LD25 December 14–17, 2012

I’d like to Inform you I’m starting.

After being busy doing work for uni I have now started working on my project.

University. It’s nice. For example because recently one of the profs mentioned Inform7, which I am now trying out on this Ludum Dare project. I have a lot of learning to do, but that’s a reward in itself. If I manage to make a fun game in the process, all the better.

now the game is 18kB a bit less than 5 hours of work

02Here is where I am so far got the main engine, clouds floatin’ let’s add some people.

In my future game, you will have to find a way to fight against your will of robbery , crime, fight, drugs… let’s add all that.

13 hours in, 3 hours of work

As I already said, I already wasted lots of time in my sleep. I probably will waste a few more hours soon to go to the cinema… Until then I have a few more hours to program.

I don’t have any pictures yet but so far, I have done :

  • Basic player movement
  • Collision checking
  • Event triggers (to makethe story easier to program)
  • Message Boxes

 

Next I have to do :

  • More Items for the player to interact with
  • Sprites and tiles
  • music an SFX
  • Level design
  • cutscenes

Good luck to all of you!

 

Folis’ not-so epic update #1

Alright! After sleeping 7 hours longer than intended and fiddling around with JS a bit I have finally started doing my game! I’ll let the pictures speak!

First off is the brainstorm I did while drinking coffee. If you can read my writing: I sincerely congratulate you. You are 1 in 1 000. Seriously.

Crappy handwriting FTW! (NOT.)

Crappy handwriting FTW! (NOT.)

And next up is a screenshot of the game in it’s current state. It doesn’t do much as of now, but it generates small villages, which is awesome itself. You can make your own villages here!

 

screen This is the screen as it is so far. Nice village, eh?

And that’s it. Nothing more done yet. I need to speed up a bit!

General motivation:

The pictures I’ve seen so far are great! Keep it up guys! I know you can finish all of your games!

There. :)

Folis

How to be a villain.

The year is 2112; one hundred years and four thousand disproved doomsday predictions in the future.

Humans have met an alien race and immediately entered into diplomatic relations with them. The offer of trade rights was made with the only condition being the establishment of 128 Earth bases on the aliens’ home planet. The selfish aliens declined…

It is up to you to persuade our new friends. Board your long-range frigate and launch as many nukes on their home world as you can before they fend you off.

We can then resume diplomatic relations having shown the aliens the benefits of cooperation.

Good luck, captain.

+1 goat!

Goat

1goat

It’s my first drawing made with Inkscape!

Journal

Let’s get inspired!

 

:)

supermaximo93_curry

Second Screenshot

SOPA V.S. TPB!!!!!!

 

Ludum Lunch

As per my breakfast post, sprites for my loyal followers:

Rice:

rice

 

Green Tea:

tea

 

I am now done with the amazing game. Check it out! It’s called Kill a Citizen!

Things are finally starting to get movin’

With that said I have finally got the first concept done and it looks like this:

The idea for the game is to collect nightmares to unleash them upon our world. The weird clouds you see are the nightmares. I still haven’t thought of the challenging part yet. Hopefully I’ll have the idea soon enough.

Comments

ryebread761
15. Dec 2012 · 13:13 UTC
Cool!

Progress report, sir!

So, after 11 hours of work, on an idea that now seems like a bad idea, i’ve made a fair bit of progress.

Lives, bullets, stars and enemies!

a little backstory:

Wanted in almost every galaxy ever, you play as a ruthless intergalactic theft. Having being caught by the police, he needs to fight them all off! Little does he know they never stop…

so yeah, good luck everyone!

also music

Ingame track

Main menu piece

Comments

15. Dec 2012 · 13:35 UTC
I think your picture messed with the site a bit 😉

I’m in!

Here’s my somewhat healthy breakfast to get started on the Jam!

20121215-110911.jpg

Also, here’s a screenshot of our first whiteboarded idea: A UFO shoots and destroys everything on earth -BUT- it will need to be careful against some armed enemies, ground and air forces!
20121215-111019.jpg

Tags: food

Introducing Mad Princess!

Mad Princess Logo

 

Hello again, I’m AdventureIslands, and this is my 3rd time joining Ludum Dare! My previous entries were Tiny Island Adventure, and Tiny Evolution Adventure. As much as I would have wanted to keep using the Tiny Something Adventure naming, it wouldn’t have really fit this Ludum Dare game I am making. The story of Mad Princess goes like this:

“There is a story of a beautiful princess trapped in the castle of a horrible demon. Many brave warriors have fallen trying to face the dangerous traps of the castle to save the princess…

The truth, however, is much more darker: The master of the castle is no one but the princess herself! She uses terrible dark magic to set traps for the hapless heroes who invade the castle, and then uses their blood to create more deadly traps for new heroes who dare to set their foot in the castle!”

