LD25 December 14–17, 2012

Progress Report #2

Well this is my second progress report, guess I will explain the game in my next report :)

report2

Problems, Problems, Problems

Yeah I know I promised some screenshots, but I’m nowhere near ready to give a screenshot. I’ve had one problem after another, I honestly feel like I forgot how to code! *sigh* I’m still plugging away though so hopefully I’ll have something to show for my efforts…

-KunoNoOni

Comments

Spacehunter
15. Dec 2012 · 18:18 UTC
…been there before…
Airumas
15. Dec 2012 · 23:42 UTC
I still think it’s harder to now know how to code than not knowing how to draw :/

space-flowers

Just added some collectable space-flowers!!

Now its time for my hippie space-pilot to become evil!

MUHAHAHA!!!!

7 hours of work – Progress!

7 hours of work already, I started quite late but I think I have most of the base already done;

 

7 hours 7 hours

 

 

In the game you are a thief, you go around stealing from people and buying bigger weapons to steal more and in different places, you can switch weapons at any time, and on.

I am happy that the game runs in HTML5 equally smoth than in an .exe, except for the anti-alias wich I cannot remove! (grrr!) One day left to fix that :P

Idea!

I have made a mockup of what my LD game may look like if I can manage to code it through this sickness.
The title is: File Sharing Criminal!
Or maybe I’ll just leave it at “Torrenter” which is simpler.
I wouldn’t say you are the actually a villain at all, but the current laws would put you in jail, so there’s that.
file sharing criminal

What does every Villain want? (Progress Report #1)

Except for world domination?

I’m sure you know…

That’s right. That’s what every Villain wants. And YOU are the Villain and will get it:

FRICKIN’ sharks with FRICKIN’ laser beams attached to their FRICKIN’ heads!!!

Play a first version here (works best in Chrome and IE 10, Firefox has some random framerates)
sharkattack

It’s my first LD and I’ve been programming for almost 10 hours. Took quite some time until I finally came up with this idea. I hope I’ll be able to finish it tomorrow.

TODOs:

  • add stuff to blow up with those frickin’ lasers
  • sound effects
  • scores for blowing up stuff that doesn’t exist yet
  • and hopefully some better graphics
  • have it run smoothly in Firefox too

Tags: lasers, sharks

Comments

15. Dec 2012 · 18:25 UTC
brlliant :3

Day 1 is over…

So, after 11 hours of coding I’ve decided to call it a day for today. The base code is in place, now I just need multiple levels, a storyline and things like HUDs and a main menu

Anyway, here’s a working demo (yes, it’s crap, I know :P)

http://www.newgrounds.com/dump/item/3733e7e92b98f75d8726e726be6275ae

See y’all tomorrow,

V

I think I’m onto something here

 http://dl.dropbox.com/u/75065952/LD25.swf

shot2

Okay, so there’s still something that’s working. This LD I’ve tried to not add tons of new stuff but to make an addictive arcade game where there’s nothing that should be taken away. My warmup game reminded me how laughably simple games can be while still being fun. It’s about giving the players a set of constraints and letting them figure out which patterns work. However, it turns out minimalism’s kind of difficult, so most of my time has gone into design and twiddling.

It will keep getting reinvented, so I can’t be arsed to write too much about this iteration. I think there’s still some fundamental disconnection between what the player wants to do and how they can interact.

Anyway, it’s your chamber of pillaged treasures, which greedy Indiana Jones-wannabes are currently invading through the trap doors of your lair. Luckily you’ve got some traps wired up to the same exit pipe. Two spikes on top of each other make a solid block, and you gain resources back if you manage to trap loot under one. If an adventurer gets a hold of loot, however, he invites another one into the queue, cockblocking your traps.

If you run out of resources, the game won’t forget to mock you with a negative score and a prompt to restart, as if stuck up in its own incomprehensibility.

shot2b

“The ‘R’ stands for ‘RTFM’, you noob.”

It is possible to survive for quite a while (until the board fills with loot and you’re stuck with an infinite queue of adventurers), getting there is just kind of repetitive because there’s not enough micromanagement. But it has the seeds of a good game.

 

Playable nearly achieved!

My latest build as been uploaded.

Stuff missing:

Details on the location hovered.

Button functions

Button text including the chance of victory over a *cough* city

Introductory/Lose/Win storyline

Instructions Screen (DON’T PRESS THE INSTRUCTIONS BUTTON! if you do reload)

Music theme

Sound Effects

Actual graphics (why am I so bad at drawing?!#)

 

Either way, I expect to have a bugless playable build with no storyline by the end of the first 24 hours, I’ll consider myself a winner just with this.

Other things missing TEA! I forgot to buy some >.<

Last screen of the day

It’s finish for this day.

render3

This is my roadmap for tomorow :

  • animate the character
  • ending the progammation
  • create a level(s)
  • making sounds (and music)

 

 

Inversetroids

 

PvP/PvE Asteroids, One player takes control of the asteroids, the other player(or AI, time permitting) tries to avoid and shoot them.

Pardon the numbers, working on AI danger map.

Alpha3 Menu

Distractions

This isn’t the time for a theological debate. 😛

But I can hack what I have into being a game, so oh well.

