LD25 December 14–17, 2012

Starting

I didn’t get up too long ago… Just making a start. My last Ludum Dare I made a game called Motherboard City, and you played as Chip. I came up with the character Crisp, Chips British evil twin. You see what I did there?! =D Anyway, here’s some food to keep me going.

You can follow my progress on @imwestm / Last.fm / Liveblog

What is a villain?

Had to out and do stuff instead of programing…  But that gave me time to think and plan my game. Due of my rather philosophical nature I started to think about what being a villain actually is. I really wanted to find an odd view to the subject so I could make something least partially unique.

Evil is something that we, people, don’t like to be done to us or others. It’s usually something that causes harm or loss of power and freedom. When a person is described as evil, we usually mean that he does not really care what others think and freely does these evil things, such as steals, kills, destroys and so on.

Villain is, in my opinion, somebody that can be described as evil, harmful to others. They usually do things that we consider bad to reach personal goals, witch are also usually “rather evil” (destroying the world, global domination, money…).

So, typical villain has an evil goal  (personal gain, satisfaction) and evil actions (generally ignoring will and rights of others).

And we can say that typical hero will have good goals (“common good”) and good actions (treats others as equals).

Both of earlier definitions are inaccurate, however. Usually heroes have to do “bad” things, such as killing, to reach their noble goal. And our villains might also be just misunderstood. Robin Hood was clearly a hero (or least shown as a hero), but why today’s pirates stealing for their families to eat aren’t?

Do actions make your goals evil? Do goals make your actions evil? Is a person with noble goal doing evil things to reach that goal a villain? Or is a good doing person with bad intentions evil?

These are the questions in my head right now. I will try to make a game with somehow odd way to view villains. I just hope I can start it soon, ‘cos time is running out…

So, to make sure that my main character is a villain, are evil actions or evil motives enough, or should he/she have both to be a true villain?

 

Tags: bad, good, idea, motive, plan, Planning, villain, waste of time

Spiders in my desktop!!

DSC_0157

Here is my desk and a hint about my game… giant spiders… quite a charming villain!!

Moody

I think this accidental screenshot captures the mood of my game perfectly.

LD25-06

LD25 Progress Report #6

First off, an addendum to the last report.

CropperCapture[2]

Second, added a damsel in distress, and mouse-based toggling of junctions.

Comments

SonnyBone
15. Dec 2012 · 11:48 UTC
The tech behind this looks really awesome!

We join the race.

Game will be a simple puzzle about aliens invasion. Those green (actually grey) bastards will destroy our cities!

gui

 

1

 

We are small team called Interbellum. This is our first LD. A bit scary to not finish it in time.

http://interbellum.ru

 

The villain’s dream

Wooho, after only one quarter of the time I’ve already got 1) a title, 2) nintro dialogue sequence and 3) a concept that will surely fail!

1) Name: The villain’s dream

2) Part of the dialogue tree on the right, small, so not to spoil everything :)

intro dialogue choices

intro dialogue choices

3) It all plays out in a dream. Dialogues with your newly acquired conscience and an epic fall into infinity (literally, unless Unity doesn’t allow that).

 

Time for a break.

 

Tags: conscience, dialogue, dream

Summary of Day 1

pitbull

Sooo. Successfully implemented a knight enemy, who attacks you if he comes close to you, added the collision system, movement (jump still missing. lolwut). Lot of things to do, but need some sleep. GLHF

 

Workplace and progress

I have moved my stuff into my bed because I crashed my chair a few days ago got some chinese food and chocolate ice and chocolate to power trough the night (already 9:30pm here)

setup

So far I wrote a simple engine in flash that can detect collisions and I already setup a basic character that can walk around and attack stuff. Your goal as the villain in the game will be to fight the superheros out of town so all the villains can do what they want to do, will tell you later on how you can fight the superheros, but for so far I dont have a lot of content

screen01

Progress so far

I didn’t do a lot last night before going to bed as I got home late. Just started drawing some basic pixel art to use for the ground tiles. Working for about 30 minutes so far this morning, I have it tiled across the screen! :)

 

progress1

25% of the way through :)

After some more hours put to good use (mostly), I have implemented a nice chunk of the gameplay mechanics. First, the levels make a bit more sense now, and is populated with notes and randomly walking NPCs.
Screenshot from 2012-12-15 14:22:37
The NPCs are at first completely grey, but picking up certain notes lets you see some of their colors. I have also gotten the field of vision detection to work.

Screenshot from 2012-12-15 14:22:47

Now, I need to step back and think of how I want to go forward. There are several things I could implement right now, but I need to prioritize.

But so far so good, I’m on track for having all the gameplay put in today :) Hope you are all doing okay!

 

Lunch time!

Can’t post any pictures I don’t actually have a camera able to link to the computer!

This is my first LD and we’re not even half-way and it’s already being an awesome experience!

 

My Current build  not much to see right now! Besides awesome paint skills!

Currently missing:

Playable!

Cities

Army management

Small storyline

 

Bonne appetite!

Changed plans, and basic camera/map done.