Mad Princess is a tower defence type of game. You control the princess, who uses blood as currency, to set up different traps from spiky floors to crossbow sentries to kill the invading heroes! The heroes travel in sideway 2D view in the halls of the castle, trying to reach the princess. If that happens, she is forcefully “saved” and probably married, or worse, taken to some mental care institution!

I have finished most of the graphics by now, and I will start to build the actual game soon. This is an interesting and challenging project. Because I am using Stencyl once again, and I have never used it to make a tower defence style game before. But I am fairly sure I know what to do, so stay tuned! Follow my incoherent rambling and maybe status updates in my Twitter at @AdventIslands!

Collision and A Villain

My poor art of a villain

 

Yah, that’s my villain :) Also planning to spiffy up the paddles, and then I’ll make a menu with clicky buttons. After that I’ll generate some sound FX. I don’t think I’ll make any music, however.

First screenie!

Ok, this one was supposed to be more realistic than the other one, but I’m too ambitious to be careful :)

Anyway, I’m playing with Box2D, started about 6 hours ago in Flash but then I noticed it would be much easier using LÖVE with AnAL.

I have music (!), some sprites and I’m currently working on the gameplay.

Oh, and the game: You are a villain (surprise!), planning on killing the hero in many interesting ways. Of course, it would be too violent on Christmas (for us, not for our villain), so we only play on the blackboard.

screen

First actual screenie!

Tools I’m using: LÖVE, GIMP, GraphicsGale, Guitar Pro, Audacity

 

Several Shaders and a Goat

02

How many post-process shaders does a game need? Always one more. The goat will appear in the game, but a little harder to spot than here.

1goat

Second TODO list

My fellow Earthlicans,

Code for intro scene : done.

Basic movement : done.

Taking a leak : done (twice).

 

Second TODO list

– Graphics for intro scene

– See if pierrec is on LD # 25 

– Trashtalk my friend glbs

– Comment and organize my code

– Smoke a cigarette

– Call my GF to tell her i have her lost usb key (it look  so much like a lighter)

Tags: smoking, TODO list

I’m IN! (Even if I am a bit slow)

I’m here to participate in Ludum Dare 25, and as demanded by my adoring fans (requested by one person on IRC), I will be making another console game. The emphasis on my game this time is not in the game itself, but in porting it to Windows, which I’ve struggled with in the past.

You can find the libraries that I’m using (in addition to ncurses) here.

25% milestone

Well, I’ve been awake for 24 hours. I’m not totally drained, but I can feel myself losing focus, so I think I’ll pack it in for now.

What the hell am I making? A shooter. I’ve got the basic mechanics functional, but I have no idea what I’m going to be doing for visual or audio polish (no skill in either). Everything’s placeholder at the moment… blah.

Hopefully real life won’t interfere too much tomorrow.

Slow but steady

Slept for six hours, worked another 2 and got to this pointscreenshot1

Well, I’m too tired too go on so I guess this is the end of day 1. I’ve now added oil, pillars, matches and some basic menu type thing, as well as some slightly less placeholder graphics (still not great but I doubt I can do a lot better) and making optimisations so that the huge amounts of fire everywhere aren’t quite so laggy.

I didn’t get quite as much as I wanted to done today but I have all day tommorow which should be ok, hopefully. My current task list is; main menu, level selection, player graphics, match graphics, make it winnable, scoring, save data, sound, particle effects, more levels, better art, axe, death; which seems achieveable.

Anyway, heres a screenshot of things so far;

What I’ve done so far

Earth

As you can see I have not gotten very far graphically, but I am slightly farther ahead coding wise.

I am able to add an attack on earth and how much damage it does, but I am having trouble  getting it written to the screen.

Soon I will update with more.

My epic programmer art

choppa

:D

Ziryf is working on some real quality assets though. ;)

ojojoojo

4

This entry was posted on Saturday, December 15th, 2012 at 1:22 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.

Added player, background and walls

Screenshot

As you can see, I’ve already added a character and a map. Using HaxePunkTmx, I just used Tiled to make it as you can see below. This makes a very fast toolchain.

Using Tiled to edit the world

If you’re wondering how this relates to the villain theme, I’ll say three things: murder, rampage, and Gaz.

Tags: flash, haXe, haxepunk

The draft is ready

After a little ‘hours of this morning, after reading the topic, I began to plunk down a little’ ideas about the core mechanics.

I’m making a game style “action tower defense” that was inspired by Tolkien’s novel, and the release of “The Hobbit” movie, where you play as Sauron XD

This is the first screenshots, the graphics are almost non-existent (only the eye has been done) and I have only sketched the rest. Good jam everyone XD

Immagine2

 

Fuck! THE HOBBIT ARE TAKING MORDOR!!

I’m in – now I will start making my game

I have developed a game idea for this complicated theme: It will be a multiplayer ASCII (trunbased? – do you think thats fun?) topdown shooter :)

Thanks to the IRC #ludumdare members who motivate you if you have no idea what to do and where to get started.