Look at these little dudes

Progress! So the base functionality of the mario-esque enemies is working. check out this SS of a little mario army.

 

Next up:

-barrel drops

-barrel collision with mario dudes

-tweaking velocities

 

ss03

Good night

Friends,

I broke the health rules a few times.

No energy drinks blah-blah,

No alcoholic beverages,

Sleep like normal, blah-blah.

Rather than going to bed,

I may be sure i did

Pour  redbull in a glass of vodka,

Then well…oups i did it again.

Now there is one day left,

And FFS i couldn’t tell

If it is half the total days,

Or two thirds but anyway

I’m drunk and french so it’s real late,

But am i still that gentle knight?

Ask yourself that my dearest mate,

As i politely kiss you good night.

 

 

Tags: goodnight, one day left, poem

preghThe bulk of the project is done.  I’m pretty much in the refinement stages right not.  Basically what this entail is adding music, sound, prettying up the sprites, and fixing any bugs.

For anyone willing to try out out you can do so here: Grave Hotels

For my second game and my 1st Ludum Dare it could be a lot worse I suppose 😛

 

First Screen

Bildschirmfoto 2012-12-15 um 21.24.45

 

Basic movement is working. Now some stupid ai for the enemies and a attack action.

Yeah, and the whole rest of the sprites… Damn much to do.

Comments

15. Dec 2012 · 18:56 UTC
Looks really charming so far! :)

Lunch time!

I’m making good progress, so Imma allow myself to eat today :)

today’s selection: tuna casserole, and a root beer float 😀

 

Day 1 Progress: Building, Units, Movement

My first day is over. The overall progress of the game is pretty good, I was expecting much less than this. The demo is available here.

Done:

  • Random lanscape generation
  • Building
  • Resource gathering
  • Unit creation
  • Unit movement towards the closest enemy building

To-do:

  • Destroying buildings
  • Enemy AI
  • Other kinds of units
  • Better art & sprite animation
  • Balance
  • Video tutorial

I’ll definitely submit it as a jam entry to have few additional hours to fix bugs & improve AI.

Progress Report #1

So after forgetting to do an “I’m in” post, i’l declare that I’m going old-fashioned with Flash, AS2.

Okay, so what i have so far is:

Zombles!

Zombles!

Wooh! Doesn't look like much I know =(

Wooh! Doesn’t look like much I know =(

Progress is going well, all I have to make now are 2 types of enemies.

 

btw: You are a zombie who moves very slowly, but can use a dash attack.

 

Day 1: Update

So i’ve been working reasonably hard today and have been happy with the progress. Hoping to get a bit more actual gameplay and plot into my game by close of play tomorrow but for now here’s a link to the game. I can’t guarantee that it will work in anything other than Chrome I’m afraid:

www.philjeffes.co.uk/ld25/g

 

It’s time to add some obstacles!

Well, there have been lots of delays so far in my coding, but after several hours I have managed:

progress3

He has a little animation and everything! 😀 Time to make the city that he gets to destroy all on his own.

Second Update

lastupdate I’ve  just added the hero/enemy prototype and the red threads they let on their way.

The graphics are just placeholders for the moment (I’ll try to make something that looks finished if i still have the time to do it once the gameplay is implemented!)

Asterion (the Minotaur) will try to find its way in the bigbigHouse and locate the hero apprentices by following their trail.

Actual gameplay will be much more close up.

Next Step: intimidation/massacre behaviour

 

HohoHaha and Nightmare

 

I have started to add the beginning story in which you get to choose whether or not you want to be the villian. Oh and there’s your eccentric alter ego, Nightmare.

screenshot101 screenshot102

Steady rollin’

Hey there.

I thought i’d give you a progress update.

But first a picture of a delicious soup my darling made for me. (Thx honey 😉 )

lasoupe

 

My Game Idea has the name “TheThief” and well yeah, you have to run from cops and stuff.

I shall list more features once they are implemented :)

thethief0001

 

Game mechanics work pretty well so far and it’s very close to a “Start -> Play -> End” – State. Of course a lot of stuff that makes this game interesting is still missing. But i’m very positive about the deadline :>

Oh, and i moved to a way more comfy place. My back will thank me later 😉

ledesk

 

 

GOATS!

My entry is officially with goat, but you’ll be hard pressed to find it.

First Progress Report – Fetch Quest

So I’m taking a different tact than I did for the last (and my first) Ludum Dare.

This time I’ve decided to do more design up front, and to get some graphics up earlier. I’m feeling currently that there are a few flaws in the design, namely that I’ll need to get the numbers set up right in order for it to work at all, and also that it is rather ambitious.

I’ve done some graphics and got a basic sprite animation manager set up, so its starting to look kind of nice.
Screenshot
Spritesheet of a Hero
A compass

Currently I’m planning on naming the game Fetch Quest. I’ll wait till I’m a bit further along to actually announce the actual design (once I know one way or the other about if it has a chance of working).

Game idea that will probably never see the internet.

So, my game idea is that you are a random guy whom just acquired dark powers. You then decide to take over the continent with your powers, but you need help. Defeat some dungeons to get money to hire thugs at your service, then take over the castle of the current country. you then use the country’s resources to take over the others, and eventually take over the continent. All that in a text based console adventure. I doubt  I will ever finish it, but at least it will be a good practice for programming.