I changed my plans a bit. No longer cars and stuff but just a guy. He’s gona steal a goat.

What I have done so far

  • Few items for map drawed.
  • Drawed a very simple guy
  • Renderd a map
  • Added a camera thingy to look around the map.
  • Searched why my image was 0x010101 darker after embedding the image’s.

Screenshot:

screen1

I need to go shopping

03-Food

Bare cupboards have meant my first meal of Ludum Dare is the despicable Pizza Hut. It’ll do for now.

Hopefully have a game screenshot within a couple of hours. I have a seed of an idea and things are coming together.

Doin’ it wrong

So, I wrote the music for my game.

Shortly after finishing the music, I finally figured out what I would actually make my game about. This is because I had no idea what to make when I first saw the theme. I just like composing :3

Anyway, the music is based on an idea that was based on one particular aspect of the “Suicide Mission” music from ME2. I’m quite happy with it, and I think it gives me sufficient justification to show a beautiful picture of the charming Commander Shepard.

Shepard looks into your soul

Now, time to actually make a game!

Going for lunch

Ok Not done much in terms explaining my idea.

But I got my first five and half hours of work cronolapsed can you guess what it is yet?

 

Time lapse

“I’m too old for this %$#@!”

So I came up with a good idea, pulled up iTunes to play my normal LD background music, opened photoshop to get a few gfx going and talked to my best friend while I made gfx. Everything was going great, I finished my gfx and began to start coding. First let’s get the background showing, I normally start with a placeholder title screen. so I quickly whipped that up then proceeded to get the playstate up and running skipping my menustate. coding done, let’s test! Ok the title screen is working, pressing X to get to my playstate I see a black screen… hmmm… now my background is black with some starts one it… but what I was looking at wasn’t my background it was just a black screen. I tried several things, but nothing worked! %$#@! So I went to bed to sleep on it. I just got up, came back done and stared at it for about a minute or so and tried it again. Yep same black screen. So I decided to get some text on the screen just to test something else. Got the code in and… nothing!?! *SIGH*, and then it hit me like a ten ton truck! Remember when I said I got the playstate up and running skipping the menustate… well that was the plan but not what I coded… so yeah, I checked the titlestate and sure enough I switch to the menustate and not the playstate. This is not a good way to start an LD. But atleast I found the problem before wasting too much time…

Screenshots to follow later this morning.

-KunoNoOni

Starting late. And with limited time, too.

From Italy LD starts at 3 AM, which is a pretty crap starting time. I woke up this morning a made my regular household stuff, then I read the theme (BTW: “You are the villain” is theme I downvoted) and had lunch while brainstorming ideas.
Now it’s 2:35 PM I will not have a lot of time to compete during this weekend, 4-5 hours today and maybe 2 or 3 tomorrow. This gives me a 6-8 hours time span to make my game.
My best idea so far is a Missile Command clone, where you actually try to destroy bases. The idea is simple enough to be doable in this short time.
If I will need more time I may get extra 3 hours by staying awake tomorrow until deadline, at 3AM, but working while being too tired usually causes a lot of troubles, so I hope to get everything done earlier.

Tags: late, ld25, ld48

Comments

15. Dec 2012 · 11:56 UTC
I did a missile command clone last weed using game maker stuido in 20 hours, all but actually make the music and sound effects.

Idea found, dev begun

Ok i finally got this idea directly inspired from this Borgès’s novel, “The House of Asterion” (http://ddm.ace.ed.ac.uk/project-files/asterion/story.html), that sticks pretty much with the theme and the kind of universe I like.

So i’m planning to create a simple kinda dongeon game, where you may have to find the way out (or not?)…

It’s already pretty demanding for me so the gameplay’s gonna stay really simple I guess!

BTW i’ll use the flixel library.

à toute, bises

characters!

 

LD25-WIP-2

 

Now that’s a lot character randomly walking around the scene.

But I still don’t know how to make this to be a game.

No ideas :-(

I just realized that my game is too boring. Can anyone help? I think I need to change gameplay a bit. (Check my previous posts to see what is the game like)

I also made a background loop.

Journal

Comments

SecondDimension
15. Dec 2012 · 11:58 UTC
I quite liked the sound of your game, if you want some ideas then… maybe you could recruit henchmen to help you build up your evil? Maybe there could be a competing evil villain? Perhaps you have to protect the villagers from attackers, but doing that increases your good points? Sorry if these are rubbish ideas, good luck with it!

Lunch break! And progress

I have an idea of what I want to do, but *hahah* I never used that framework before :). Which means it will be like all-or-nothing for me, at least I will have learned a lot, and that’s why we are here, right ;)?

Progress pic:

IMG_00000119

And lunch break food pic 😉

IMG_00000118

Awake again!

Got a bit of sleep, food. Coding can continue.

Lunchtime update.

Been working for pretty much 5 hours, and got this so far:

Screen1

Being British, I chose my villain to be the English weather. The player plays as a cloud that can rain, thunder and lightening on a crowd of festival goers. You have to try and make them as unhappy as possible without having them leave – you can’t have any fun if no-one is around!