Graph of the #ludumdare activity and user relations:

http://dl.dropbox.com/u/84142058/ludumdare.svg

 

Don’t forget to hide a goat in your source code :)

Here’s one I found on www.ascii-art.de:

                          ______._
                         / /    \ \
                        / /     / /
                        \ \
                         \ \____.
                        /    /  \\
                       / @   \  / \,
                      /       \/    \___          _______
                      \____/         \  `--------'       `-,
                        ;; |                                `__
                          |                                 ~, \
                          |                                 | ; \
                          |                                 | ),/
                           \                               /
                          / \.                  |         |
                         /  / \     /            \       /
                        /  /   |   / `~~~~~~~~~~~'\     /
                       /  /    |  |               |\   |
                       \  \    |  |               | |  |
                        \  \   |  |               | |  |
                         \  \  |  |               | |  (
                          \-L  |  |               | |  |
                           \Z  |  |               | |  |
                               |  |               | |  |
                               |__|               |_|__|     valkyrie
                               |/\/               |/|/\/

Other ASCII goats: http://www.ascii-art.de/ascii/ghi/goat.txt

ARISE, MY MINIONS! °,…,°

t2

wow. Better find the bug xD

Anyway, i figured out almost everything i want ( and especially i can) put into the game . Now i just need to convert doodles on paper into javascript. Does anyone know a good software for this?

I am a slepy

Sleepy. Going to sleep now. Hate that there is Not Enough accomplished.

But the game is so much fun …. in my head. Must finish. Tomorrow.

Om nom nom!

Aren’t those tasty-looking Krapfen standing on my tablet in front of my old HDD?

Tags: foodphoto

13 Hours In

We now have increasing difficulty over time, a multi-layered level and ladders to get around on.

The ladders have created some new tasks though. The collision between the ground and the ladders isn’t going well, and I’ll need some more animations for climbing.

After playing the game I’ve also realised that a weed-whacker power-up is definitely required!

13 hours in

ToDo List:

  • Better ladder-ground collision rules
  • Weed-Whacker Power Up
  • Ladder Animations
  • Audio
  • Extra Animations / particles for plants, sun and troll
  • Polish and Tweaking

Wooh that’s something!

firstAssetOkay, seems ridiculous but yet, i’m really glad i made this!

I have a basic maze prototype with colliding walls! Could you believe that? my player doesn’t go INside the walls!

The game’s gonna be a frightened heroes’s hunt by the Minautor that you incarnate without actually knowing it.

The goal’s gonna be to escape a big big house, sometimes accidentally killing armed people with red strings on their trail…

Next step: shipping some fresh ” heroes” to populate those empty corridors

 

Info & first shot

The Hearbreaker (Temporary name)

“Never think with your heart because you can get hurt! Not because love, just because Dr. Evil Brain will be there to break your heart!”

You control an evil brain that has to kill and break hearts!

Here’s a little mockup of the graphics:

bbb

Similar gameplay to Spectrum Cauldron II game. Bouncing character with only one hit. Short but hard game. Platforms, enemies and some items that will help you to bounce more!

Currently drawing the escenarios and coding the bouncing engine.

Good luck to all! :)

Pixel Crime Empire(working title) report #1

Concept
GTA-like game with enphasis on building a gang with minions, and crazy gadget to increase you charisma

Story
Your mother wanted you to be an engineer, but your only desire is to be evil, unspeakably evil.
So you begin your career as a villain: you know that you have to be sophisticated, elegant, cultured. And also you need an evil plan to destroy the entire city.
But first of all, you need money to buy things.

Features:

  • procedural generated city
  • controllable minions
  • rob banks and kill citizens
  • buy ridiculous clothes to increase charisma
  • increase charisma to get more minions
  • cute pixel-art graphic

Actual Gameplay screenshot:
game1

So it’s been 13.5 hours…

And all I have is this XD

supermaximo93_sat_1535

Bear in mind that I’ve been asleep/busy-with-real-life, so… yeah. Full steam ahead!

 

 

Comments

Static_boy123
15. Dec 2012 · 13:58 UTC
Don’t worry your farther ahead than me :)
Seal89
15. Dec 2012 · 14:10 UTC
I’m pretty sure this is from a tutorial, correct me if I’m wrong, but it really does look like it

0 Hours in While the Rest are 13…

I have my idea though. I’m really striving to make this year better than last years.

Multiplayer Rhythm Game progress

multi

Got the movement system, multiplayer sync with interpolation and resource loading with loading screen working. By the end of today the backend (gameplay minus ‘levels’, placeholder gfx) will be finalized and I’ll have to compose a lot of music. 😉

Getting a bit hecktic

IMG_20121215_154148

Yup, its certainly getting a little hectic now, but I’m making progress!

 

A dragon! I see a dragon!!!

Burn it all down!

Burn it all down!

My game is really taking shape now, though it still lacks a bit of gameplay. You fly around as a feasome dragon burning peasants, stealing sheep, kidnapping princesses, the usual.