Programgamer

Status update 2

Here’s some more progress:

So far there’s a simple platformer mechanic and some very crude graphics.  The player plays as a ghost and the aim will be for him to avoid the tourists that are roaming around the old mansion that he haunts.

The Super Annoying League

Pumpup

Eventually, I got an idea and am working on something.

This going to be dumb. Really dumb. The dumbest game I ever made.

BEWARE!

Comments

16. Dec 2012 · 14:51 UTC
Maybe it will be dumb, but I still love your art :-)

Day 2

It is now Day 2 (for me) of Ludum Dare. (I only got 5 hours done yesterday) and I am going good.

I was really disappointed with the theme, so I failed with creative interpretation. However, I’m putting lots of work into the fun aspect, and also the art.

I may even have a working prototype out shortly.

Back to work…

First Update

My idea for “You are the villain” is kind of like a backwards version of Mario.

An AI tries to beat levels that you set up traps in (including the bane of all side-scroller heroes: spikes!)

You must prevent the AI from winning.

The AI is actually a neural network, trained by an evolutionary algorithm. I know that these are not exactly popular for games, but it has been working out so far.

As a test, I rewarded them for getting to the top right of the screen. They figured out how to jump on platforms pretty quickly:

LD25

Not making much progress.

ld25-02

I’m not making a huge amount of progress, so I’ll have to make some firm decisions about what I want to try to get out of this LD. I would really, really, like to to an entry, even if it’s basic, so I’ll take a break for food and think about how I can move things forward.

 

Day one done

So yeah… I lost a bit of time because the game kinda changed direction 3-4 hours in but I think the newer one is more intresting.

Well is shaping up with a game when you glitch up a poor man’s Super Mario Bros clone, we will see how this ends.

Tags: timelapse

So I am in

Ye I know its Kinda Late to enter now ,but my game idea won’t take long to make so i hope for the best .

I started using FlashDevelop ,never used anything besides XNA to create games before(well i did create “space invader” in asm(emu8086) )

At first it was hard ,but now after multiple rage quits i started getting it.

I will be using:Flash Develop,Photoshop and http://www.superflashbros.net/as3sfxr/ to create my game.

Good luck everyone,and i really hope all of you finish your game on time :) .

 

New Drawings and Music

Work in progress :

Here is the background of the game. You can see the (not so) nice scarecrow and the (not so) cute bird !!

wip17

I think I’ve seen a poo falling…

As for the music, Capt. Capslock has just started to record the music theme for the scarecrow… If you want to follow the session, it’s right here ! Don’t miss it, it will be lengen … (wait for it) dary … !!

Well …in

Ok, I guess I am in.. after few hours of laziness I managed to come up with something like an idea and some simple tile map for one of the stages..

tech: html5 + createjs + sublime text 2 + paint.net(giving me some hard time with some of the plugins) + maybe dame for level editing + some tool for sounds(will decide later)

Screen of some of the tiles:
ld25-screen-1

Tags: html5, javascript, progress, screenshot

Goat Slayer!

Hey Fellow Ludum dare participants!

This is my first game EVER making!! learning quite allot 😀

My game is called GOAT SLAYER!
what do you do in it? Slay goats with an UZZI!
I think its quite a villianas thing to do, you know, slay innocent goats  😀

I <3 LD48!

screenshot100

screenshot103

 

First screenshot

So my first idea – a simple Mario-like platformer where the protagonist is controlled by AI and you place coins/blocks on the map – ended up needing a lot more work to get somewhere good than I’d predicted.  This morning I switched gears onto a new idea – a sort of “And Then There Were None” one-of-us-is-a-murderer reverse whodunit.  Simpler, nicely self-contained, and something I can hopefully get to a standard I’m happy with in time.

Teaser screenshot!

blueprint

Extreme Pushgoat day 1 update

Making good progress on Extreme Pushgoat. Your goal is to push goats off of things that they climb onto and prevent them from reaching paradise.

graphics not yet existent though ive started on the music!

Screenshot: extreme pushgoat day 1

EDIT: Not feeling it this weekend so I am throwing in the towel. Next time!

An interface is born

An interface is born

It is now possible to select rows and columns using the interface.

4

This entry was posted on Saturday, December 15th, 2012 at 6:56 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.

LudumDare 25 day one!

So being from Europe I went to sleep immediately when the theme was announced and begun development this morning (9:30 Local Time – Theme Announcement + 6:30 hours).

I didn’t really like the theme so it took me some time to come up with idea, goats helped a lot!

In my game you’re going to be a poacher, your goal is to steal / kill all 40 goats which are separated on 4 “farms”. All of those farms are guarded so you have to be careful or you can begin with easier ones, and then buying some weapons in local gun shop which might be helpful in breaking into farms with more advanced security!

I really hope I’ll be able to finish this game because I really started to like it!

 

screen1 screen2

Software used so far:

– Paint.NET

– Visual Studio 2012

– Notepad++

Keep coding everyone, and good evening Europe!

1goat

LD25 – 4pm – Missed Me!

Nothing really graphical this time.  Got evasion working and separated the logic for damage and evasion from the enemy to a behavior so I can use the same point of entry for your bats.

