LD25 December 14–17, 2012

demo of my game

okay, so I know that I havent been updating here at all (unless you were in the irc)

Essentially, my game is about a goat. The goat is hungry, but it also hates Christmas, because goats never get any gifts. The goat decides to go on a villainous rage, and ruin Christmas by eating everyone’s gifts.

 

There is still not much included, but I hope to have it feel more gamey by the end of today.

The world is prodecurally generated, and uses platform mechanics.

 

The demo here displays the world gen, and the basic player metrics.

Enjoy!

https://www.box.com/s/v3rsnbn1pobw3znn5j7j

 

What’s a villain without their minions?

Well, in this case, they would be a dead villain.

Sun Dec 16 10-43-10 NZDT 2012

Sun Dec 16 10-43-11 NZDT 2012

HEHEHEHEHE…

This is getting Awesome. I have finally got some inspiration back.

I has can graphics?!

The day is almost over for me here, and I managed to squeeze in the graphics. They aren’t the prettiest, but they’re decent enough for the game. I’ll start on polishing tomorrow, where I’ll try to make it shine a bit more. Hopefully.

Now if you’ll excuse me, I’ll go eat my well earned cookies.

Car chase screenshot 3 and earned cookies

Starting Menu

I’m starting to work on my menu/title screen and eating this pack of gum (well, chewing it!)

This Pack of Gum

Tags: gum, menu

Comments

15. Dec 2012 · 20:04 UTC
“Mega Mystery” gums? Sounds interesting. Would you mind shareing whats mysterious about them? 😉

The End of the First Day!

Hi!
Well the last 12 hours were sweat, tears and blood for us :0
But we have done a lot!
Coding wise, at one time our game holds up to 30k of variables, but it is optimized pretty well.
Graphics wise, we have just begun the process of animating stuff, we have also finished the backgrounds and basic sprites today!
Everything’s is going pretty well!
See you tomorrow y’all !

teamsomethingbeautiful

Whew

Well, I am working on my engines, still no display, yet. I can’t wait untill I can begin with the graphics :)

Progress Update #3

The game is coming alone fine. I’ve added a snazzy splash screen and also a level 2!

progress5

progress6

(Level 2 comes with goats.)

Im making vlogs again, Also progress so far

code so far
import flash.events.MouseEvent;

//first run
var mc_home:home = new home();
var mc_buildingLarge:buildingLarge = new buildingLarge();
var mc_buildingMed:buildingMed = new buildingMed();
var mc_buildingSmall:buildingSmall = new buildingSmall();
var mc_player:player = new player();
var mc_enemy:enemy = new enemy();
var mc_overlay:overlay = new overlay();
addChild(mc_home);
mc_home.x = 0;
mc_home.y = 0;
if (stage.stageWidth != 800 || stage.stageHeight != 480) {
trace(“device is not a defult resolition, attempting to resize”)
reSize();
}

//event listeners
$mc_home.btn_play.addEventListener(MouseEvent.CLICK, newGame);

//functions
function reSize():void{
$mc_home.width = stage.stageWidth;
$mc_home.height = stage.stageHeight;
}
function newGame(evt:MouseEvent):void {

}

will update when i have progress.

Blocky Kong

After two restarts, I’m actually getting somewhere!

Despite what it looks like and what the title suggests, this won’t be a Donkey Kong thing.

Tags: screenshot

Comments

15. Dec 2012 · 19:55 UTC
Get the girl and climb a building.. hell yeah!

Making some progress

The game mechanics are mostly complete which means I have more or less a whole day that I can spent on polishing (i.e. making) the graphics and do some fine tuning. Unfortunately the game is faaaar too easy so I guess the fine tuning will have priority.

Oh and of course I yet need to make a goat. I’ll guess this will be an easteregg or you know, an eastergoat 😀

ARGH

So, I went to see the Hobbit last night, checked the theme partly into the movie (discretely and quickly so as not to disturb others, obviously), and have since been tearing out my hair. I have no ideas together, and thus, obviously, no code except for my basic framework. It seems whatever I do create will have to be pretty simplistic. I’m trying to think of a good spin on early classic games.

Cutting back!

I tried to make a platformer. However, I learned that I’m terrible at collision detection with AARs. I got a little advice, but I don’t have time to implement it (if anyone wants to link me to handy resources on that, I would love you forever, probably). I felt stupid trying to implement it and i t was just frustrating me.

So I made this:

 

 

I feel kind of silly making a dungeon crawler for this, with blocks and everything, but I severely need to learn to cut back with design sometimes. This might be a good case of this.

I know what the gameplay I want to implement is. It should be a bit interesting.

 

Comments

15. Dec 2012 · 20:07 UTC
The window title is awesome xD

Make a run for it

Here’s a screenshot from my WIP game with the preliminary, not decided on WIP title “Make a run for it”.

04smal

The game will be about your try to escape from some good guys (of course they are good, ’cause you are the villain!)