Next to come is the dragon lair and some more robust gameplay as you terrorise villages to gain control of them.

Here I am!

Didn’t do an “I’m in!” post, because I wasn’t quite sure, but I definitely am now!

I had a 9 hour late start, but as if that’s an excuse.

So about 4-5 hours later, I have what I can call a “game”. The idea is basic Cops and Robbers. You play as the bank thieving robber who is being hunted down by the police. At the moment, all you have are bombs you need to launch at the on-coming pigs! You need to judge how long you ‘charge’ the bomb, and release it. The longer you hold it, the further it goes.

As if that isn’t enough, the police apparently find it offensive to call them pigs, so they’re returning fire with regular bullets. Make sure you don’t get hit by too many, because it’s not just your life at stake… it’s the money! Every time you get shot, you lose money! Oh no! DON’T FUND THEIR DOUGHNUTS!

That’s all I have at the moment. We’ll see as time goes on, as I’m dreading the art stage, which I’m scarily getting closer to.

GOOD LUCK GUYS!

“Features”

That wasn’t supposed to… ah stuff it.

feature

surprise at 2am

This time The Doors are helping. That mightn’t be so good…

Comments

LevelUp
15. Dec 2012 · 13:56 UTC
Whisky or apple juice ?

Update 1

It’s 15:45 here in the UK and I am making good progress on my entry despite it being rather ambitious (Dungeon Keeper-esque) and the theme being one of the ones I had no decent ideas for. Took a break from coding to make a quick title screen:

Terrorist Win

terrorist win

In short:
bomb explosion problem of gray characters, to get as many points.
And do not get caught red (police)

Current Challenges:
1. character control
2. AI police and mobs
3. explosion and Scoring

ps: sorry, I speak English poorly)

LD25: mockup ready

Idea is ready, here a mockup:

 

test

Chutlhu bring chaos to a city, spread corruptions and fight against heroes 😀

 

Tags: LD # 25

Centipede 2012 – Progress Report #1

Time flies when you’re sat on a train, I’ve now made it to a friend’s house and am sat in a chair writing some code.

A few hours in and I have a centipede, and a deployment plan and a server and the basic gameplay of centipede vs defence unit vs bullets done

centipede

 

Not very sexy I know, I’ll do all the graphics tomorrow once I have all the bits put into this. I’m quite enjoying using an engine for a change – makes things a lot less stressful for this sort of compo.

It’s currently deployed to http://centipede2013.herokuapp.com and I am pushing there pretty regularly, give it a go!

Ahh, Ludum Dare

Hi! This is my second Ludum Dare.

I will be using Netbeans, Audacity, my microphone, PaintDotNet (Can’t afford photoshop, GIMP is missing too much that PaintDotNet offers.), Sunvox and perhaps jBox2D.

Anyway, after 2 hours of work, I have no sprites, but I do have 2 GUIs. I better get cracking!

Computer crashed : [

I don’t know how much I lost, but I hope not too much.

I was in the middle of dealing with a graphical bug, and will get back to that shortly

I’m in… sort of

I just came up with an idea, and I’ll give it a try. But I have limited time, so I’m not sure if I’m gonna make it in time for the compo. Good luck to me, I guess :)

My tools:

Tech: HTML5/Javascript/WebGL
Engine: CrimildJS
Tools: Gimp, Blender

We join the Jam ! :)

LD25 GoldKeeper

We join the Jam ! :)

Not sure to submit anything however, because it’s a novel game and my english is …really… awful.

So I’m writing it in french and we will see if we have got the time or some help to make an english version. =^-^=

 

Let there be tiles and there were tiles…

So here am I again, after too many hours of not too much productive work… Mostly spend on drawing my tiles, which still look quite bad. Why can’t I just be a good artist next to being a programmer? Anyways here enjoy:

TILES TILES TILES

\o/

I’m currently trying to get the collision system working. The white rectangle will in the future also get a texture which should represent the player, but I guess it will take a while till everything is there. Also I know already that I’ll be failing hard at creating some character. I mean my tiles are already not too nice and then I should go and make a nice character?

I hope you get what I’m kind of copying/referencing with my tiles. 😉

— Back to work or something like that…

Move your body

After an afternoon of work, things seem to move on pretty well, at least regarding the schedule I planned this morning.

The hero (which is, in our perspective, the bad guy since we are the villain) is now present, it has a quiet dumb AI and some awful weapon but everything should improve tomorrow.

In order to have a playable prototype, it misses collisions (which will be basic), and a bit more of variety for the dots the player will control.

But now it’s time to go outside and breathe some frozen air and make some physical exercises at the supermarket.

EngineMoveOk I love geometric assets…

Bounce and fall

Yay, for a first demo I have the player (which can walk, jump and attack) that can destroy a tree. If you hit the tree, it bounces. If you hit it 3 times, it falls. And that’s it so far…    you can try it here: http://www.cin.ufpe.br/~jhcp/ld25/v01/

 

screen bounceAndFall

First Update

Well, i started creating my little game. For now, i have the engine runing, the basic mechanics (so for pc as for mobile touch devices).