Progress so far…

 

 

I started out, with trying to use the sprite manager RagePixel, but it was so goddamn buggy, so I choose to do it without.

Zomby Progress

This is the game so far. You can walk around, and attack, but not hit anything… yet.
Also I added support for spritesheets, so it should be a litlle easier to do the animations.

Still haven’t thought about, how I should add the goat…

Update of the Status Kind

Hi everyone! Hope you’re having fun and still surviving out there. It’s almost the end of day 1 (for my timezone at least) and I just wanna post a quick status update.

I managed to stick to my schedule and my game is basically done. It just needs a good coat of wax and polish before it’s ready to release. Maybe I’ll add a couple of nifty thinga-majigers as well. I’ll see you all again tomorrow!

Oh and uhm….I’ll……I’ll just leave this here:

LD25_screencap_1

+1 Goat

Goat+1

 

1goat

FINALLY!!!!!!

OMG! AAAARRRGGHHH!!! … ah I feel soooo much better now. I’ve fixed my problems and now I can show you all my first screenshot. This is nowhere near playable yet but I can move the selection box around and the blue ship will move upon clicking.

First Progress Screenshot

Things seem to be moving more smoothly now. Hopefully I can keep this up and post more regularly.

-KunoNoOni

Working Game!

Screenshot from 2012-12-15 15:51:19 Screenshot from 2012-12-15 15:52:10

 

I wasn’t sure what to expect on this, my first Ludum Dare.   I’ve been pretty happy with my progress, though, and the game is quite playable at this point.

I’ve put together an Ubuntu-compatible binary on my site.  I’ve hit a bit of a snag with the Windows port, but should be able to get that going eventually.

SuperHeroSlaugther

Definitly made some progress, the engine is nearly done only a few collision detection bugs left to fix and then I can start created more content. Right now it looks quite repetative, thats because the level will be procedural generated and I only use placeholders until now. Tomorrow I will start adding basic gameplay (probably not that kind of gameplay you expect from the title), then I will add more graphical content and for the finishing touch I try to get some music in, but for now thats all I got after 1day in.

04_screen

cheers

Jery from JoyBoxed

Fragment Division – Stop the Operatives!

Fragment Division - Day 1

Getting towards the end of my first day of development here in the UK. My game is a kind of reverse Splinter Cell, where you place and control cameras and guards to stop a squad of highly-trained special forces operatives from reaching your base. Had a lot of fun getting shadows and detection to work properly – not quite there yet but it’s playable at least!

Tools

  • Unity 4.0 (Pro! Thanks LD!)
  • Logic Pro

Progress Update:

progressupdate

 

It’s a pretty shitty idea, but I spent over 3 hours ONLY thinking about it (besides the time I spent thinking and coding, which would sum up to a total of 7 hours). I really struggled at the beggining, but I got over it. I wanted to have the game ready tonight and tomorrow just focus on “bonus” features, but some procastination and some real life events impeded me from doing that. Too bad, I guess. For now, I’m going to sleep. Good luck for y’all.

5

This entry was posted on Saturday, December 15th, 2012 at 7:04 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.

Timelapse Day 1 31kB

03

http://www.youtube.com/watch?v=8G-zNHnrmuU

Game is 31kB now, I’m cleaning my noob javascript code tonight.

Hope to release a stable beta tomorow on the morning.

You can now steal but that’s not a game yet.

Goin to party now.

First day done

I’m done for today, I managed to word for about 6 hours, and I’m a lot satisfied about what my game is becoming. I’m making a Missile Command clone where you try to destroy bases instead of defending them. The AI which fights you by actually defending the six bases is a bit rough but it works. I still haven’t added a winning condition and scores, but the game is actually playable.

You can play it by clicking this screenshot. 😀

Muu?&#039;s missile command

Tags: command, first build, ld25, missile, screenshot, unity, unity3d

Comments

7heSAMA
15. Dec 2012 · 19:16 UTC
I can’t tell if this is too easy or too hard.

Good night !

Day 1 ended (it’s 3 am here) and I can’t sleep, I’m too excited =_=;
I thought I’d say hi and post our progress, but since I’m not doing any of the programming I don’t have much to say, so it’ll have to wait until tomorrow, I guess.
In the meanwhile, here is a quick doodle I made to present our team (the game will be in a completely different style though, as you can see from our selected range of victims below ^^).

playersLD
Victiiiiiiiiiiims ! ‘cos every villains need some :D
victimes

22

This entry was posted on Saturday, December 15th, 2012 at 7:08 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.

First post, a bit late, we know.

Hi Guys, nXor and I have found our idea (The Corrupt), we’re in the process of creating the different scenes that the game will utilise.

We’re using the following tools:

  • Unity (C#)
  • Gimp, Inkscape
  • sfxr

Here some screenies from yesterday’s setup…

IMG_1735 IMG_1738

19 Hours In

Finished the first pass on the sounds. I managed to find quite a lot of good sounds to use although most of them needed editing.

Now I’m into the final few stages (which is good because I don’t have much of tomorrow to work on this) so I’m breaking up the final tasks I have as much as possible.