Rain is made using a particle emitter. Crowd members will bob up and down soon and such. Currently working on adding gameplay. Somewhat important.

 

Comments

SecondDimension
15. Dec 2012 · 12:02 UTC
I went to 3 very wet festivals this year, being British I’m keen to inflict this misery on others. I’ll be following your game with interest

No idea…

I decided to start with the graphics because I’m more of a game artist than anything, I don’t have it all planned out yet though, not sure if I can even finish.

Conceptvillainnnn

Villain

First Video is Up

First video of our game is up, showing the hero moving around the lair.

Currently he has no one to impede him, but that will change soon….yes, sooon!!! *cackles*

Prototype Build

 

A more detailed post will be appearing on our Dev Blog sometime over the course of the Jam.

I’m Out.

I have changed my Plans. It’s impossible for me to finish a game this time.

Yeah, I am out. Good luck everyone 😉

First interaction

Coded the button interaction. Electronic buttons need a hack known as debounce because they bounce back and forth between 0 and 1 very quickly  until they settle. The hack consists of reading the button twice with a short delay (say 10ms) to see if the state is the same.

So here’s what the code does now: init the screen, button and speaker. When the button is pressed the speaker beeps a middle-A note and the screen inverts (black to white or white to black).

Now to figure out the game loop!

All cats are super-villains

So logically I had to make a point-and-click where you play as one, and destroy your owner’s house.

Framework is all done, you can move him around and visit all the rooms in the house. Now to start putting the puzzles in. I think I’m going to set a time limit, so you have to trash the house as much as possible before your owner gets back.

Way over my head

Thought making a basic tetris game on the Arduino would be way simpler… right now all it does is draw a 10×20 board (each block is 2×2 filled pixels with 1 empty pixel around) and draw the next piece on the top.

All pieces are made of 4 blocks so I ended up storing 8 bytes per piece with the relative x and y coordinates of each block. I’m pretty sure I went the wrong way about this.. actually this consumed pretty much all of my afternoon ’cause I kept trying to think of a better way to avoid using up those 8KB of RAM..

IMG_1635

Hiding in the darkness

My idea for my entry is that you’re a mastermind who has just sucessfully kidnapped the boy king.  Which was a great plan.  Except that now there are horsemen and goats (and maybe a HERO) searching the darkness for you.  Do not get too close to the wandering searchers, or they will take you out.  You have no physical defenses beyond sneaking and hiding (you’re a mastermind after all, not a soldier).

I’ve made pretty good progress so far.  The game is playable and I’ve even got some really hobo graphics I scratched out myself.  I decided to do this one using Functional Reactive Programming with Elerea in Haskell.  I’ve been a Haskeller for over a year now, but had not really got into the whole FRP space yet, so this seemed like a good reason to do so, and I think it has worked out pretty well so far.

Progress, (and code if you want to play with stuff) on Github.

One quarter done!

Obligatory progress report at the quarter-way mark.

Hi AGDG

As you can see, I’ve been really putting off text wrapping.

Compared to the last screenshot, there have been very few visual changes. Most progress has been done to keep the turn-based gameplay running smoothly.

LD25 – 8am – Information is King

Added a bar for your evil power, and am currently adding a bit of tile information to the cursor so you can tell what sort of terrain you are over, may also put the stats of that terrain (-SPD, +EVA, etc…) underneath the name.  The idea being to make it as easy to tell what is going on as possible.  I’ll have to update it so that if it’s a unit or structure, it shows the stats and name of that structure…this could be cool.

screenshot_8am_sat

In, and First Screenshot

Hello, I am in.

I wasn’t planning to be in, but had an idea for a fairly quick to create game (that comment will certainly not backfire). Here’s my first screenshot, and below the break details of what I’m using.

01

  • I am writing in the Haxe language
  • Targeting the Flash platform with heavy use of Stage3D for rendering
  • I’m using my own eternally work in progress framework
  • Blender for modelling
  • GIMP for 2D stuff
  • Some combination of Bfxr and Audacity for sound
  • Edit: Forgot to mention, I’m using FlashDevelop to type code in

A copy of my framework is available here. But if you’re interested in Flash 3D work I strongly recommend you use Away3d or another of the fully developed and stable solutions that are available.

 

Day 1 almost done!

So I decided to create a god like game where you simple have to kill all the people on the map or something….Im still not sure……SOME PHOTOS!!! Links to more screen shots in post

 

2012-12-15 16.30.39

MY ARMS!

Really early progress of clouds and rain, getting people wet yields points called misery which you can spend on better abilities : https://dl.dropbox.com/u/53037760/Misery.png

After alittle bit of optimization I was able to get more AI on screen : https://dl.dropbox.com/u/53037760/MONOTIZEBITCH.png

One of my fav abilities is the poop yourself one: https://dl.dropbox.com/u/53037760/explode.png

You can summon pianos, goats, bins and other items onto the people: https://dl.dropbox.com/u/53037760/Springclean.png

FINISH HIM (You can take of peoples arms for shits and gigs by using the delimb ability: https://dl.dropbox.com/u/53037760/arms.png

also fire: https://dl.dropbox.com/u/53037760/fire%21%21%21%21.png

Also implemented is a simple pathfinding system, the ability to pull down buildings to crush people and

 

 

Obstacles

Kinda glitchy right now.