Also, made a little scketch of the main character of the game, hope you like it.

Chainsaw crossbow guy

Basic gameplay working

Some art done and the basic hero firing questions is working.

Changing the question path from straight down the screen to variable x-coordinates has made a big difference.

First a nap and then collision based monologuing…wow there’s a phrase I didn’t think I’d ever use!

screenshot

Tags: firstscreenshot, prototype

Mr. Cylinder – INDA HOUSE!

ld25-2Mr. Cylinder INDA HOUSE!

I have finished tile and basic level programming. Now I have to make more graphics (tiles and other characters) and work on collision (making everything from scratch to learn more). So much fun with it 😀

See you in few hours!

 

Won’t make a game, still made something.

Well, I won’t be able to make a game this weekend out of time-reasons, but I still made something kinda related in a couple minutes of down time today. It’s called “Are You The Villain?” and is available HERE.

Basically, if you think you are indeed the villain, you can check if that’s even the truth there.

Should work and not look like crap in modern browsers.

Enjoy Ludum Dare 25!

First status update

I’ve managed to get a platformer engine cobbled together using Java2D and some code from my last entry (LD23).  Here’s a timelapse of all I’ve done so far:

I’m IN!

…for about 4 hours. But still!  Yay! 😀

 

Smooth Start out of the Gate

This has been the best start I’ve had to a Ludum Dare thus far.  I’ve got a rough player sprite with several different animations, a rough tile set, a test level, and basic player movement.

My idea is thus: you are a scout minion of the evil villain.  In the distance is a giant army of bad guys, and you have to run to base and tell everyone before it is too late!  Being a scout, you have acrobatic skills, so the levels will consist of you doing parkour moves to get to the end before the time runs out and the enemy advances too far.

I’m still trying to figure out how all of that make sense – why doesn’t the villain just have cell phones or flying things?  Maybe it is a steampunk era or something.  Maybe the villain’s fortress is in a scraggly place and he can’t see very far without scouts.

As far as setting, I’m thinking the villain’s lair will be an abandoned nuclear power plant.  We’ll see if my pixel art skills are good enough to make it convincing.

My game is accessable at:
http://lifelessboring.com/ludumdare25/

Also, the ever so popular what I had for breakfast shot:

Glorious Eggs

Eggs eggs!  I made them myself even.  Now back to coding!

Getting into 3D

Originally posted at: irl.motd.org

Following the panic that was the final week of term (including approximately 20 deadlines across 3 years of Computing Science students), it’s time to relax and write a game in 48 hours again. The theme this time is: “You are the Villain”. I figured a lot of people would go for games where you’re meant to run round knocking over old ladies and generally being a nuisance to society so the angle I’m taking is that you are a villain, but you’re not very good at it and you’re about to get caught.

In LD22 I taught myself Python and PyGame and in LD24 I taught myself ncurses. This time round, I’m trying 3D graphics programming with WebGL using three.js.

So far I have a floor and a player (the player is the sphere):

Ludum Dare 25: Early Progress

The aim for the player is going to be to avoid the locations on the floor where the police are actively searching (sort of like a reverse whack-a-mole). Scoring will be based on how long you are able to avoid capture. Due to the force field around the city, you are not able to leave, so capture is going to happen eventually. Enjoy your freedom while it lasts.

Executive CEO President Big boss man senior zombie

So, with a theme like “You are the villain”, I decided I wanted to do more than just make the main character the villain, I wanted the PLAYER to be the villain. Thus, the  idea of controlling a horde of zombie executives came about. You are Executive zombie, the leader of them all, and your stockpile of brains is running low. Times are tough, and instead of finding them out in the wilderness, it’s time to make those interns more useful. Tell your zombie workers where to go, because surely there isn’t a cell of grey matter in the bunch.

 

Screeeeeeen1

 

((I’ve got a base zombie and a base living in the game so far. You can select the zombies either by clicking one, or click-dragging a bunch. Right clicking selects a target, either a location, or a living. Currently, I’m adding world objects to the game, like walls and such, only slightly necessary. I’m streaming the progress if any viewers are interested, apparently at the top of page 2 of the stream list))

 

Be all you can be, when brain’s are your biggest concern.

Getting Started: You Are The Villain

“You Are The Villain.”  That’s a tough one – I know it was in the top of the most-voted list throughout the week, but I really expected that it wasn’t going to be the selected theme.  I didn’t have anything nice planned out for it beforehand (the one idea I had wasn’t fleshed out enough to really work, and it was just an inversion of one of the themes that I wanted to do, anyways).  I was away from the computer last night so I had time to think it over and work out a plan, and now that I’ve slept on it I’m ready to get started.