You’ve got to avoid line of sight and cameras and stuff. Got a lot of stuff working already, also some that is not in the screenshot. You can sneak around and silence the good guys from behind 😉

I hope to have a run tomorrow, so I’ll end with something nice. Took me a while to decide on what I wanna do. The initial idea was really different from what I ended up with 😉

I am really really happy that I have some kind of core mechanic done and that I can concentrate on content-generation and some nice music tomorrow.

I hope you all are having fun, whish you a good night :)

 

 

Dinner break

Happy to see a few improvements, but still nothing interesting to publish here. Really still it’s an early stage of the development! On the other hand, here the source code at github (https://github.com/xbelanch/LD48). Really helpful and gives to you a big feel of security. As you can see, I’m trying to make a remake of Terry Cavanagh’s “Don’t look back”. I love this game. It gave me the idea for make the game for my first ludumdare.

Now it’s dinner time:

 

IMG_20121215_224526

Brainstorming

2012-12-15 01.20.00 2012-12-15 01.20.14 2012-12-15 01.20.29

Slogging on through

Just a small status update. I’ve got the basics of my game almost complete. Optimization of my pathfinding implementation is a serious concern at this point. I keep running into stupid bugs, combined with a distracting work-related communication issue are sapping the life out of me. I think it may be time to take an hour long break to recharge and take another stab at this.

LD25 – 5pm – Cutbacks

Cutting a bit of the game so I can get things polished sooner.  I’m going to pregen the map instead of having the enemy faction placing towers as the game goes on, and just have the towers get more powerful as the game goes on.  Also I’m going to have to limit the number of spawners you can place, as Stencyl 2.2 isn’t as optimized as 3.0 is (hopefully) going to be.

That said, it’s going pretty well, and I should have a nice, polished game to release.

Next up is my hotkey system, a couple of global powers of some sort ( likely simple damage and healing powers ) and the victory/loss conditions.

Here’s a screenshot.

screenshot_5pmsat

Got a birthday party so on break for an hour or two at most.

Some progress in character design

unnamedvillain

This time, my characters look pretty awesome!(For my standards). I hope this nameless guy will also look as good in the game. He may not look like a villain, but at least he thinks he is one. More about that in the game 😀

Tags: characters, progress

GIGO

Leaps and bounds.

The objective was to get all game logic in place by day 1 so day 2 could be spent on fun things like drawing pictures of Minotaurs.

And that has been achieved! Unfortunately a little over 4 hours later than planned… Well…

Here is the latest screen shot. Still doesn’t look that great but you can see our beloved host asking a tough one while the audience looks on…

in_progress_20

Progress.. followed by a long sleep/break.

First, I still haven’t posted any of my meals, so there you go:
15122012140
So my first day is over, and I’m still near nowhere.
I’m aiming for a game where you are a boss, and heroes are coming to kill you one after another.
It seem like you have kidnapped some princess.. and turned it into a goat.
I was trying to create a “life” environment, but ended up with a lame one weird one.
You can see it for yourself HERE. (I have no idea why, but sometimes the link seems broken, refreshing solves it for me)

It’s just ridiculous, how every time I think I’m more ready and more experienced, but still ending up falling between the chairs.
Anyway there is still a whole day (or even two), so I still might be able to get somewhere.
I’m so tired, I’m gonna fall a sleep before I click the publish button.
Good Night,
And
Good Luck.

Catac HQ snacktime

photo

Having a snack and coding !  Good luck on the LD everyone, I hope I can finish :S

 

Build 1 Done!

Well, build 1 is done!

  • The towers only shoot once
  • Everything can only sustain 1 hit, including the playable character
  • Still only one terrain level
  • No music or sound effects
  • Incredibly easy

So still working on it. If you want to test it, however, I uploaded the beta.

Ludum 2 Image 2

Haven’t got too much done yet…

mainCharSo I decided rather than trying to dance back and forth, i’m going to attempt to finish my final exam paper first, and then dive into the game full force. Currently, I have sketched out the main character and have an overall idea for how the game will be. From a general perspective the idea is rather typical: you will be climbing  up through a castle attempting to steal a girl. A task, that the villain never really gets credit for; cause as you will find, its not the easiest thing to do…especially when your this guy! There will be some interesting gameplay mechanics and various interactions throughout your voyage. I plan on keeping it short form, and if time permits, allow for some variance each time you play.

Ive been seeing some good stuff; keep it up fellas!

 

 

 

It’s a game!