2

1 hour to find the … title ??

Well … we wanted something  sci/fi , weirdo ,  metal , with profit , enterprises , … in space !

Something with asteroids and resources, and ‘most important’ : the fact entreprises make war each other to collect these resources, and something more, like fame – to be first in the hall – …

WeirdProfit Ltd  :   is something cool .:.weirdprofit ltd

Finally, and idea

So, just got my idea for a game, a little late but…

You will be an evil angry guy on drugs, wanting to stay angry and evil, so you kill good guys to do so. And how do you kill them? With a chainsaw shooting crossbow. Slowly, the drugs stop working so you need to kill faster to keep feeling angry.

Is not a complicated game, and hope to create it in the next hours.

Soon i´ll be posting the first screenshot or sketches.

Music and Drawings

Here are some photographs of the first drawings and music sessions

The story is about a Scarecrow and a Bird. You will choose your villain side throughout the game…
Who will be the most villain???

We spent the night toghether with Jérôme who installed and configured the Livestream and by noon, Youlen joined us for a saxophone session.

The Bird theme music has been recorded. Our inspiration : Evil Surf Music!!! Directed by Capt. Capslock.

Guitar Hero Drums & Keyboards: Capt. Capslock – Guitar and Bass: Fleacontent – Saxophone: YoulenDSC_0414

DSC_0374

Fleacontent

Fleacontent

Day 0.5 Progress Report

Well, it’s almost exactly halfway through the first compo day, and halfway through mine, so I guess that I have to provide a progress report. Only problem is (as before) that OpenGL is incredibly annoying, and it’ll take a while before I have anything to put on screen. Good news though – I finally managed to work out Blender :)

Polar

(-:)>*

At Least I’m Making Some Sort of Progress…

Last night was terrible. I didn’t get to write any code as I had to finish a dumb English essay. This morning I woke up around nine and just started programming. Since this is my very first LD and I am working with a language / framework that I am largely unfamiliar with I am going with a very simple idea. Basically you play as a giant monster and all you do is kill a bunch of cute bunnies. If I have time perhaps I’ll add some mega-bunny boss or something. Anyways here is what I got so far:

 

Got a monster that the player can move around the screen.

 

Oh no, poor bunny! (place holder graphic)

I’m about to work on bunny logic and then sfx!

Here be dragns

I think I am going to give LD25 a go this year.. It would be very cool to actually finish a game, my last attempt for #20 was incomplete at the deadline, playable, but not polished and a touch buggy.

Idea:

Dude, just fly a dragon around eating people.. How cool is that? Dragons are evil too!

Other ideas:

  • Top down view
  • Dragon follows mouse.
  • Maybe mousewheel raises, lowers dragon?
  • Might make dragon grow over time?
  • Collect gold, take back to mountain.
  • Maybe attack forts and stuff.
  • Survive armies?
  • Implement time based wave system.

Base inspiration: probably sinistar or this cool german game about an evil warlock I cant quite remember the name of!

Oil Co Exploits: Concept art and tool start

Brain Subconscious has closed shop so I’m going with Oil Co Exploits!

Might try contacting Greenpeace for permission to use their brand (I’m sure they’ll approve) otherwise prepare to meet “Green peas”!

Will start with simplest touch idea and see how far I get!

Quick concept at sketch…

Concept art

Now, tools?

Considered using Google’s Dart (since I’ve done quite a bit lately) but think, for expediency, nothing beats Unity 3d.

However this is basically 2d so perhaps its time to purchase 2D Toolkit? Might then be able to try it out with Spriter! I’ve bought and played with the latter but 2D Toolkit doesn’t look too hard in the videos… (famous last words?)

Nothing like prepared, eh! Still at least lovely wife is supportive saying she’ll pick up the slack for 2 days! (I’m usually a 50-50 parent where poss — my nipples are soooo sore 😉 )

More later!

 

12 hour update

Alright, it’s now 11pm, meaning that Ludum Dare started 12 hours ago. How are things?

Kind of bad. I don’t understand why game companies would try and make programmers work for 12 hours a day. Beyond 8 hours the productivity drop was pretty huge.

I think the chances of finishing what I had in mind are pretty small, and I don’t consider what I had in mind all that ambitious. I’ve just finished (‘finished’, in that it fully worked for the first time but I bet there’s all kinds of problems going on there and more to do if I can get around to expanding it) the attack system, so basically you can walk up to the King and stab him, and he dies. Hopefully it should be easy to expand that to having an enemy walk up and stab you, but my code architecture is turning into a huge clusterfuck.

