LD25 December 14–17, 2012

The Unexpected

So I lost, like, five hours of work and now I don’t have time to finish for the Compo unfortunately. Depending on tomorrow’s schedule, I might make it a jam game.

 

We’ll see. :(

Comments

16. Dec 2012 · 20:35 UTC
Source control!
16. Dec 2012 · 20:36 UTC
I was just about to say the same thing! Considering your supposed to provide source at the end, and google code is free there’s no excuse 😉
Kaphonaits
16. Dec 2012 · 21:03 UTC
i used Git and i screwed things up and now all my commits are buggered and asdfaiusdhfohaoidsf why god why.

Title screen!

Any better idea for game title?

The game is a “Gauntlet got raped by Dungeon Keeper” in which you protect your Orbs of True Evilness from a righteous paladin.

screen15

Comments

16. Dec 2012 · 20:42 UTC
Orb Guard, Evil Guard, The Dark Side
Hvedrung
16. Dec 2012 · 20:55 UTC
You’re a lawful evil overlord fighting a lawful good paladin. There may be some character alignment pun there. Or Orb Keeper.
Bougou
16. Dec 2012 · 21:59 UTC
I like your titlescreen !

Splash

 

FRAGMENT DIVISION. Have had a very fun weekend – it’s really cool to spend a weekend and make something that’s playable and actually (I hope!) fun to play. This is the first game I’ve made, and I found Unity to be a great tool for producing a minimum viable product as quickly as possible and iterating on it over the weekend. Much like any using this approach with any other sort of software development, this gave me a lot of opportunity assess and redraw the game’s direction as I went on.

Take a look and see what you think!

Fragment Division – PC / Mac / Linux

inGame2

White Wizard Tower – Day 2

Run into a lot of troubles with pain in my arms and shoulders today, game jamming isn’t for me in that regard I guess.

Only one enemy and one spell got in, at least there is a scoring mechanism and an end, so it’s an actual ‘game’ now.

Unfortunately the ‘Villain’ part is left in the story, not so much in the game.

Submission is here: http://www.ludumdare.com/compo/ludum-dare-25/?uid=18683

WhiteWizardTower03

frog.recurse(opine);

What I love about the 72 hour team jam

You have some more time for polish and bug fixing. Also, people with strong skills in some areas and weaknesses in others can come together to make something super sweet!

What I don’t love about the 72 hour team jam

All you 48 hour guys are all wrapping up right about now and I won’t get a chance to really play your awesome stuff until tomorrow, and likewise you won’t be able to play mine until then either. Sadface.

Menus icons ending oh my.

WOOOOO I think the game is pretty much done. Now I need to fix all these crashes. It doesn’t even work on android :(. Need to fix that to call this fully completed. So I have added loading screen image. Icons. Menu to start. Game Over screen. Congrats Screen. Def filling out.

iOS Simulator Screen shot Dec 16, 2012 2.37.28 PM

Next Goal: Stability

Tags: cocos2dx

Mr. Cylinder – Unfinished

Well too much time spended on collision (7 hours!) and too many things left to do. Idea was too big for amateur like me and I failed but I  learned many things.  I’m going to add welcome screen, ending screen and release it as unfinished. See you in next Ludum Dare! (or miniLD?) :)

Comments

Chewynouget
16. Dec 2012 · 20:59 UTC
Well it’s unfortunate you didn’t get it done, but oh well! Your better from it! Can’t wait to see you next time!

You are the Hero — 3 hours left

At the minus 6 hour mark, I hit rock bottom, 75% finished is usually the state when I lose all motivation. Since then, I managed not to bail out, and the game is coming together nicely. It won’t be great, much shorter than I planned, and will have a ton of cut features, but it will be done.

 

I think I am done

I didn’t get around to make any post during dev, I had some plans to go out last night (I know… I know terrible) and was rushing to get a concept together and some basic assets.  At the end of last night I didn’t even have any code written, but I was pretty sure I knew what I was doing, still failure was quite possible.  Today it just all came together.  I am quite proud that there are zero textures in this game.  Most of all I am proud of the ribbon on the box.

ChristmasCaper

green_present_ender~206 quads

caper_render_01~760 quads

2nd Day Update

After a lot of hours looking new functions of C#, the main core of game is almost done, and we are going to release.

editor

There is the map editor, where you can make your fantastic mazes and then upload to the server, where the other players can try it.
After uploading, the other players can enjoy playing in your map and others.

listado

 

1goat

goat

And That’s a Wrap!

Treasure Defender is now done!

A beaut’, isn’t she? I’ve got a whopping 8 levels in the main campaign, and the option for myself (or others!) to make even more! While this game certainly isn’t my most fun, I would say I’m proud for getting the thing to even run. I even got some rudimentary (SFXR) sounds in, and music for the main menu. Try it out here!