The remaining tasks are:

  • Fix jumping collision bugs
  • Add another difficulty step
  • Add credits page
  • Add title page
  • Add mute buttons / key
  • Fading in and out screens
  • Redo Sky
  • Redo Sun
  • Add particles
    • Ground flaking
    • Dead plants
    • Dying troll
    • Sun lighting up
    • Links from flowers to suns
    • Blooming particles
  • Potentially add troll music for when it is completely dark
  • Potentially add the weed-whacker power-up
  • Add animated flower roots

I’m sure I’ll think of some other things whilst I go through this list. ^^

Fortunately this is all extra stuff. The game itself is pretty much done.

Day one, status update

My game you’re a super hacker who wants to conquer the world by taking control of the entire internet.

Gameplay is inspired by Galcon and Uplink (both great games!).

I’ve been struggling a bit with the path finding algorithm but I think they’re finally done now.

Tomorrow I need to work on the overall theme and feel of the game. While I think the look is aesthetic it doesn’t really convey the fact that you’re an evil super hacker trying to take over the world. Any ideas on how to do this would be very appreciated :-)

As this is my first Ludum Dare I didn’t really know what to expect. This first day have been a bit stressful but also very exciting. If tomorrow will be just as productive I think I’ll be done in time. Can’t wait to show you all the final game :-)

Screen Shot 2012-12-15 at 22.04.13

 

Work in progress – 2

Finally, I started writing a code:

screen

 

At this moment only a small part of whole concept is working and you can’t really play it, cause biggest part of game with VILLAIN OS 8 is under development, but you can already have some fun with villain’s hands.

Take a look at  this early build here:

https://dl.dropbox.com/u/2583285/LudumDare25_villain_os.swf

Most difficult part is still ahead, but now I’m going to sleep for a while.

And good luck everyone!

Comments

har_g
15. Dec 2012 · 19:29 UTC
Quality is sometimes better than quantity.
Bactopiad
15. Dec 2012 · 20:07 UTC
Cool! Looks awesome

Thematic Woes

Moving a little more slowly this time (I’m rapidly regretting my decision to go with LibGdx – it’s a good library, but not as intuitive to pick up quickly as FlashPunk was – despite being more comfortable with Java than ActionScript).

I’ve got most of the underlying game stuff working okay, but have been slowed somewhat by deciding I don’t like the idea I chose :)

Some ideas I didn’t pursue

(warning: this is a selection from my brainstorming session and as such contains many lame ideas :)

  • Crazed gunman – opted out of this one as it’s kind of tacky
    • Sniper-style
    • GTA2-style “kill frenzy”
  • God games – these seemed cool, but seemed hard to make fun in a short period
    • Old Testament heathen smiting
    • End-game: The Rapture
    • Disaster Master
    • Punish humanity for their (insert cardinal sin here)
    • Raptor
    • Due to a translation error, devout folk waiting around for The Rapture are instead faced with a gigantic raptor
  • Somalian Pirates – I don’t even know where I was going with this
  • SUV Driver
    • GTA2/Carmageddon like.
    • Bonus points for pollution, kills
  • Mother Nature – some of these are similar to Disaster Master
    • destroy humanity before they destroy you
    • and the reverse, attempt to populate every square mile of the planet and attain ultimate destruction
  • Tower Offense
  • Oil Baron
    • destabilize governments
    • slaughter natives
    • pollute land in order to purchase it more cheaply
    • sabotage competition
  • Colonisation (aka kill all the natives!)
    • spread disease
    • dilute blood lines
    • massacre
    • introduce religion and pop culture
  • You are the virus
    • Infect your host to as high a percentage as possible before killing them
  • You are a cuckoo – abandoned because.. well it sucks
    • Eat eggs
    • Swap out your own eggs
  • Cult Leader
    • recruit
    • siege (stand off against law enforcement and sane people)
    • mass suicide (bonus points for faking out and not killing yourself)
  • Pests
    • You are a rat
    • get food
    • poo on things
    • avoid traps and poison
  • Moriarty – miscellaneous entry, no idea how it would work
  • Serial Killer – discarded because, next to Bond Villains it was likely to be pretty overly common
  • Buffalo Bill style Kidnapper
    • Acquire hostages
    • Manage hostages in their cells/pits
    • prevent escape
    • feed/starve
    • punish
    • make skin suit
    • LOTION
    • Stockholm Bonus (converts hostage to minion)

Otherwise

What remains from that list is either astonishingly unmentionable or one of the two games I’m currently still trying to decide between.

How this goes remains to be seen.

Confidence: WANING

Tags: compo, java, ld25, ld48, libgdx, progress, update

Comments

Mezzomatto
15. Dec 2012 · 21:54 UTC
Man, some of these ideas are awesome. Got a screen cap for us?

Map progress

Slow progress, but it’s still moving along. I’ve got map data loading now and am just about ready to start the gameplay proper.

Screen Shot 2012-12-15 at 1.04.25 PM

 

Check out the online version here:

LD25_Villian

But still there’s not much to do but scroll the map.

Just finished off a lovely dinner + loads of progress!