Plan for tonight is to get up to the guards walking around and stabbing you part. I think then there will be technically enough mechanics to call it a game, after level design. After that’s done I’ll go home and sleep for a bit. Or I might before that, depending on how derpy my programming gets as the night goes on, but I would rather spend tomorrow implementing other things. Also, it would be good to get the art out of the way, because making art when I’m feeling alive is a bit of a waste.

Right now though, I think I’ll go for a walk. The freezing miserable cold should wake me up, and maybe find some food down there. Is kind of convenient being in the middle of Kichijoji, I guess.

Woah, this jam’s making me realize I still have a lot to learn about 3D D:

Though I did learn a lot today, those two hours spent trying to figure out what the heck was going on with my model weren’t so useless after all.

polygons everywar

 

Milestone 4

Alright, entirely too long to take that, but that’s what I expect when there’s sprites involved.  But, the sprites are done and the code is up to date. You can now take swings at that goodie-goodie.

  1. Get the engine setup
  2. Make a black and white boxes for the two characters
  3. Setup terrain generation to have a playing field
  4. Create sprites for sword attacks
  5. Give white and black health and health bars
  6. Give white a stupid ai
  7. Create guns with the physics system
  8. Create a special weapon
  9. Create another
  10. Setup multiple rounds
  11. Give white a better ai
  12. Create more special weapons
  13. Polish

Progress

I now have a properly working ship that controls nicely, as well as a good mock-up background that scrolls really well!

scrnshot2

 

scrnshot3

Not even done any game stuff yet..

Several hours wasted so far, because my texture coordinates don’t appear to be coming through to the shader, it would appear the shader always thinks they are (0,0). As far as I can tell my code is correct.. gah, so frustrating!

It would be greatly appreciated if any one has a spare moment to cast a fresh pair of eyes over everything..

You can find the source here: https://github.com/sekhat/LudumDare25/tree/develop

Comments

chocobyte
15. Dec 2012 · 12:26 UTC
hi,

you have to use an sampler like

uniform sampler2D sampler;

and let it calculate the right coordinate

gl_FragColor = texture2D(sampler,vTexCoord);
Datw
15. Dec 2012 · 12:38 UTC
It’s gonna be hard to find a fresh pair of eyes in the middle of competition :(

A quick lunch/late breakfast

Just popped outside to get some brownies from the local market along with a variety of cheeses and orange juice.

However I’m now back on track, just made a delicious bacon sandwich and it’s back on to working on the game, it’s going a little slow, but getting the game in place should be fairly quick, allowing me a day for the art (hopefully)

 

baconsammies

Tags: foodphoto

Comments

15. Dec 2012 · 12:25 UTC
YUMMY!

1st Quarter

About 12 hours in and my game is “beginning” to take shape. I missed the first few hours due to oversleeping :)

My game has the player flying around terrorising villages as a mighty fire breathing dragon. I have flight controls, some simple AI and village generators. It’s made in unity as as such will be a browser applet.

Bellow is a picture of the nice terrain of the game world. Unity really makes terrain easy to create.

Never underestimate a texture drawn in MS paint

Never underestimate a texture drawn in MS paint

I have also made a model of a dragon. One of my better efforts. Now I need to figure out how the hell to import a direct X boned model into Unity.

ld02

Dragon model, needs texturing and animating.

 

Here we go :)

Hey All,

I know I am running late but I hope I can finish something decent by time :)  I have an idea about Escape Goat killing children in a Sokoban puzzle way 😀 I just started and before doing much work I ate my lunch 😀 stay tuned for a screenshot soon :)

1goat

Al Ahram-20121215-00096

I just finished eating and working on the game :) Wish me luck :)

 

 

Tags: LD # 25

First day report

Well, it took me 3 hours to come up with an epic idea.

I managed to get physics world going on, some tilemap, some temp art(they maybe final art depend on time), and the core game play done!

Tomorrow will be my polishing day, make more levels, make better art, and make some music!

 

Its being fun so far for my first LD

Going to bed now because its 10:20PM now in China.

Goodnight people!

Heroes No Touchy – Concept

Thinking about villains, I cannot help but think about the classic super-villain. They always come up with elaborate plans to capture or destroy the hero. Like a bond-style villain, your aim is to delay and ultimately defeat the enemy. But not in a simple “shoot the guy dead” sort of way. In the “maze of deadly challenges” sort of way. With sharks. And laser beams.

I have some serious concerns about how much time I actually have to do this. But I’m definitely going for it! The plan is true McFunky style. Finish rough today. And then polish tomorrow. Or at least I hope so!

Checkpoint reached: 12Hrs

After a couple of hours sleep to recharge and mull over ideas things are still moving at a decent pace 😀

Pretty much 0 noticible difference between 6hr and 12hr screenshots but there’s plenty ‘under the hood’

Camera controls and basic pathfinding are in and I have a name/title screen!

Next up is the basic AI and player controls, then story and then content, content, polish, polish!!!

 

Dexter

Some more sketches

It’s been a while since I posted last, so here the current progress…

Testing the object rendering

Testing the object rendering, seems to be working fine so far

 

sketches

Got a bit tired of all the sinus and cosinus calculations so I sketched out all the game states that I need

 

A progress shot of what I have so far!