Managed to get some more time, and I can finally call this a game now (even if a boring one):

4

Points added, guns now properly look at the mouse, and PARTICLES

Screen Shot 2012-12-15 at 4.09.16 PM

http://dl.dropbox.com/u/96086/ld25/ld25_v_0.0.html

I can never get particles to not look junky :(

 

Via this handy little script I sort of figured out:

#pragma strict

 

function Update () {

var gunPlane : Plane = new Plane(Vector3.up, transform.position);

var hitdist : float = 0.0;

 

var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

 

if(gunPlane.Raycast(ray, hitdist))

{

var targetPosition : Vector3 = ray.GetPoint(hitdist);

transform.LookAt(targetPosition);

}

}

Late Start

So, I woke up this morning like it was any other. It wasn’t until one of my friends shared a screenshot of his LD entry that I remembered there was a contest! So now I’ve got about 30 hours to cobble together a psuedo-tower-defense-esque game. I really don’t have much in the way of gameplay written yet, but instead a file parser. For example:


Becomes

This took me 2 hours to get working properly ;_;

Anyways, the game will be about defending your treasure, similar to dungeon-builder games. This one, however, isn’t realtime, and instead works on a trial-and-error basis akin to The Incredible Machine. Towers are also more logical, in that they only harm certain squares on the grid, than having a set radius/power. It’s probably a bit odd to explain, but I’m sure it will be easy enough when you play it for yourself.

3vil kill3r r0b0tz screenshot

You now are on an island, and your r0b0tz get destroyed if they go into the water.  Blood splatters semi-randomly now, creating a nice splatter effect :)  I think I’ll work on trees or the title screen now.  Oh, also, random noise works well for grass!  Good luck!

sc2

Progress…

I kind of had a bad start, i woke up much later than i planned to, and restarted the game three time with different ideas, I now have a solid idea and a kind of good, working game. I live streamed a lot of it here, and you can play it here.

sprites

These are the quickly made sprites, a lot of them are from the ideas for the game i had but then changed my mind…

screenshot

Here’s a screenshot from in game

Comments

15. Dec 2012 · 20:22 UTC
Uh, aren’t all the assets meant to be made in the 48 hours unless you’re in the jam? You can’t use old sprites, unless they’re just temporary.

Train Splat!

TrainSplat

I’m creating a game based off the old stereotype of the evil dude with an evil mustache forcing tied-up victims to lay on train tracks. Each victim that gets hit = 100 points, each victim that the HERO saves makes your evil mustache shrink! You run out of mustache, you lose!!

 

Buttons Problem

In XNA for whatever reason, the Mouse coordinates are always wrong. This means that my buttons are screwed up.

If anyone knows how to fix this please help me.

Progress!

The games is coming along now. As you can see from the screenshot I’ve implemented warp gates (those are the white and red sprites), fuel costs and error messages! :)

Second Progress Screenshot

-KunoNoOni

Progress #2

It’s almost playable!! Good luck to everyone :)

…But this time, the advantage is mine!

My game is coming along fine…

Things I still have to do include:

  • Finish my dialogue tree
  • Make it so that you can choose your options in said tree
  • Add some animations to match the text in the tree
  • Maybe some sound more effects?
  • Clouds, particles, other graphical niceties
  • A main menu, mute button, all the stuff that you add when you have nothing better to do.

All in all, I think I may actually finish 😀

screenshot

Day 1: Ideas, Mechanics & Level Design

So as I wrote in my last blogpost, I decided upon making a stealth game.

That’s why I got started today on getting all the mechanics in the actual game. There is no featurecreep at all and there is a surprisingly low amount of features. It’s a rather minimalistic stealth game now that I look at it, but I think it is minimalistic in a good way.

After getting the mechanics in I started on level design. I first drew them out on Paint.NET and then transferred them over to the Game Maker Room Editor. Here are some of the level sketches:

 

7 4 3

And here they are in the game:

screenshot105screenshot106  screenshot107

It all looks rather boring because the game lacks any sort of art. Tomorrow that will change and I will have a decent stealth game!

Getting hungry !

So, its been 10 hours or so since we started and things are starting to look better.
And of course, with a full belly, everything seams much better !

IMG_20121215_222518

Picture of interface, particules engine and models are coming soon !

The server side is going very well, we are just about done.

The designer is sleeping … those designers cant last 10 hours wroking… lazy people !

Well, thats all for now folks.

I’m out

I’m sick, seeing a doctor tommorow, might’ve gone further or even for the jam, but my idea just isn’t as exciting enough to justify working through the sick. Till next time!

frog.recurse(interpretingYourSpeech);

This is how what you say is interpreted by the phone, and in turn how it is delivered to your Agents.

I said “Get the blueprints”.

speech4

And next, the Agent will attempt to get blueprints, if those are in the room with him.

Making progress

Things have been moving pretty smoothly so far…which has me worried. Player controls work well, camera is not behaving itself however. Enemy FOV seems to be working as well as the detected slider. Now to work on the platformer side of things. Here is a screenshot

Unity 2012-12-15 16-18-34-37

Still very dull looking. but its fun to run around avoiding the big robots

Tags: unity, update

I Finished dat Fucking IA

A simple IA with Construct 2, in 153 events !