My game is coming along pretty well I’ve only got a few small coding/scripting things to do and there’s still another 4 hours left of the day so I’m pretty happy as usually lots of scripting stuff bleeds into my second day. It may be because I’ve chosen a simpler game this time round, meaning I didn’t get to make inverse paperboy, but I’m still having fun with the game I’m making :)

 

Had a lovely dinner planned for today as I’d popped some of my previously cooked and then frozen pulled pork in the fridge to defrost and I’ve now eaten it on some lovely onion and poppy seed bagels.

porkbagels

I imagine over the next few hours I should have all the script ironed out and I may even get to start on the images and menus tonight 😀

Tags: foodphoto

Comments

15. Dec 2012 · 19:29 UTC
I saw the pork and my mouth watered…

First snapshot..

.. is not really working at all 😀

http://muscheffekt.ohost.de/index.php?c=ld25

Try out if you want :) (No, there are no features implemented yet x)

ss1

Best regards from Germany,

MuschEffekt & Mindbyte

Progress at Last!

After numerous restarts and a variety of annoying errors, I finally have something which runs quite nicely.

Here are some decoration tiles to be put on the background.

Tiles Report

Here is a screenshot of some gameplay.

Gameplay Report

It’s interesting, but what you can’t tell from the screenshot is that I can’t move the spaceship.

See you in a while,

Nilmrots

Update #1: Slow, but steady progress, aiming for jam release

Because of being at work most of day 1, I didn’t get too much done today, but I think I’ve built a solid foundation for my game.

Latest screenshot:

ld25-1

 

You are the guy in the middle with the hoodie, and you have to pickpocket the other people. At the moment, they all look the same, but they will look different in the final game.

 

Anyway, it’s time to sleep. Unfortunately I have to work tomorrow (hopefully, with less hours than I worked today. This game probably won’t be ready for the 48 hour compo, but I’m aiming to release it for the jam.

streaming shift 4

So After that break MY BODY IS READY! Streaming @ http://www.twitch.tv/skyllartor#

Centipede 2013 – Gameplay tips needed!

http://centipede2013.herokuapp.com/

A rudimentary asset-less game is up there, it hasn’t got a game over screen but with the arrow keys you can move around to steal ‘flowers’ and avoid being shot at by the defences.

I’m not really sure how to make the gameplay less sucky though, it’s not as addictive as I’d have hoped.

No Heroes Allowed – 6hrs

Right-o! Six hours in and the game slowly beginning to take shape. There is hope yet for Heroes No Touchy/No Heroes Allowed (working titles). Most of the basic features are in.

I started off with the concept below. You are a bond-style villain with a lair. The hero tries to reach your throne room, but you put evil traps in their way! The more heroes you defeat, the higher your villainy score. The higher your villainy score, the stronger the heroes you will face. Meanwhile, your evil minions (bankers) are out there collecting gold so you can afford better traps.

Three and a bit hours in I had a rough GUI finished. But it was still non-interactive. You couldn’t select anything or click anywhere yet. Well, except exit. You can always exit.

Six and a bit hours in I have an interactive menu system which allows you to purchase traps for your rooms. (For example, Room 2 has a poison trap.) I scrapped the minions for now because I’m worried about the amount of work there is to do.

I’m finally moving on from basic GUI and starting work on the more game-y features such as heroes, doors, and most importantly… death traps! No fancy graphics yet… leaving that for polish tomorrow.

That’s it for now… time to get back to it!

4 hours until day 1 is complete!

We’re aproaching  the end of day one, and I’ve only posted 3 screenshots, so here’s 2 more, the main menu, and the control menu!

 

screeny5

Controls

screeny4

Main Menu

 

Progressing!

ss1

 

The player can now move and cast spells in my game, Paradise Island. Here the Dark Lord greets the inhabitants of the island.

Progress on the Environment

Spent the afternoon playing with Blender modeling the environment I sketched out in my last post. It’s pretty primitive and probably took me way too long, but that’s fine – this is what I wanted to spend my time doing this jam, getting more practice at the 3D side of things.  Some things I’ve realized I have no idea how to do correctly:

  • Choosing a scale for the game to work at and making sure both Unity and Blender agree.  If there’s a strategy to this, I’d love some pointers.  In general, I modeled what I wanted in Blender, imported it into Unity, then compared it to a 1×1 cube as a reference for a character’s size and adjusted the environment model’s scale to match.  Still, a lot of fiddling and magic numbers and I have no idea where this is going to bite me down the road.
  • Related to the first point, until I get the game itself up and running, I’ll have no idea if the distances between houses and other objects are realistic and playable.  I’m terrified of finding that everything is too far apart and I need to modify the whole environment to fix it.  I’ll need to look at how to break the environment up into pieces to place more modularly from withint Unity down the road.
  • Optimizing the model, making sure there aren’t any hidden faces, making sure all my normals are good, etc.  I’m sure there are a bunch of tools in Blender to help out with this but I don’t have the time to look into them right now so I’m plowing ahead with my crappy first-run models.
  • Lighting in Unity has always seemed like a black art to me.  With one directional light, realtime shadows and light-mapping both seem to have weird spots that are brighter than they should be.  Shadow’s usually look jaggy and hard no matter what knobs I play with.  More magic numbers to fiddle with and I don’t have time during the jam, but I’ll come back and take a look at this after other stuff is finished.

