

Working on the AI for actors.  They’re going to use a desire system to determine where they want to move.

ss_2am

Jam Progress!

After my team got back from The Hobbit we got right to work! So far we have some wonderful art and some very basic controls and sound. So far so good!Skeleton

Isn’t he cute? Err… evil. Yes, evil. VERY evil.

First time participating in LD!

So, it’s almost 8AM here (CET), and i’m getting ready to start working on my game!

For anyone that’s interested, you can view my progress on http://twitch.tv/Goz3rr, and all my code will be on https://bitbucket.org/Goz3rr/ld25

Good luck to all!

Surprised at the theme!

A bit late, but I’ll post anyway!

I was always the villain…

When we were growing up, I always got to be the villain, the bad guy, the fall guy, or player 2. I was cool with it, I was not nearly as clever as my friend, who always played the good guy. I was surprised to see “The end of the world” not make the cut. However, “You are the villain” is a cool idea. I can’t quite think of anything just yet. I’m jotting down ideas. Then I work a double tomorrow, so there won’t be much time for dev. Hopefully Sunday is task free for me.

MAMONIEM, statistics

hey everyone;

After seeing the theme title, i got the idea in about 50minutes. it was the idea number 8 in my self brain storming. The game will called “The Filthy Coward” :) and it will be something deserve that 😀 .I felt hat game needs to be 3d game. But as s am a nice 3d artist ( i taught my self modeling and animation over the years from lots of 3d  artists i worked with them in game industry) i start seraching for some one to work with me in the game. I searched in the LudumDare irc , but i found no one to work. they all was joking and laughing :) not working. So, i decided to continue working in 3d, but that time i will render everything out to treat it as 2d.

I used the same simple 3d style which i used to use in other jams. But refined it a little a bit as it will be rendered as images. and now am finishing all the assets to start coding the game. My estimation for assets is another 6 hours. Code Development about 12 hours, and then start adding everything together and add sound effects and may be music. So, i’ll not waste my & your time. Good luck for everyone :)

you can check other games i do in my series (10 days game ), where i make a new cool and polished games each 10 days :)

m;

Some progress at least

I haven’t coded much yet.  A little tiny bit.  I have a lot to do tomorrow.  But I think that my game is once again do-able in 48 hrs, so I expect to complete the compo.

The biggest challenge, I think, will be getting the animation right.  Because I fairly suck at animation.

Very tired now, so going to bed.  Will hit this up fresh again tomorrow.

Progress so far.

I went to a hockey game when the theme got announced, so I got to do a little catching up. Although I did get a lot of time to think about my game.

My game is called DM’s Rule, if you don’t know what DM stands for, go ask your local D&D nerd. It is a game based on a D&D format. You are a DM and you have to set monsters up for our adventures, maybe traps (but that’s if I have time, or maybe after the compo.) I thought of doing it real time, but that would take a lot more time than I have. The game will be going on turn by turn and rolling a 20 sided die for combat. Here are some pictures of my notes and a screen shot of the game.

Notes 1 Notes 2Game Pic 1

Idea gen

Mostly just finished ideation… and I’ve chosen my winner.

I haven’t started any audio/graphics/code yet! Oi vey! I need to get going.

Ideas:

  • Batman
  • Where in the world
  • Michael Bolton running naked being chased by zombies
  • reverse guitar hero
  • symphony -> guy going around messing up others
  • symphony -> be the conductor and force others to mess up
  • Your mother
  • music notes knocking other music notes off the page
  • tanya harding
  • dr evil
  • darth vader
  • wreck it ralph
  • guy messing up clothes in a store (which were folded)
  • just a “solid asshole”
  • dr w/cure for something and you want to destroy it
  • fire hydrants with music (winner)!
  • robbing a bank

Tags: ideas, ld25

Done for today, sad :(

I got something done today. But not enough. I guess next time I’ll have to prepare more. I think I’ll have to go for something more simple, but I won’t quit.

Comments

15. Dec 2012 · 05:12 UTC
Makes you feel that Ludum Dare TIME is the villain!!

I’m in (sligtly late this time)

I’m in for my third Ludum Dare this weekend. Let’s do this.

Code: JavaScript/HTML5 in Notepad++
Libraries: CreateJS
Audio: sfxr, Audacity
Graphics: Paint.net

I have some base code as well. Not sure I’ll use it though, but feel free to check it out here if you want.

Good luck to everyone!

Need some ideas? Why, just for $5.99, I’ll SELL you ideas!

Not really. I lied.

But I do have ideas for those who want some. Or another way to look at the theme. I won’t be participating in the competition, but I will be writing music in a jam. But I still have some ideas.

Ex. It’s a platformer. The player character moves around and collect coins-  BUT DEEP DOWN IN THE GROUND carnage and gore! Ants and bugs and germs- oh my! All being squashed under your feet. To the bugs, you are a villain. A cruel concept bred in reality charging through your bug-loved-ones. Or your germ-friends being dissolved into acid.
That cruel dentist for trying to kill -me! -A cavity!

These are concepts that are eligible to fit the theme if you’re clever enough. One game would be a dentist moving the drill around. And you’re laughing maniacally in the background. You swing your mouse around and the drill moves space-like towards a screaming cavity. You get hurt if the cavity throws a chunk of itself at you. The dentist, you, flashes red and a toothbrush life-icon decreases by one.

You play the villain!