I owe a lot to games like Tactics Ogre and Final Fantasy Tactics (and now the excellent XCOM) for their excellent atmosphere and art style as well as what they brought to the strategy/RPG genre.  But I also love games like Valkyria Chronicles and some ideas from tabletop miniatures that aren’t constrained to a grid but instead allow for free-form movement around a space, where the unit of measure is distances rather than “squares”.  I’d like to try and flesh out a single scenario from a game using some of these concepts, and I’ll be pulling some other influences in along the way.  I’ll be taking my tone and style form Glen Cook’s The Black Company books, with it’s matter-of-fact treatment of the magical alongside the grim realities of military tactics.  I’ll also be co-opting the general theme that good guys and bad guys in a setting like this aren’t all that different from each other, and you’ll be playing as the “bad guys” in order to apply everything to the theme.  I’ll be taking some visual cues from another favorite, the wonderful Vagrant Story (which shares a lineage with Final Fantasy Tactics, even if it’s not strictly the same genre).

The biggest risk going forward is that I’ll be going 3D, and I’ve never actually done any real honest-to-god not-a-tutorial 3D (so this is a big one).  I’m going to try and mitigate this by boxing out the environment and characters first and skipping the texturing and animating until I’m finished.

Here’s an overhead sketch I did of the intended environment last night before I went to bed, and I’ll be keeping it very simple to start with.  You’ll be defending the tower entrance.

An overhead layout of the intended environment for the scenario.

An overhead layout of the intended environment for the scenario.

General checklist for the day:

  1. Greybox out the environment
  2. Box up a simple person model to use for now
  3. Get a simple background music loop up and running (before I write any code!)
  4. Get all these assets into Unity
  5. Get the basic turn structure and game loop up and running
  6. Implement character movement
  7. Implement character attacking, character status, death
  8. Victory condition when all of one team has been eliminated

This should give me the core of a simple strategy game (albeit without any real strategy).  After these are done:

  1. Implement some basic strategic concepts like:
    1. height advantage
    2. flanking and unit direction affecting damage or dodge
  2. Implement a simple automated dialogue system where characters will shout at each other in between turns or in different contextual situations (barks as well as back-and-forth dialogue between two characters if they’re still alive).  I loved the flavor this added to a scenario in the Tactics games and even though it’s non-relevant to the actual gameplay, I think it would add a lot to the atmosphere I’m trying to go for, and it would be fun to implement.
  3. Work on skinning and animating the whole thing

In the end, this is a love letter to these games, and most of all to Glen Cook’s wonderful fiction.

Tags: gamejams, ld25

Bug Story

Finally I found a title : “Bug Story”.
The collisions are quite good and I started some mapping and story.
Try the Intro
Intro

So far, so good

I’m currently 3 or 4 hours in after sleeping. Here’s what I have so far, the screen scrolls as time passes, different rates for sky and floor:

progress2

One hour to make … mh this !

the flash interface goes wrong with starling … what a GOOD idea to discover a new API for our lundum Dare huhuh ?

well… it’s seems ready, SONY DSC

Monsters Generator and Stuffs.

Little break. I think i’m starving, must get some beers.

I will let my skeletons family protect me.

monster_generator white_knight

 

Poor White Knight.  The Archer didn’t make it too. I will keep my Treasures.

 

Quick update

Hi all, so I haven’t exactly posted much of an update yet, unless you have been following my twitter (@countnoobula), but I thought I would just post quickly.

For this theme, I decided to make a RTS type game, where you invade the innocent villages and pillage and steal as you grow stronger. I have teh map and selection working so far, busy adding the units as we speak. You can scroll, etc. and it appears to work quite nicely ^^

Credits to CaineOhFelix for his map generation algorithm. Follow him @CaineOhFelix

Below is a quick snapshot

Quick snapshot of some of the world

Quick snapshot of some of the world

LD25 Progress Report #8

This coming animated gif might not make a whole lot of sense, but basically, the AI hero now looks at where you’re heading and attempts to rearrange junctions such that you won’t hit the damsel. This can mean anything, from throwing you in a tiny loop such as the one in the image, or simply changing your course completely. This action is on a two-second timer so far, as will your own power to change junctions. This will be the tactical bit of the game. I have plans for another ability for the AI, and one for the player. To come soon.

3

Level editor

Well, after doing Borderlands 2 for the.. err.. entire afternoon, cough, I’ve decided to create a level editor with QT and cinderlib. Make a house ish thing, then blow it up. You know the idea.

EDIT: On second thought, I’m not even going to bother with QT; i’ll just use cinderlib to put up a little editor.

Awful mario clone.PNG

ss (2012-12-15 at 05.11.36)

 

So, yeah.

(The game you will play as a virus glitch up everything in it)

 

Playable Version of The Adventures of Master Bad Guy

OK, so not much is done.

BUT YOU CAN JUMP NOW!!

 

It took 5 hours to get jumping though, so that’s my excuse.