ScreenShot1EthansBike

 

I have a long way to go for my game, so I better get cracking! Most of the time so far was to think about how the game will work, now its time for serious business! I am very surprised with what I have done so far due to my lesser experience with development!

You play as Ethan, a 6 year old little boy who wants to buy himself a new bike! How will he get the money!? From swindling the other kids of course!

What I have done: (not much)

-Title

-Basic menu framework

 

What I want to get done in 12 hours from now:

-FINISH interface

-Day progression

-Most of the inner mechanical coding

 

Good luck to all!

DONUT HEIST

Hi everyone!

I’ve settled on the player stealing every donut in the world in a crazed attempt to stop childhood obesity.

Current plan is to get used to making a platformer in Flixel with the main character getting fatter (making the game trickier) the more donuts you “steal”

Whatever the result Flixel seems really useful I don’t know why I didn’t learn it earlier, glad I’m learning it now ^_^

EDIT: If I seem a bit slow after 12 hours, it’s because I slept 1st! :)

Milestone 5

http://ludum.atrodo.org/

Got to thinking, so I went ahead and did the stupid AI.  It’s really stupid.  It tries to get close to you, but not too close. Also, it can’t even leave it’s little area. As I said, stupid.

  1. Get the engine setup
  2. Make a black and white boxes for the two characters
  3. Setup terrain generation to have a playing field
  4. Create sprites for sword attacks
  5. Give white a stupid ai
  6. Give white and black health and health bars
  7. Create guns with the physics system
  8. Create a special weapon
  9. Create another
  10. Setup multiple rounds
  11. Give white a better ai
  12. Create more special weapons
  13. Polish

Evolutio-nation

Uhg our game is  coming along! I started to do som of the graphics and my partner is going pretty well with the engine! So bad we wake up so late :'( super stress!bg_concept

This is like the Backgrounds will look like in a very early stage. hehehe

(our game is a runner where you star as a monkey(evolution in a way). If you get far you will become the man ( you have to own, kill and such)… and in the end you will have to make a decision)

Back to work! /Natalia

Damn you Cinnamon.

Just spent the first 4 or so hours attempting to draw the main character… it’s not going very well. I seem to have a basic idea of what the game will be, not that it’s a good idea, but I want something to submit!

The title of the post might be puzzling, I chose it because I had a timelapse running on Linux, and only realised just now that the Cinnamon WM/DE/w/e fails at taking screenshots… to XFCE it is.

Progress (Kinda….)

You are the villain?

Great theme for massive complex games like something dungeon keepish.

But that is way to complex for 48 hours. So instead I’m going for a simple stealth game. Got the basic collisions working, and the graphics aren’t that bad.

VolpesLD25Screen1

Next up is adding AI!

Some art of the enemy

characters

Since the whole idea is to be the villain, i decided to create your main target. The hero. He’s bold, he’s good, and he wants to take you and your minions out. We can’t let that happen at all!

And here I go, finally!

Steps taken so far:

  1. Hear what the theme is
  2. Do some brainstorming
  3. Decide to do something with Unity
  4. Get a good nights sleep
  5. Decide not to go with Unity after all and do AS3/Flashpunk instead
  6. Finally upload the base code*
  7. FINALLY start coding away!

Good luck everybody!

*) I know it’s bad style to upload it so late – I’m sorry. I don’t have base code per se, I salvage other projects, so I had to get the idea first to decide on which set of base code to use. Next time I’ll do it properly!

edit: Damn, I forgot some level loading code. Updated.

Tags: compo, flash, flashpunk, ld25, progress

Graaaaaa… well, it’s kinda coming together.

grozny

The game is still about tackling a rebellion, but I’ve decided to do it ‘indirectly’.

I was watching DUNE (the David Lynch one) recently and there’s a bit where 2 Atreides are decoding Harkonnen signals and I liked the kinda clunky radio-with-knobs setup they were using.

SO… the idea is that you’re monitoring the radio for rebel communications. Once you get the correct signal decoded, that rebel leader appears on the map (old map of Edinburgh, to be replaced!) police are dispatched to catch them.

I have no idea if this will work as a game… whether it will be fun… or whether I actually have the skills to get it working in Unity. D:

Adding polish…

Now, that everything technical works, I started to design the game. Just too sad that these walls are the best pixel arts I’ve ever done.

maybetinysoft2

Tags: progress

Finally, An Idea Emerges

Only took me 12 hours but I finally have an idea that is worth it.

You’re a virus in the blood stream and must infect everything SHMUP style.

Doesn’t sound like much but the glory is going to be in the gameplay mechanics. Every antibody you infect you can become, and every antibody you become slowly dies because it is infected. The rush to infect and become the next enemy before the current one dies will give the game that “je ne sais quoi” that I’ve been looking for.

 

Level Reference

Here’s the level reference, you’ll see an annotated one next… I think…reference

Crazy Evil Laptop

Hi everyone!

First LD and first post here. My game will be about a laptop that has gone berserk and is now set to destroy all humans.

celtitle

I just finished making the title screen and got the base code up and running.