Procedural world destruction

So, it’s still pretty far from a complete game but I have been tuning my world generation to make it pretty interesting, and I can destroy trees as well as the cylinder people now.

I’ll keep working on it as a Jam entry, although I won’t have much free time tomorrow.

Burning trees and the remains of some poor cylinder

Burning trees and the remains of some poor cylinder

It’s also not particularly efficient right now, I assume because of the number of coordinate transforms and draw operations it has to do.

Not surprising…

T-3 remains, but I’m losing steam. If I had the game framework all in place and working fine, then I might think there was a chance and I would keep going. But I’m still struggling with basic camera and animation systems. I didn’t THINK this was a complicated game when I started it, but I guess that’s often the case.

I learned a lot about MOAI, so that’s good. I can’t say I’m going to stick with this framework — the accuracy/lack of documentation was quite frustrating at times. I liked that I could drop to C++ if I needed to, and I didn’t like that I had to drop to C++ just to add arrow key support. I like how easy it is to do threads and action blocking, but dislike the lack of type safety in Lua. I would prefer a solution with better browser support, and the Chrome examples that come with MOAI are uselessly out-of-date. I clearly need to study more best practices in game development (my knowledge of the subject is rusty by 15 years), and do a better job of examining other people’s games with a developer’s eye.

I’m leaving off with a scrolling map full of procedural Abbey rooms. Although there’s some variation in the doorways I didn’t get to implement more interesting room types. There are monks who move around on their own, but without pathfinding they look silly. Monks experience hunger, fatigue, and guilt. When any value is sufficiently high enough they have a chance to seek food, a bed, or do work. Here’s a monk chowing down in the middle of nowhere with little “num num num” messages popping over his head:
Screen Shot 2012-12-16 at 5.06.17 PM

The monks have four sides to them, and that’s call. I didn’t get to animating their movement or any other actions:
Screen Shot 2012-12-16 at 3.13.05 PM

Here’s the dust monster (that’s you) in native form. The camera was not cooperating. Sometimes I could get it to smooth scroll and follow you about and sometimes not.
Screen Shot 2012-12-16 at 5.06.06 PM

In native form, you can sneak behind a monk and possess them. Well, that’s the theory, that’s where I left off. The notion was you’d have a timer before the mythical underworld sucks you back in, so you’re hopping from body to body trying to forestall that. Here’s a possessed monk:
Screen Shot 2012-12-16 at 5.08.07 PM

Little blue swirlies about his head. You would then control the monk, be able to pick up items (such as knives), and then kill other monks with it. Possessing monks provides a kind of nourishment that resets your meter, and also causes it to drain slower. The ultimate goal (because you are a villain, by the way) would be to kill all the monks in the abbey. Monks were built with an alarm level that would determine how suspicious they are, which makes it harder to kill them.

I cut the idea of a snake form, but apparently that wasn’t enough to get this completed in time. Snake-thing would have been your true physical shape, birthed out of a possessed monk. As the snake, your timer would become a health meter, you could kill monks by biting them, but they could fight back. If you died as a snake you’d go back to dust form. The snake could also merge flesh with a freshly-killed monk. This is better than being stuck in dust form but it really freaks out the friars, not to mention the blood trail it leaves when you walk… No matter.

I had fun and I’m glad I did this. If I do it again, I will definitely do some warm up and get together a better personal library. Hopefully by then I’ll also be more adept at MOAI, or something else. I was on my way to trying out Haxe/NME when the contest came up. I will likely continue this game in my spare (and spread-out) time. Good luck to everyone else!

And I am done!

Game finally done(http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14696)

Unfortunatly, I did not include goats :(

What a great weekend, thanks to the organizers, see you next time guys!

Aaaaaaand done.

Phew, that was intense! First Ludum Dare entry and I had so much fun 😀

You can play my entry here:

LD25_final_1

 

(Click on the pic!)

First order of business: rest. Then I’ll see about doing a post-mortem. Good luck to all those that still need to finish!

Done! Submitted! Bridges!

I’ve submitted my game!
It’s a game about throwing people off bridges for your own personal reasons.
I’ll be back later to upload a scan of a list of villains I considered, I’m heading off to demo the game to some more friends now.

There are also goats in the game, or cats, or babies, or whatever. Officially we’ll just call them “nondescript animals.”

You can play it here:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14296

Tags: animals, babies, bridges, british people, conscious bridge, consciousness, death, demons, despair, evil, goats, london, villainy

This LD is almost over… not finished :(

Hi! I think I had a cool idea for this LD but I got stuck during development and wasn’t able to work for too many hours today. So, I won’t submit my work (but maybe I’ll finish it anyway). This was my first attempt at the LD compo and even if I didn’t finished it, it was really awesome and I learned a lot of new things (and that I have to be better at time boxing!). I’ll try to play as many of your games for this LD as possible, I already noticed that some of your ideas were very very very interesting.

See you on next LD!