Play it and email me at crocojim18@gmail.com to tell me what you think (although there isn’t much to think at this  point)

 

Install python first, and then pygame. That is if you need to. Or if you’re on Windows.

https://sites.google.com/site/roboduckgames/home/team-members/marty-taylor/independent-games

It’s on the bottom.

Oh art is a lot of work!

This is what I have so far.

Villain Training_2012-12-15_11-17-09

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I can’t do characters, and it will probably take me some time. He’s just um funky, lol and way too big. These are 32×32 tiles scaled by a factor of 2.

Oh so much time so little to do…wait…strike that reverse it!!!!

I don’t even have a decent map format, editor or auto-gen algo yet. Man this is going to a tough one…better get cracking.

 

 

 

 

 

 

LD25 first screen

Here is my first screen =). My idea is to make something like a tower defense, and you have to stop the hero with some ‘toys’

html5 Tower Defense

Plan of attack

My plan of attack for this LD is to be done coding today, which would be a change for me. Half of today I will spend getting the game functional.  The second half will be to design levels.  This is a puzzle game after all, so most of the fun will come from well thought out levels and solid progression. If I don’t get that right, all the art and sound in the world won’t make the game fun.  So my major focus will be to get that done tonight.  Tomorrow will be about art and polish, and if I find that it isn’t as fun as I would like, then I can always go back and rework some levels if time permits.

14 hours in – Build-a-Bandit takes shape!

After working at this for about 14 hours, I’m feeling relaxed and happy. Even though there’s a lot of work left, there’s a clear end in sight and aside from balancing the game, most of the changes from here on out will be cosmetic.

So, here’s a look at my take on villainy: Build-a-Bandit. Basically, you customize your bandit based on wacky stereotypical villain caricatures: how squinty the eyes are, how twirlable the mustache, etc, and then send them into a shoot-out against the sheriff (Who I just noticed doesn’t have a face at this point? Sorry.)

The three adjustables were going to be body type, mustache and eyes, but body type might take too much time to sprite so I’m going with hat size instead. Each of these attributes will affect an aspect of your bandit’s shoot-out, but how and to what extent are yours to puzzle out.

Here are some before-and-after screens showing how the different sliders affect your bandit’s appearance:
buildabandit_s1

buildabandit_d1

buildabandit_s2

buildabandit_d2

Tomorrow, I’m hoping to:
-slap a real background on the duel screen, and a nice menu with health bars too
-give the slider screen a makeover, with a face showing the changes to your bandit in real time before you enter a duel
-add sound
-do further balancing, add multiple sheriffs with different stats

I’m the villan?

ok so seeing as i just got in from work i haven’t started on this, thankfully i already had a small idea of what i wanted to do if this category came up so not as much planning as expected……my idea you say? well it revolves around a simple premise…… The Bad Guy Always Loses

Final Decided on a direction

I’ve worked a few hours on various games this morning, it’s around 4pm now and there’s other stuff I’ve had to do unfortunately. Still quite optimistic about making a game, it might actually be fun this time.

 

I carried on with bank robbery idea until I came to the realisation I’d need A* and maybe a navmesh and I wasn’t setup to quickly add those things.  I briefly considered and started on the idea of doing the bank robbery as side on final fantasy style battle but then came up with something the fit my resources better.

 

I think this is where I decided to give up on a general nav mesh, porting this old C# to Lua didn’t work first time and I sensed a time-sink.

maybe_lets_not_do_the_navmesh_today

I had the start of nav mesh on screen and selectable hired goons with cards that where going to display some stats. But I realised I wasn’t going to get to a minimum playable game until I put in a lot more work and I couldn’t afford to wait that long.

no_nav_mesh

The current game is minimally playable now and I’ve stopped there to handle some non-Ludum dare stuff and hopefully and I’ll get back into it tonight. I’m going to concentrate on graphics tomorrow!  I think at this point it’s a little hard to guess how it’ll play (though you might be able to guess), I’m going to leave it a mystery for now.

new_game

3rd part apps – What are we using ?

Just a quick note to give all 3rd part apps we are using.
The game has a Flash client and communicates with a LAMP server.
The server has PHP 5.4.9, Apache 2 and MySQL 5.

So, 3rd parts are for Flash

  1. Starling API
  2. Starling Particule Extension
  3. Feather
  4. AS3 CoreLIB

3rd parts for PHP :

  1. Bcrypt class – I just can’t remember where i found it on the net … But its alot like this one :
    http://stackoverflow.com/questions/4795385/how-do-you-use-bcrypt-for-hashing-passwords-in-php

I’ll post more information about the 3D modeling later on.

We are having a great time for this first Lundum dare !

A post-mortem (…what? again?)

I’m very tired, so I don’t think I’ll have use today. Let’s make a summary of this day:

What went right:

  • The progress. I made a big part of the game today.
  • The graphics. I used some pixels, and some vectors as well. I don’t think they fit each other, but I was able to do it.Communication. I do a lot to tell people about the progress.
  • Idea. Everybody has a game where youn are a villain, I don’t have one.Concept. It’s great that I made up a tactical concept in a short time.

