LD25 December 14–17, 2012

I finished my first Ludum Dare

So I was ready to just leave what I had in posts and say I couldn’t finish, but my fellow AGDG’rs kicked my butt and said I was crazy because I still had 12 hours left. I decided to not sleep that night and just make the game presentable. Cutting the features I wanted to put in and making the game winnable/losable. The result is this: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17759

The Fall and Rise of Rome: Patient 0 A.D.

screenshot01

You are the first zombie. JESUS CHRIST. That’s not an exclamation of surprise, I mean Jesus Christ was the first man to rise from the dead. This is the origin of his rampage that led to The Fall (and eventual rise, like from the dead) of Rome.

What I learned: I was more prepared than I would have been if I didn’t sit down and work on my framework. I was less prepared than I needed to be in terms of looking to implement simple things that should have worked off the bat. The timing in my engine was flawed and it affected everything. The game doesn’t run at consistent speeds and one bug in particular cost me 5-7 hours just trying to fix, breaking my engine to a point where I was worse off, spent more time on 2 attempts just trying to get back to having One bug, and then just decided to cut the amount of times the bug occurs in half by making there only one way to kill a bad guy.

Cutting features was the compromise and saving grace of meeting the deadline. While I fully appreciate GLBasic, I didn’t know it well enough and it cost me. I will have to get some more experience with it. I literally used it for a short time back in 2011, bought a license, spent a week on this framework and then stopped for some unknown reason. I picked it up again 2 weeks ago, patching in physics, listeners, etc… I think next time I have time to do this… until I’m more experienced with coding, I may relax and Jam, providing my art skills to an online team or something. I know for sure, my lack of experience in cost me dev time as well as art asset time. I could’ve at the very least made this one-level intro more beautiful. Maybe I’ll go for Unity next time as that’s what I’ve been using a lot of lately.

As usual I uploaded random check ins to my Youtube playlist. Also planning on putting up a timelapse of every waking moment after I get it together into a video.

Tags: LD # 25, Patient 0 A.D., Prelucid

Comments

16. Dec 2012 · 23:29 UTC
Man, what a nice suprise! I saw the screenshot of the Zombie Jesus on AGDG and didn’t knew it was for Ludum Dare!

The game is buggy (yes, you know that), but I reached the end and laughted hard. It’s a funny game!

Ready to Submit!

Huzzah! This morning I tried to make character sprites, but I figure that would’ve spoiled or mucked up the horrendous, David-Lynch type twist near the end. The code still exists for the little man and his haphazard animations, but its been dummied out.

pub_showoff

Tags: completion, win

It’s getting to that time again…

The number of posts per second grow exponentially.
The number of “done”‘s, “finished”‘s, “jam”‘s or “out”‘s in a single page grows even faster than the number of posts (per second).
Screenshots all over the place. And goats. Lot’s of them.

And here I’m, a mere contestant in this big and awesome contest.

And, to follow tradition, I’m done!

Overall I’d say that, if it run on your computer the same way it ran on mine, than I’m happy with what I’ve got.

Now I’ll go ahead and put a shameless plug here:

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=11318

progressupdate2

plus1Goat

Would you kindly play and rate it?

Wastes of time:

Spent about 2h on html5 prior to starting to use java.
Spent 1h thinking on “architecture” (And almost gave up because of that, can you believe it?)
Spent 3 hours alone thinking on a good idea (7h with you consider time I was coding and thinking) and I still don’t like it completely.
Spent more than 4h trying to get a good music, and it turned out tu be a 5 note music that probably won’t run on your computer (And I don’t know why.)
About 1h on browsing some old source code to remember how java2d works, another 1h to get the path to the resources right, another
1h on thread (of java2d) problems. And a bunch of other personal stuff.

HIHO

17889-shot0

It is done.

The writing got noticeable worse as I tried to cram in more events. Eventually I wasn’t able to complete even half of the ideas, but IT IS DONE.

My first Ludum Dare resulted in a game, meeting some really cool fellow LDers and a desire to learn how to draw.

Congratulations to the finishers, and congratulations to those who didn’t give up =D

Time for sleep … or maybe … maybe tweak the game a little more …

Necromancer going to Jam it.

Here’s the (unfinished) Game

Controls are left click to select unit, right click to move unit, middle click + move mouse to move camera.

I think I bit off bit too much. I had guests for the weekend, and started making really ambitious strategy game. It wouldn’t be impossible to do, but the distractions cost me good 8 hours of development time. Right now I’m in the middle of the putting the pieces of code together, and probably in couple hours I would manage, but it’s only one hour left.

So, I shall finish the game tomorrow.

Here are couple teaser screenshots, for where I’m at right now:

TIME UNITS!

Move distance

Hidden movement

I didn’t finish…

But I learnt a lot!

Yes, My game did not get finished. If I had spent at least 20 more hours on it I could have finished it . which I do have 20 hours but I have school tomorrow and those kind of conflict. But thankfully after finishing I thought back to all of my ambitious and  silly hard projects that I started and realised; thanks to preparing for the dare I can now proceed with My big main project! This was a triumph for me and I cant wait for school to go out for holidays!

Would anybody else be willing for a 2 week holiday compo? Sort of like October Challenge? Just drop a <3 or something so I can see if and how many people would want to. Either way I’ll be making a game.

Holly

Hostile Hostels is Complete

 

After about 1.5 total days of work, I’ve finally finished my second game, ever.

The point of Hostile Hostels is to put up really shady hotels to kill off roaming adventurers.  The game plays out like a simple tower defense  very similar to Plants Vs Zombies.

The player must learn to balance out the usefulness of created Hotels to maintain control of the area.  What begins at a meandering pace, ramps up in difficulty very quickly.  Your fingers will hate you 😀

You can access the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18899

Give it a go!