I’m using C++ / Allegro with MSVC++ compiler and GIMP for artwork. I’m probably going to use that sound generating util to make a few sounds.

Also, I’m using the limited NES color palette and 320×240 screen mode, both for the sake of simplicity.

Good luck to everyone! :)

An extra extra late “I’m in!”

So I started preparing to ludum dare only in friday which ended up being too late (extra late).
I decided I should write all the basics before the actual game, like image and sound loaders, also after watching the “how to make your game juicy” I couldn’t pass the opportunity to add some image effects and particles, so after a lot of coding, debugging and 4 hours of sleep, it’s already 25% past ludum dare and I’m very tired but I do have a nice and working mini engine, I also have a nice timer class with fps independed smooth movement :)
Still have no idea for a game, but I can show a small example of my mini engine, it has nothing to do with the game but HERE.

Comments

doos
15. Dec 2012 · 12:45 UTC
page not found!
doos
16. Dec 2012 · 19:25 UTC
working fine now, thanks!

Day 1 Report

After some thought, I decided to create a stealth game. The theme of it is unclear at present, but I’m thinking somewhere along the lines of espionage, a heist, or maybe military base infiltration for the purpose of launching warheads… something like that.

Anyway, I’ve spent of most today creating a number of various system, such as the tilemap loading, multiplicative lighting, and especially the guard AI. One thing I’m quite happy with is that light is taken into consideration when determining whether a guard can see you. So, for example, they can’t see you in *very* dark, or pitch black areas.

Here’s a screenshot of what I’ve got so far:

Lighting plus a single guard

Lighting plus a single guard

I’m hoping I have enough time left for all the art, levels, sound, story, and all that stuff. It’ll be a tight squeeze.

A city rises..

A city rises..

Basic level generation :)

4

This entry was posted on Saturday, December 15th, 2012 at 12:40 pm 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.

Playable! Err… Campable? Or Blockable?

So I’ve been working for about 8 hours on and off on this and the progress so far… I really like it. It looks more ridiculous and plays more interestingly than expected, especially with the peasants having different temperaments, walking, going or even trying to sprint past our stout anti-hero.

Gameplay Screenshot

Take this! One unlucky peasant is about to get pierced by some pointy thing…

I think I’ll stick to that progress for today and continue on it tomorrow. There are still some more things to do, like animations, better textures, sound effects and some kind of scoreboard. I’m still lacking some kind of way to end or lose the game, but I think I’ll just stick to some rage meter.

Tags: black knight blockade

Progress 5: And now the hard part

Finished movement, going from screen to screen, text boxes and question boxes.
Next up: The entire battle system. Once that’s done, the rest should be relatively easy.

progress

Humble Beginnings

The beginnings of my Bowser Stealth Game.  On the to-do list,

-Create patrolling toads

-Make background

-Make more tiles

-Make the game

stealth beg

Test Subjects

The first batch of test subjects have arrived and have been placed into quarantine prior to submission to the laboratory.

ld25_06_test_subject_sprites

Random thoughts

This is my first LudumDare and I confess I’m so excited seeing how people are sharing pictures, screenshots and thoughts of the development process.

After know the theme I started to play around the idea that player controls a Slender after he killed a “player”. As you know, Slender is a very popular scary game, specially for the videos that gamers has published in YouTube showing them horror faces when they meet with the pale faceless figure. So I have decided to use the Slender “symbol” as an idea for a simple game. The first image that came to my mind was something similar to the splash screen of Terry Cavanagh’s “Don’t look back” but, instead of the player in front of a headstone, I imagine the Slender watching the dead body of a player on the ground with a flashlight close to him. The player is now Slender and must return the eight notes to its original location.

The game is titled “Don’t look at me”. I haven’t any graphic, sprite or screenshot yet because I’m now at the stage of developing the game engine. I hope to have something to share with you this night.

Finally, I just finished eating and working on the game again!

Callos with a glass of a good red wine (LALTRE -“the Other” in catalan)

And let’s come on in for a restart

Well. I apparently didn’t gml as well as i had thought, then again it doesn’t help that i haven’t used GM in 3 years.

So, after one failure, let’s make something from the pre-mouse era.

Language: C#

What we use !

We forgot to mention it but we use some libs : deepnight’s lib, benjamin’s lib and volute  (on my gitub) .

As tools, we use photoshop, hxods, Haxe, flashDevelop, open office, graphicsgale and chronolapse :)

Of course Tenacious D, and some good old chiptunes !

 

OMG, the scythe is talking !

screen03

Edit :

HERE COMES A NEW CHALLENGER,

Please hail Matthal that joins the party to bring audio to the slaughter !

HELL   YEAHHHH !

This is getting better and better !

First prototype shot

Here’s my first prototype shot. Doesn’t look like much but it allowed me to set some basics with JawsJS. Just don’t mind the programmer placeholder art… I’m finding now that I should get the basic game done quickly, as there will be a lot of tweaking to do with NPC behavior.

prototype01

So here are my current plans:
1. Program the basic GameState structure, even if it’s just blank states with “press space to proceed” logic.
2. Get some sprites and sounds done, especially for the main characters.
3. Iterate over the game states, with a focus on the two main game systems (“villainy” and “struggle”).