What went wrong:

  • The game. I think I aimed too low, so now the game is boring.
  • The gameplay. I had a perfect idea, and I chose the worst implementation. The point I regret the most. Let’s just hope it’ll bring me a good score in the “Theme” category.

What did I learn:

  • Using Inkscape.

Journal

 

Breakfast and Saturday Start

Got up reasonably early and had the breakfast of champions: 2 packs of natto, 2 aji-tamago and rice.

IMG_20121215_073849

Should be good fuel for a day of game development. Also, late last night I got something actually running, although it’s completely abstract at the moment.

ProgressShot - Basic Level Loading

 

It doesn’t look like much, but it’s actually loading entities (the blue square, in this case) and level data from Ogmo files. And the blue square moves!

Time to get back to it. Good luck to everyone!

Comments

wombatica
15. Dec 2012 · 14:43 UTC
sugoi! You should get an award for eating natto alone!

Rasta Boarder

Some Dynamic lights and sprites. I’m not so much happy with the result, needs some more work

screen2

progress

progress2

 

 

This is my current status after 12h.
I have to say that I wasn’t expecting this theme. I got some ideas for every theme besides this one. But just like last time theme that won is the theme I’m least prepared for.

After two major crises. One caused by lack of sleep and second after hard battle with parsing JSON. This is what I have. Game is called “EVIL SOUL EATING DEMON LORD FROM HELL in HAPPY KINGDOM”. You are big bad demon in a happy good land and your goal is to do as much evil mayhem as possible. For that you get scores and for score you can buy more powerfull powers of destruction.

progress

Dawn of the Second Day

Didn’t get much done last night. I spent most of it working out the kinks in in basic engine, but that was about all, as I had a ton of schoolwork to finish up. Today, however, I plan to completely devote to getting this thing done. I have a goal, and I plan on meeting it.

 

~Throughthefire

I’m (villa)-In

I originally considered cross developing an LD25 + indiespeedrun game this weekend. I checked the LD theme last night, and did a bit of brainstorming this morning. I finally have an idea that I’m pretty fond of for this, and so will forego taking on any extra indiespeedrun challenges.

The tragedy in Connecticut yesterday has completely turned me off of the idea of anything violent. I considered having a few ways of laying traps to prevent superheros from rescuing a damsel in distress… I also spent a while thinking about fairy tales that I could portray the villains side in. I think both of these directions could yield interesting games, but would require much more fermenting time than the <48hours remaining. While washing up, I was thinking about how villain is such a relative term. What if, I thought, you don't control the villain, but that you instead as the player are the villain.

My somewhat karoshi-esque plan is to have the player control the hero in a very stereotypical save the world fantasy. You'll have many opportunities to save the world, but when you do the game ends. So the object of the game will really become finding ways to prevent yourself from saving the world: so you can continue playing the game to see what happens next. So you (as the player) will be the villain. I'm leaning toward an classic jrpg appearance that plays like more of an adventure game. Alright, time to get busy. Story first with some broad adventure puzzles. Then graphics and gameplay.

I'll be using inkscape for graphics (with some possible pixel pushing in gimp), I'll be using game-maker to export my final game as html5 playable, and hope to find time for music and sounds: bfxr has worked well in the past. Really unsure about music.

I'm guessing everyone's too busy developing to actually read all of this. If I'm wrong about that, I'd love to see a comment to that effect below. Any such comments will help motivate me to spend more time posting updates (instead of developing)… not sure whether that's a good or bad thing atm. You're comments may help me decide!

Happy Game Jam LDers!

14.5 Hours In

Ladders Completed! Hooray! That coughed up a load of problems.

I don’t think I’ve ever done this much animation before. And I’ve never really done pixel art either. I’m glad it’s turning out quite nice.

14.5 hours in

troll

 

ToDo List:

  • Audio
  • Weed-Whacker Power Up
  • Extra Animations / particles for plants, sun and troll
  • Polish and Tweaking

Yay! One of my favourite parts of game development is putting in audio!

Look at my villain

Hey guys! Look at my villain!

villan

It’s a wooden izba that gone mad. It will rock soon.

 

Meowpocalypse: Operation Quetzalcatl

May have wasted a wee bit of time not coding, but now I’m definitely going to make something.

Will be using Java with Slick.  Abnormal procedural vector-graphics-like game, lines all over it.  Homemade sound effects using either Alesis ION synth, SFXR, and possibly samples from Freesound.org if I get to it – which I probably won’t. (Probably post-compo)

Warning: will contain both kittens and goats.

 

Tags: Catac : I'm in.

Slowly slowly getting somewhere.

All sorts of other (mostly exciting) bits of life have been getting in the way of my concentration a bit today. Feeling a little more sleepy/distracted than I’d really like to be.

Anyway, have been making some progress regardless. Check out this WIP build