 

What I’m happy about:

  • I completed my first Ludum Dare (woo!) and my second game, ever
  • I really like how some of my sound effects turned out (construction and hero groans)
  • The fact that someone actually beat it, which I thought would be impossible, this prompted me to make an actual win screen
  • First time dealing with HTML5 export and definitely won’t be my last 😉

Could have been better:

  • Didn’t have a good recording mic, so sound is a bit unfiltered at times
  • Art leaves much to be desired and is a bit cramped in certain areas

Last-minute bugfix and other things!

I just fixed a bug where the entities in the 2nd level would stay at the same x and y coordinates after you left.

I ALSO offered some clarification under the game about the 3rd stage which may be pretty hard for most people and increased the amount of time you have to complete the game from 100 seconds to 250 seconds because of the 3rd stage’s difficulty.

Firepower submitted!

Firepower is finished and submitted.

v6_6

I’m very happy with where I ended up.

Today: Music, start screen, balance, UI, restart, polish, submission.

Game

Broadcasts

v6_1

Die Block is finished!!

My first Ludum Dare  and HTML5 game.

Mechanics:
You are the villan and have the ability to malform the world. Every level has at least one moving block. This block with go in one direction till it hits an obstacle taller than it, in which case it changes direction. You are trying to lead the blocks to their death in a block of opposing color (red <> blue).

Controls:
Shift + Mouse Down: pickup grey blocks
Mouse Down: put down grey blocks
Page Refresh: reload level

Notice:
You can only remove blocks if there is not a removable block above. You can only add blocks if there is a non moving block bellow.

Screen Shots:

Screen Shot 2012-12-16 at 6.59.39 PM Screen Shot 2012-12-16 at 7.00.52 PMScreen Shot 2012-12-17 at 1.11.54 AM

 

To game: http://ludum.putsnip.com/Ludum-Dare-25/

To source: http://github.com/loriopatrick/Ludum-Dare-25/

I’ve only tested in Chrome so let me know if you experience issues. If you’re on a modern browser it should work fine.

I did it!

I thought I would have to give up! Earlier today I posted that I was giving up due to a crash, but I persevered and made a workaround! I’ve submitted with just less than a hour to go. Here’s my entry. Good luck to all of you!

Tags: never give up, sucess

It Is Complete

Well, people. I have finished my entry.

It has a hidden goat.

1goat

 

Read more about it here.

Save the princess (?) is out!!

save_the_pincess_ss1

In the spirit to be the most villainous possible, you should save the princess….

That doesn’t sound quite right… It should be the other way around… Or should it?

Play to find out! :)

Click here to play!

LD Jam progress – Day 2 (Milestone build available)

ld25-2

 

Due to work commitments over the weekend, I’ve had little time to develop my game for the main competition, so I’m going to try to get this game out for the jam instead.

I managed to finish a milestone build today. Im this demo, you can move with the WASD keys, and steal money from other people by pressing SPACE (I will make this more challenging with a minigame I’ll implement tomorrow, I just wanted to get the basic mechanic into this demo).

 

Play the demo HERE

My first ludumdare so far.

so far, I have created a game with:

score

health

elephants

hunters

goats

lions

menu

this is for the JAM but, i dont want to upload it yet. heres the pictures also, i will be uploading a timelapse later.

Well that didn’t quite go as expected

Turns out a lot of stuff happened this weekend after all. Christmas- shopping, dinner with friends and family, a TON of snow fell which had to be shoveled and I’ve been packing for an upcoming trip. Thus, I barely had time to do anything the first day aside from some graphical stuff. Today was quite busy too but I have at least gotten a little bit done today.

The Idea for the game was that you play as a kind of evil ‘Illusive man’ who wants to do secretive world domination-y stuff. You never interact directly, instead you use your agents to bribe or threaten important people that will secretly supply you with resources, infiltrate enemy bases to steal resources or sabotage stuff, and frame innocent people to throw investigators off your tail (or even assassinate them). You’d start with 5 or so agents and you can only give an agent one mission per turn, you’d then do your best to secure a steady income and amass your own secret army, while staying as inconspicuous as possible. Initially you’d do this across a bunch of planets but I cut it down to one.

The game won’t be so heavy on animations and stuff since you’re mostly just looking at a world map with a bunch of icons representing different things. So far I’ve only made a couple of icons spawn randomly on the map. Not sure if I’ll make it in time for the jam but we’ll see. This is what It looks like so far:

Screenie

Fay: A “faylure” (post-mortem post)

The game premise I came out with was nice: you are Morgana le Fay, and must kill everyone in Camelot.

I had a reasonable design idea in the first 2-3 hours of the post; Morgana was going to have only two powers: Blinking and possessing her enemies.

Unfortunately t I failed to get something playable and finished on time. I made lots of mistakes that have contributed to this but the most important one (IMHO) was that I left the main gameplay element (possession) to the last. The second one was that when I realised that the game structure I had didn’t allow possessing the way I wanted, I thought “I will fix it in 1 or 2 hours…”. I should have adapted the design to the new constraint instead – “if Morgana can’t possess, maybe she can throw fireballs or something”. I obsessed over possession, and hours went by. I still have not finished it.

I don’t have pretty graphics to show, since I didn’t even start with the graphics (or sound); here is how it looks:

Screen Shot 2012-12-17 at 2.14.37 AM

 

The source code is on github: https://github.com/kikito/fay

I’m not going to post a .love file, because I consider it too raw for being playable.

My experience has been painful, and not very pleasant, to be honest. I’m not sure I will be back on future compos. But I’ve learned a lot, and even could find some places to improve in my own libs.

Good night!

 

Tags: Failure