Bad Thief, First render

This is a game engine render of my game 3d models :

render1

The player is a bag thief (litteraly) and the concept of the game is : in a first time the bag is empty (small and light), when the bag is full the character is slow and big.

The next steps are : end the modelisation, begining programmation and create the first level.

LD25 – 10am – Ludum Breakfast

Simple breakfast.

003

As far as game updates go, I got the movement working for the enemy based on tiles, and evasion added for the different forest blocks as well.  I’m going to work on enemy towers next, I think.

LD25 Progress Report #7

Tried to make a better looking train, and animated this time. Just as much of a failure, but meh. Programmer art it is. Damsel being run over now causes an end-game screen to pop up. Next up, adding the actual hero attempting to sabotage our fair villain’s plans.

2

After 12 hours

I got my idea, I got my things setup, I slept and I got some sprites!
I got stuck at the collision control, but I’m pretty sure to fix it soon.

Little screenshot:
my game

The level isn’t a real gameplay level, just one for working and checking things 😉

Edit:
Somehow, the screenshot got streched.
Here is a normal one:
http://piclair.com/data/zao2r.jpg

Hmm. Well, Progress Has Been Made.

I decided what I wanted to do pretty quickly, which I’m keeping kinda secretish for the nonce because the narrative whammy would be ruined otherwise.

The plan I ended up settling on has left me setting up a simulation game… from scratch, since I had no base code. So it’s going to be text based, no graphics, using the Python console.

But it will have music! 😀 I can sing, by golly, and Audacity makes it easy to record things. Perfect quality? No. A nice touch? Yes. Now I just need to figure out how to make the music loop using Pyglet.

As far as how the game is coming along: quite nicely, all things considered. I just hit a stumbling block and am too tired to figure out where I went wrong, so it is time to sleep. But the simulation building progresses, and I have some of the commands implemented.

This simulation isn’t real time, btw — you set it up, look at the results, and then make a decision about how to proceed. Run the simulation again? Make your final decision? Then more story.

Edit: Oh! And I know exactly how I will fit goats (maybe just one goat) into the game.

1goat

Tags: journal

Awake and Ready

I haven’t started programming yet and overslept a little, but in any case, I have an idea I think will work: you play as a little hero dude who moves around and shoots or stabs things. Between each level, you get to choose upgrades from a pool of “artifacts” gathered in battle. The things you shoot and stab are spawned in future levels when you choose to use an artifact. In this way, you are the villain, since your choices cause enemies to spawn.

Trees and peanutbutter

 

 

We just started, finalizing the idea took a while. 😛

IMG_0142

So yeah, I’m in!

With my partner in crime Ziryf!

Drawing stuff

Basic mechanics is done and now it’s time to draw martians.
nekit1
And a goat of course

goat

Sorry, I don’t know how martian goats really looks like.

1goat

Comments

15. Dec 2012 · 13:16 UTC
I hope you use that style of art throughout your game, this will look VERY awesome to play!

Okay, some sprites done and a Unity project set up!

Wow, this is going pretty slowly. Hahaha!

I have two sprite sheets done for the boss. One is for the body parts and one is for the weapon parts.

Body parts for the bosses.

Body parts for the bosses.

Weapon parts for the bosses.

Weapon parts for the bosses.

The red weapons always aim toward the player (which is AI-controlled), the orange weapons aim toward the mouse pointer, and the yellow weapons stay at a fixed angle. That should make managing the weapons fairly easy.

The boss (which you control) will move automatically back and forth, leaving you to focus on the weapons.

I have some in a Unity project, but I’m taking a break right now. Next, I’ll get a boss thing assembled and working!

Not sure if I’m in this jam/ comp, but I want to add my Mitt Game

Mitt Head My game is called Mitt Romney and the Case of the Sex Doll

 

Hope I’m in the jam/ comp, not quite sure how to be, I’ve only just registered…

Comments

ryebread761
15. Dec 2012 · 13:02 UTC
To be in, you just need to be registered on the website. When your game is finished you submit it.
jerombd
20. Dec 2012 · 08:03 UTC
Nice artwork: thank to you to upload a hi-resolution version!

First Screenshot

It took a bit longer than I expected to build an engine from scratch using HTML + JS + Canvas, but here is the first screenshot:

screenshot

The player plays the role of a manic AI named AL who is in control of a space station and is trying to eliminate all of it’s inhabitants before they figure out something is wrong and turn off the AI.

 

Nearly 12 hours in

I have passed the first tiredness barrier (the next one should come up in 4-5 hours) and as such I am working at 2x speed. That, or everything is just going by very slowly.

I’ve added a new type of mine-able tile called the Jewel tile. It gives you much more gold than normal gold tiles. Also, all mobs now have fancy HP bars so you know when you’re about to die. HP recharges if the mob isn’t in combat.

11 hours