Let’s enhanced those graphics now !

screen03

 

Clementia Ratio: Second update

 

Screenshot from 2012-12-15 16:15:42

 

 

Getting some progress going. First time getting the render to work the way I want. Here’s what I’m using for this project

  • Java – LWJGL
  • Eclipse Juno – IDE
  • Gimp – for creating sprites
  • Reason + FLStudio – Sound and music creation

I will be taking a 1-2 hour break since my neighbor has asked me to do some work for him.

“Infected” – Progress #2

Alright after 12 hours and a good 8 hour “nap”, i have some progress to post!

 

Again, i spent a lot of time on “artsy” stuff which is why i haven’t gotten much gameplay done, but it does keep me motivated and inspired for more things.

However i implemented my first enemy the Anti Virus Type 1. Right now it just hovers around and will move towards you when you get in range. It also changes it’s glow to red and becomes more active/faster so you know what’s up.

progress_02

 

 

 

I really like this little bugger. But of course you need some way of defending yourself! So i worked on the visuals for guns. I implemented 2 so far, a normal straight forward laser, and homing lasers! That’s right. They are not locking a dynamic target yet but they look nice 😀

Basically when you shoot, lasers come out of all 8 corners and fly towards your target in a somewhat smooth transition

progress_05

 

 

Lastly but not least, i added my first game element into the game, the “Node”. You, the virus, has to get to those nodes and infect them.

At first they are deactivated, but once you manage to infect them, you turn them on and let them help you by weakening defenses and gathering some data. With data you can then duplicate yourself and leave a mini virus behind that will farm data for you constantly over time from those nodes.

Offline state

Offline state

Online state

Online state

 

Another thing i am proud of are my clouds. It’s a minor thing, but it adds to the atmosphere.

What i did is following, i created a very simple edgy polygon shape for the base cloud.

Then at runtime i create four on top of each other, each slightly bigger than the previous one.

At the beginning, i shift every vertex slightly to give it a little bit of variety to it’s previous clouds and then when the game is playing, i constantly move the vertices slowly using simplex noise.

This way it looks very soft and smooth and as if the clouds would spread out over time. They will always stay around their start position though so they can’t just drift off.

progress_06

 

Again, the latest version can be found here:

https://dl.dropbox.com/u/1658875/Infected/WebPlayer/WebPlayer.html

 

Controls are the same as before with some additions:

1 – change to neutral mode (only visually right now)

2 – change to aggressive mode (only visually right now)

Left Mouse button – Shoot homing lasers

 

The tower becomes activate automatically right now after 3 seconds. I will add the “infecting” mechanic very soon!

Comments

bradleypollard
15. Dec 2012 · 20:36 UTC
Damn your art looks fantastic.

I’m done for today.

Here’s what I have done: https://dl.dropbox.com/u/18105137/ld25_build1.exe

(also features a counter I forgot to delete, as well as some debug level)

 

In case you haven’t watched the livestream, be sure to watch it tomorrow as well.

Twitch also should have video archives, so you might be able to check what I have done as well. :)

Tomorrow is the final day!

“Managing Morder: The ground is always blacker on the other side”

So my artist, Luc Wolthers, and I have come up with our concept and begun work in not so sunny South Africa. Our plan is to build a parody management game around Sauron and Mordor. You must keep your Orcs happy in order to reach your Orc spawning targets.

Sometimes you need to fed them extra food from the human farms, other times a new Orc Relations (OR) building is required. Depending on how quickly we implement the gameplay, we might add some other humorous and stylised elements.

 

Managing Mordor

Procgen Implemented!


It’s still a work in progress, but it’s working!

IM USING OOP

im using oop and classes and stuff for the first time, scared and existed. wish me luck, i feel i will need it.

Memory Leaks… in Java

Just fixed a major memory leak caused by creating lots of new Direct Buffers (for LWJGL)
Now memory usage is tiny.

(I really need to switch to OpenGL 3 rendering, but now is not the time to learn)

Progress: conquering this theme.

When I saw the theme yesterday, I was somewhat disappointed. Having the player be the antagonist in some way just isn’t inspiring to me. And I was looking forward to making some sort of physics or abstract-puzzle game, rather than a character/story-based game.

Beforehand, I did think of a mechanic for the “You are the Villain” theme. But when it came to premise or objective, I was empty-handed.

But it’s okay! I found a satisfying premise!

screenshot1

Current version: https://dl.dropbox.com/u/107314069/LD25/v0.1/index.htm

A bunch of kids (the red guys) have been playing among themselves… but none of them wants to be the villain in their make-believe games.

You, a grown-up, enter stage left. How fortuitous! The kids quickly recruit you, before running off to hide. (It’s like when they say, “tag, you’re it!”)

YOUR GOAL: You have Important Business to attend to. Get past the kids’ make-believe playground (the black area), with all your Official Grown-Up Items intact and ready to deliver to your Big Important Boss (who will be somewhere on the right).