Here’s the greyboxed environment pulled into Unity.  Next up, the character model.

greyboxed_environment

Tags: gamejams, ld25

day2-4pm

 

Stage framework completed, camera logic is done. About to begin enemy AI (the biggest hurdle). After that it’s smooth sailing.

Starved for Progress

So, dinner break then.

Today hasn’t been what I had hoped. Just about everything has conspired to keep me from fielding a playable entry. I’m only now getting the map translated into a playable area – over 12 hours later than I had planned – and while other art concepting has happened, nothing is finished or even animated. This could be a close call.

In retrospect I should have gone with my first instincts and used a voxel terrain from the start instead of wasting time with quads, and now cubes. Next time perhaps.

Dinner time

The only thing i can say in german is that : “Eine Doner keine swibble bitte.”

I may not be in germany but i will surely GET MYSELF A KEBAB.

Then i’ll create my 40 levels.

Kisses.

Tags: 40levels, kebab, paris, place clichy

Comments

15. Dec 2012 · 20:18 UTC
Little hint:

You mean “Einen Döner ohne Zwiebeln bitte.”

But I am a native german and everyone here would definitly understand you :)

Almost done with de main code

Okay so after one day of work, I’m getting something. There are no real graphics for now, but here’s what il looks like :

screen1 screen2

Yup, you play an evil goat riding a flying broom.

I’m also realizing my game is totally unplayable in its current form, I guess I’ll have a lot of tweaking to do. Anyway for now, let’s get some sleep !

imevil

Comments

15. Dec 2012 · 19:34 UTC
Interesting game idea. Why broomstick though? xD

1st time Daring to Ludum

No idea what I am supposed to make.

But since I am a villain, I’m sure I’ll think of a cunning scheme.

Preferrably within the next 24 hours.

Hnm.

After 15 hours of coding…

My First Ludum Dare and I will hardly be able to work on my game tomorrow (sunday). That’s why I have chosen to try the Jam instead of compo, with my girlfriend making all the art. All done with Flash and FlashDevelop.

We start to feel a bit tired (3.00 am here) so let me show you what we have done so far…

15-001

Hour 1 : just some blue guys hanging around… Actually the game is about heroes trying to rescue a princess… and you killing them.

 

15-009

Stop heroes by summoning units or powerfull spells.

 

So far the ennemies walk (if they reach the right side of the screen, you lose health, very tower-defense-like), stop and attack the ghouls on their way, kill them (or get killed), the money (actually, souls) system is functionnal and so are the spells.

16-001

Second spell added, Thunder. More powerfull but with less range than the meteor.

To do (hopefully tomorrow, maybe monday night too..) :

  • intro
  • title screen / game over screen
  • new units (like the skeletton who should fire arrows from long-range while ghouls tank)
  • new skills (actually easy to add now)
  • new heroes (ennemies)
  • find some cool music and fx
  • some annoying bugs to fix
  • some online game stats (eg. total of heroes killed by all the players, …)
  • code optimization (right now the game runs pretty smoothly at 60fps with +/-50 characters on screen)

Test SS TQ

 

The game so far 😀

You are the Hero — End of first day

End of the first day. I actually got farther than last time, so I guess it is already an accomplishment. Being said that I hope I will have time to finish the main elements.

What is done:
– Tile engine that scrolls with the player character
– Basic collision detection
– Brainstorming for ideas

What is not done:
– Script to trigger events and create objects
– Collidable objects, hostile entities, some kind of weapons
– Put text on screen and create a choice mechanism
– Music, Sound
– Decent artwork

The name of the game is “You are the Hero”. Who is thrust into the snowstorm to fix the problems of those thankless villagers again…

screenshot2

And that thing at the character’s legs might be a goat, will decide sooner or later.

About half way through the first working day

I’m about half way through my first working day.  Things are coming along.  I haven’t killed myself, I slept well last night.  I got a few non LD things done today.  All in all, its going pretty well.  I have another hour or two of coding until I have a working prototype going.  At that point I can start tweaking.  Tomorrow will pretty much be cleaning up, adding graphics and sound, and testing.  Pretty sweet!

Grim’s Christmas List

Today has been quite productive, even with most of it being spent travelling to see relatives!

Octopi has nearly all the art done, and I’ve started pulling bits of logic together.
The design has been done as well, so without further ado, I give you Grim’s Christmas List.

Grim's Christmas List

More information and a (hopefully) playable demo will be available tomorrow, once I’ve bound some more logic up to confirm what we’re up to is actually playable 😉

As neither of us can be bothered to do tile sets, we’re primarily using the GfxLib-Fuzed pack from SpicyPixel.net ( http://www.spicypixel.net/2008/01/10/gfxlib-fuzed-a-free-developer-graphic-library/ ) as we’ve still a lot of content still to do, so our time is better spent elsewhere for now.

Oh, and Octopi has been updating the Arcade Badgers twitter: http://twitter.com/ArcadeBadgers should you wish to follow us on our merry game development way this weekend!

Tags: arcade badgers, Grim's Christmas List, octopi, stuckie

I’m tired…

but some improvment in the game (all room are completed)

Miss some logic in the background.

Link : https://dl.dropbox.com/u/48036137/Vilain.swf

I will add more info on my game.