 

To do (in this order):

1. HIGH PRIORITY: flesh out the gameplay

The vague idea involves having the kids repeatedly insist that the player chase them. If the player ignores them and simply goes rightward towards the goal, then the kids will sneak up and steal the player’s Official Grown-Up Items. (Then, if the player tries to approach the Big Important Boss, he’ll be turned away.)

Also, the gameplay should actually be affected by the grown-up becoming the villain. He shouldn’t simply be the “victim” of the kids’ mischief – that is not very villain-y!

2. Give the kids behaviors that implement the gameplay (they already have rudimentary ones)

3. Add the “Big Important Boss” and the items that the player must carry across the screen

4. Fix miscellaneous things in the code (e.g. display the people in the correct order, clean up animation code, etc)

5. Add title screen, instructions, ending(s), etc. (Get a better name!)

6. If time: tweak movement parameters, refine art

 

Art

characters

Hahaha.

I’ll probably change those weird wings and claws. I want to give him fangs, too. But this is good enough for now.

 

Anyway, I’m having fun. I’m really pleased with the  code, even though it’s crude and inefficient – it’s really easy to make the characters run around in the manner I want them to. And I’m glad that I got past the theme.

OK, back to the villain-izing!

 

 

End of day one! And happy Hanukkah :)

Wow, what an amazing day!

EndDay

I think that most of my game is done so I’m really happy 😀 The only thing lef to to do is to add the upgrades mechanics and then I’ll be free to do the polishing and fine-tuning.

IMG_0872

So good night every one, good luck for tomorrow and happy Hanukkah!

Watch my live stream here!

Check for live updates on my twitter here!

 

Tags: progress, screenshot

ok i need help.\ with flash / action script 3.

if i make a new custom clas as well as having timeline code how do i import the class, it will just have global variables in it.
if you know / can help my email is nicholasparry@me.com thanks 😀

Just deleted my project.

EPIC REBOOT.

Yes, kinda. The story behind this is, that I either need a VERY limited timeframe (see my LD24 game.), or I need to restart mid-compo (See the rest of my games). If neither of these things are there, you can bet 200$ that I won’t finish. Anyways. Back to brainstorming. Yeehaw.

Folis

Comments

15. Dec 2012 · 20:44 UTC
Good luck!
15. Dec 2012 · 20:55 UTC
Don’t give up! :) You’ll look back and laugh, hopefully! 😀

Alien Orbit

This title is definitely not going to be the title on completion, but I think I may have an idea. Basically, you play as an alien ship in orbit and your objective is to destroy the planet with realistic missile orbital mechanics. Basically, the player alters the vector and thrust percentage for a missile, and it fires and simulates a realistic orbit for that. A map in the lower right corner shows the current location and the path the missile will end up taking. A larger view of the orbit and the rotating planet allows players to see a better view, as well as when the inevitable response occurs. Eventually, anti-satellite missiles (and X-37s and the like) will be launching and the player will need to protect their orbit or destroy the few launch sites on the planet (for simplicity). Who KNOWS if I’ll get this implemented, but here’s a mockup in paint.net

 

mockup

End of day 1 – update

I’m feeling good about this Ludum Dare so far. Currently I have (what I think is) a good idea, all the gameplay and a playable level complete, albeit with placeholder graphics and no sounds.

As I didn’t explain my idea in my previous post, I’m going to do so now: you are an unwilling villain, serving the Evil Overlord. You are given tasks to do by the Evil Overlord, but the objective of the game is to help the GOOD-aligned protagonist succeed in his goals. The good guy does not know you are trying to help him, so will treat you like an enemy, and he isn’t very smart – if left to his own devices, he will not complete his own objectives.

You must guide him and push him and his minions to complete his objectives… without the Evil Overlord growing suspicious. Actions such as not following the Evil Overlord’s orders and not shooting the good player when he is right next to you will make him more suspicious. If he grows too suspicious, you lose.

Here is a screenshot (remember, placeholder art!):
suspicious!

That’s it for today. Tomorrow, I’ll add the final graphics (with my artistic talent they will still look like placeholder art) and all the extra content I need.

The Villian

Here’s my villian. :) I’m no artist but I like it.

 

villian

Comments

Datw
15. Dec 2012 · 21:00 UTC
If you are not an artist I think you should consider it.

FirePower! Alpha Progress Report

Here’s the latest with FirePower!

The game puts you in the role of a savage god who has power over fire and water.  Fire feeds your power by burning things – without burning things, you’ll surely die.  Unfortunately, fire has a mind of it’s own and can spread uncontrolled.  To counteract this you have water.  Use it to keep the fire at bay and stay alive.

Can you overcome your the inner struggle of good versus evil to reach ultimate power?

Left click drops fire; Right click drops water.  If you run out of yellow, you lose.

FirePower! v3

Play it in your browser here!

Watch the stream here!