INTERACTION :

1) Doing mission
a) need some requirement : effectiveness (minions + equipment), science unlocked, money.
b) bring reward : money, blueprint, material
2) blueprint are used in the laboratory
3) material are used in the workshop and maybe in laboratory
4) money are used to hire minions (maybe salary)

With this simple way, you have some loop to increase your resource flow.

5) Some alert can be triggered sometimes
a) dedicated to a mission in progress (agent defend the treasure)
b) unlocked after doing some mission (like after steal some art, agent are coming to take it back)
c) random “disaster” when a research/craft occurs. (explosion, fire, monster, ..)
d) random “mail” anytime

Clowns!!

I had this GREAT idea for “End of the World” but I really struggled to come up with a good idea when it turned out to be “You are the villain.” :( I don’t want to be a villain! So I got a bit of a late start. In the spirit of villainy I decided to go with the most evil, scary thing I could think of. CLOWNS! I have a real fear of clowns. With their creepy attention to children and their blatant attempts to deceive you with fake facial expressions.

The plan is to make a tower defense game where clowns kill bunnies. Why? Because clowns are evil, and bunnies are so cute and innocent.

Capture1 Capture2

 

I starting to sweat the time line. So far, I have some boxes that can follow a rail. Now I need to make a bunch of  defenses. This map will soon be filled with carnage. … poor bunnies.

Blight on Happy Land so far

blighthappy01
Quite happy with progress so far. Had some real trouble getting particles to work (still haven’t succeeded…). It’s the first time I’ve tried to use Unity, or anything 3D, for a Ludum Dare and its the most success I’ve had with Unity thus far :)
It’s a pretty basic game concept, destroy Happy Land by walking over the grass tiles to destroy them, try not to fall to your death. Hopefully tomorrow I will code some very simple combat and have the bunny and puppy get in your way 😛

Late Update

Hello everyone, I’m one of the programmers at Behold Studios, an indie brazilian game studio. This is the second Ludum Dare I’ve participating (I can’t recall the first one actually but it was a year ago anyway) and this is my 3rd Game Jam.

Almost 20 hours already in and I believe I’m too far away from finishing my game. There were so many social things to do in this weekend and too many friends stopping by and was tired enough of a week of work so I had to sleep. haha

I really don’t have anything good enough yet to show. I’m making a text-based game because 1) I have nearly 0 skills on art, and 2) I always wanted to do one. So I believe my text-based would fits perfectly this ‘villain’ theme and this will be a game I want to play which is pretty damn important.

All the ‘travel’ through the game is already done and I’m focusing to finish the inventory feature at the moment. It’ll be a simple text-based game but I believe it’ll completely open my mind to next ones or maybe turn this one into a bigger game later. The game has 16 rooms and here’s a screenshot of it.

Yay! It works! … sort of…

screenshot_grozny

I had the usual half-day panic where at lunchtime I switched from Unity to LWJGL… then panicked and went back to Unity again.

The end result is, most of the stuff I wanted in the game probably isn’t going to be finished in time. ;___;

On the plus side, what you see here (but can’t hear, unfortunately), is me correctly tuning the dials and uncovering an insidious freedom fighter! Urgh! That’s just not playing tennis, old boy! Now that you’ve been found, the Inquisitor (in blue) will locate you and ask you some probing questions over tea and biscuits.

The white thingy is the Insurgent Compass (yes, it’s an awesome name!), the first 2 dials find the location of a radio signal, the 3rd dial is the freqency and then the 4th dial is a decoder. Once you have the location and the frequency, then you’ll be able to try and decode.

I had hoped to have buildings on the map slowly taken over and you lose if they all get taken over, but as I say, I don’t think I have enough time, not if I want a menu and basic instructions and music etc. :c

 

Art Time!

Alright the really basic game stuff is in now. I’m gonna take a break from coding to make the art / add small animations. There’s still some difficulty balancing I have to do and WIN /LOSE condition stuff. Even if I don’t finish in time I can see myself working on this little game every now and then.

 

ss04

Still ugly, but moving forward

Man, it’s somewhat discouraging to see all those finished/more polished games posted one by one. But, here goes, my ugly, ugly prototype.  I’ve managed to implement collisions between round hitboxes, a not-yet-working depth gauge, and a really rough-the-edges enemy generator. The latter one is my priority for now, I have to get it working ASAP.

Also, the game idea has been finally clarified: you’re a mad scientist in a kamikaze-bomb-submarine, trying to get to the bottom of Mariana Trench (around 11km below sea level) and detonate there. This should damage the core of the Earth, resulting in the end of the world. Seems logical, since you’re evil and stuff. There’s an ugly screenshot after the break, too:

~Silent night~

The Grinch stole the christmas!

Breaking and entry sneak past em up!

Level 1 sample.

Silent night

Silent night

Finished features:
collisions
dynamic sound
presents
christmas tree
hide in the dark
start,
die
or finish
enemy alert
enemy pathing
doors

Working on
Line of sight
hide in a cardboardbox

Tools:

XNA
Farseer
Pro Motion
Pyxel Edit
BFXR
Milkytracker
A notepad
Some Pens
Islay whiskey
pizza
blood

ETA:
Tomorrow

We are:
Bitslap: art, design.
Thomas: code, design
David, sounds, level design, music? :D