End of day 1

Not to impressed by the amount of work I manage to do today, but considering the graphics of my previous games, I think the graphics are pretty good this time. All the basic game mechanics are in place. Now I only need to do alot of level design. For the music I composed a bit, but it sounded awful, so I might just go with some autotracker…

VolpesLD25Screen2

NoNameYet Progress! :D

Yeah, our game is slowly being shaped into something :)

Graphics are terrible because we are still working on placeholders, real graphics will be added tommorow.

[ sorry for my English, I know it isn’t perfect :) ]

yes, these are placeholders

A car thrown by the “good guy” (pink placeholder :P) to the player (black placeholder).

Comments

15. Dec 2012 · 20:48 UTC
i hope you don’t change the graphics, cuz they’re adorable.

Quick Update

I’ve got all of my menus working properly, and the basic AI and gameflow completely done (the only reason I say basic is because I would like to add new enemy variants down the line), so I’ve spent some time reworking some of the visuals. It’s still programmer art, but it definitely looks better than my last post, and waaayyy better than my last LD entry. Think I’m gonna draw a few more obstacle type things (hedges and Stuff), before I design the first 10 or so levels, which will basically just serve as the tutorial. Anyway, I’m rocking and rolling!

LD2502

Progress on the Character Model

Ok, after a quick dinner and hours of doing terrible things to polygons, I’ve come out on the other end with my very first ever 3D character, all the way from sketch to model.  I’ve never done that before outside of following a few “box model a human figure” tutorials halfway, so I felt like I knew the general idea but I’d never actually executed the steps before.  I think my topography is a mess so I’m hoping that doesn’t come back to bite me when I try and animate the thing, but I’ll deal with that when I get there.  For now, I’ll be using it as a static figurine on the game board so I can move onto developing some actual gameplay.

The finished character model for the knight (minus rigging and textures). I’ll be using this for all characters in the game since it takes me so long make one.

The finished character model for the knight (minus rigging and textures). I’ll be using this for all characters in the game since it takes me so long make one.

My last goal for the evening is to work on a basic music loop for the game.  This is one of those things that I never get to in a jam, so I’m making a point to work on it before I program a single line of code.  I’m trying a new strategy here where I front-load all the things I don’t know how to do so that I can make sure there’s enough time to get through the learning curve.  I’m a bit worried that I’ve spent all day working on assets, but I feel like I should be able to jump in first thing tomorrow and get the basic game loop running so I think I’m doing okay.  Worst-case scenario I’ll come out much better at using these tools.

  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

Tags: gamejams, ld25

Day 1 – Evening

Things are going pretty well, apart from features missing from my wrapper. I have a working game, despite its lack of features.

Screenshot

Working game, mostly

A lack of goats though.1goat

Give me Dat candy!

t3

 

I solved the bug, and now i can spawn kids at an arbitrary rate. I added road depth, and i organized the code so that to add a new character is as easy as steal a candy to a kid :3.

now , i need to figure out where to put the damn goat. But first, some hours to sleep. it’ s midnight in here. See you later, and good luck for all the other evil creatives of the world :3

What an exciting day!

Tags: evil, goblin, sidescroller, villain

Dungeon defend-o-management game report!

Here is the “end of the day”. I’m up for almost 23 hours now and in that time I only took pauses for coffee, cigarettes and food – yeah, I was very productive! That’s why I love Ludum Dare, it shows you what are you capable of. So let’s go to the report. First of all, I have this screenshot for you.

preview7

Let me explain a bit – items next to the dungeons are gold bags that are dropped by heroes when they die. Smoke comming out of the cave means that hero is fighting in there. Dungeon window tells you what creatures you have in there and how much HP dungeon have. Red dots are for AI (waypoints which will be hidden laters). That’s about it.

And finally, INFO CARD – it quickly explains about the game.

ddomg_card

I’ll continue with my work after few hours of sleep. This will be my last push, I hope the game will be finished, playable and fun.

 

Tags: Dungeon defend-o-management

Yet another update.

Time for yet another update on my game. Written some very neat ui stuff, although no buttons yet.

Added things since last update:

  • On hover status info, telling you what is on the tile.
  • If enemy/your unit is stacked with other units of the same type,  the count will be shown of how many units of that type are stacked there.
  • Mana/Gold information on the top of the screen.
  • Mana, so far, grows constantly by 10 points every second + number of active heroes on map * 3 – number of active monsters * 2 (however, if you kill a hero you get one time boost 35).

As always, here is a video of it in action: http://dl.dropbox.com/u/1501162/ld-8.ogv

Level editor progress!

Half the reason I’m participating in this Ludum Dare is to have an excuse to get a bunch of work done on my 2D game engine. My particular game concept requires a level editor interface, so here’s how that’s shaping up!

You can place and resize blocks at the moment as well as changing their collision type. A list of properties of your selected object appears in the menu on the right, which slides in with the press of the right mouse button. If you don’t have anything selected, the right-hand menu will show a list of placeable objects instead.

Comments

Flumphysteria
15. Dec 2012 · 21:10 UTC
Was this inspired by incredibots by any chance? because that was and is an excellent game

Suddenly the Game Seems a Tad More Exciting!

Ludum 2 Image 3

 

Still no amazing game, but at the very least the difficulty has been sharply raised! Still working on a few issues (a minor glitch, and how to make sure things don’t get decimated in the very beginning of the game) but things are looking quite good!

Update #5

I’m tired and still have soooooooo much to do….I most likely will need to cut some features, but I will get some sleep first before I decide!

Latest Screenshot:

 

Screen Shot 2012-12-15 at 9.41.54 PM

 

Hope everyone is making progress!

Tags: Death Star, spacehunter

Progress. I’m making it!

I’ve got a lot of stuff done today. A lot more than the last LD, that’s for sure 😉

Anyway, I wanted to approach the theme a little differently and focused on everyday villains instead of supernatural ones. It’s about a guy breaking out of prison. He decideds he wants to get out in style and kill every guard and prisoner in the whole prison. He’s a total psychopath :0

prison-ss

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

TODO LIST:
– More levels
– More weapons
– More enemies
– Making it more fun
– Cranking up the difficulty
– Menu, Credits, Logo & other art stuff
– Polish 😀

Last post for the day.

Think I’m gunna call it for today, and start again by 8am tomorrow. Managed to get a bunch of stuff in there, crowd members now jump when they’re happy, get blown over by the wind and new particle effects for the wind too. Sound effects are in (at least provisionally, might have to make a mute button because they are a little brash) and most awesomely the wind interacts with the rain (blows it sideways):

Screen3

Screen4

The second screen in the red circle has a dude fallen over, and the purple circle shows jumping fella’s rocking out to the show.

Will get some score based actual gameplay tomorrow – will probably tie it to the length of a song. Had an interesting idea suggested to me to parse the user’s My Music folder and choose a random song, but seems tricky. Fallback is to just make an 8bit tune ~3 mins long.

 

21 Hours In

Added a good old mute key and a scoring system. Fixed up the collision resolution problems I was having.

Just have one more task to help me procrastinate before I actually have to think of a name for this game… man I hate that part…

ToDo List:

  • Apply a custom font
  • Add credits page
  • Add title page
  • 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

— vs the Internet

You can see where this is going. So, I restarted my game and got a funnier idea: kill cats, don’t kill any other animals. Here’s a screenshot:

ld25screen

As you can see, basic gameplay, but addictive nevertheless – just jump your car over all not-cats.

Killing trees and indians

I like the way my game is evolving. Now there are points (#destroyedTrees) with HUD, enemies to kill and passing from scene-to-scene (like Streets of Rage). However, I haven’t decided yet on how the battle is going to be, specially regarding interaction with the trees – perhaps we could smash some indians when knocking trees down.

 

You can try it live here: http://www.cin.ufpe.br/~jhcp/ld25/v02/

screen enemies

Gameloop Complete

1 day 3 hours …

YAY! Making great progress this evening! The Prototype has its complete Game-Loop. Klick and release Game Tokens to match them. Evil + Neutral = Good, Good + Neutral = Evil, Evil + Good = Neutral. Survive as long as you can and avoid Evil “Cells”. If you leave more then 5 Evil Cells your transformation is complete and you become the Villain!

Keep Going!

Play here

game

Tags: game-loop, progress

Artwork

becomingart

Some art I made for my game. God…so much work.

More here

Sleep Debt

I slept for many hours to make up for the lost sleep before Ludum Dare even started, then spent a few hours with family etc. I’m actually getting a later start this time than last time, so I’m going to enter the Jam instead, and have my sister help with graphics. One thing I’m happy about is that I was able to come up with a decent idea within about an hour. I went through all of the initial ideas people get and was able to find a more interesting one that actually fits within the universe of a browser game I was in the process of designing before Ludum Dare. I’m really excited about that, as it means this project will have a more streamlined beginning, and it’ll have somewhere further to go right after the Jam.

First day over

First day over and time to go get some sleep. My first ludum dare has been lots of fun so far.

There are sill lot of necessary features I need to add, hopefully I’ll get them all done tomorrow!

Here is what the game looks like currently:

ProgressProgress2Progress3

 

Time to sleep

Since I must sleep as much as a koala, I definitely need to go to bed.

First day went well, the engine is ok (apart for a ghost key issue, problem of deactivation), and the gameplay is almost done. I will be able to do some arts tomorrow (and test my new pixelizer class) and some music for sure.

During the first hours, I thought this project was far too ambitious but it seems I succeed to tackle or to bypass most of the difficulties.

For those who are working now, have fun !

EngineOk

This game really need some art.

Day 1 reflections

Bloody hell, I’d forgotten how hard this is. I thought I’d jot down a few thoughts about the first day’s progress. I’m in quite a similar position as I was after the first day of LD 24, i.e. I’ve been working hard all day and seem to have very little to show for it. Below is a screen shot from the current version of my game:

 

screen1

 

I’ve been working on a digital board game. This time I’ve been using FlashDevelop (with FlashPunk) and GIMP. The combination of FlashDevelop and FlashPunk have been great for coding, the only issue is that I’m not very familiar with FlashPunk and have wasted a fair bit of time just looking things up. However, that couldn’t really be helped as I didn’t realise I’d be using it until Flash CS5 failed to install on this crappy laptop.

The graphics work flow has been slower than last time too for a number of reasons: I’ve not been using my graphics tablet or even my mouse – only using the touchpad (due to a lack of space), I’m also not very familiar with GIMP (cue more looking up the basics) and finally, in Flash I could draw directly into the software which meant that the art-pipeline was much faster. In spite of all that, I think there is a lot of potential for my workflow between GIMP and FlashDevelop/FlashPunk, I just need more experience with the software.

Overall, it has been a hard day and I’m a long way from finishing but hopefully I’ll have something worthwhile by the end of tomorrow.

New graphics!

I now have floor and wall graphics. This means I’ll need to change the text because it’s too hard to read.

early3

The combat system also now works correctly. My next main task will be creating new monsters, because slimes alone are pretty boring. 😉

Time for a break…

I’m progressing slow. Probably I’m not going to finish all the features I initially planned, but I think I can finish something before the deadline, again, the goal is simplicity. Here is one more screenshot of the progress:

Captura de pantalla de 2012-12-15 17:55:31

Comments

ryebread761
15. Dec 2012 · 21:04 UTC
Looks cool!

Typical progression post

Well here I am, with a little over 24 hours left, and I have made much more progress than I would have expected. The idea that almost immediately popped into my head was that you are a prisoner convicted of attempting to assassinate the king. King Friday, to be precise, who is the greatest king in the land. You escape your cell, and work your way through the castle to finish the job. It was my excuse to make a crawler, which I had been practicing making for the past week or so. This gave me more familiarity and it was fresh in my mind, so I have made quite a bit of progress. I just hope that adding subsequent areas won’t take up too much time, since I appear to have a pretty decent engine working.

javaw 2012-12-15 17-49-52-98

End of day retrospective

For some reason, I had convinced myself that the theme was going to be “End of the World”. Surely, given the year, people wouldn’t pick any other, right? I had it all planned out: a space epic about the struggles of the last remaining human against a cold and uncaring universe. It was going to be awesome. Then I woke up the morning of, and to my surprise the theme was instead “You are the Villain”.

This, being the only theme that I hadn’t thought of any good ideas about yet, came as something of a shock. However it soon struck me that there was one brand of villain that gaming had yet to cover. How, I thought, could we possibly be taken seriously as an artform if we did not tackle this issue head-on?

These are villains worse that murderers, worse than terrorists, worse even that Republican voters. Yes, that’s right, queue bargers! Sure, they have been a common staple in many games as the antagonist – who can’t remember the infamous ‘No Russian’ level of Modern Warfare 2, in which you must intimidate civilians in an airport into waiting their turn checking their baggage – but no game has ever tried to go to the heart of what makes these vile beasts tick, put you in their head, made you think like a queue barger.

screen1

So today, with a hot cup of tea and neglecting to clean my teeth just to get into the British mood, I set out creating the EQS, or Extendible Queueing Simulator. This highly powerful piece of software is capable of simulating not one, not two, but up to three distinct queues at once. People may join the queues, leave the queues, and most importantly each individual member of the queue can both tut and steal your place in the queue. I also added our villain, who for reasons unknown must reach the end of the queue in a very limited amount of time.

screen2

In order to achieve his sinister, might I say even dastardly goal, this barger must seamlessly blend in and out of queues without being seen by the queue matron, who ensures that only those who wait can get inside wherever it is you actually are. But there’s more! British politeness can only be stretched so far, and should you push the people behind you from not just tutting, but to perhaps writing a strongly worded letter, that too shall mean the end of your malevolent game!

Tomorrow I will work on getting the sounds appropriately malefic, the graphics a proper shade of blood red, and the gameplay as fun as stealing tea from a baby.

Tags: game, ld48, stealth

First screenshot

Nosferatu theme + ZX Spectrum look + platform gameplay…
Nosferatu

Now, it’s time to sleep!

Fun with Bugs

So I while messing around with key input, I never actually fixed a jumping bug with my ninja, so if you repeatedly tapped space he’d fly around.  It kind of reminded my brother of the jetpack Dos games when I told him about it, which I thought was funny.  Then, I got the idea, something that’d just make this so obsurd that it’ll be fun.

I’m going to switch this game up entirely from an assassinate the Shogun to a horizontal space shooter where you’re a ninja in space, hired to sabotage the satellites of various global TV stations.

Another progress entry

I feel like this is really going well, drawn up russia and finland as well and started getting more gameplay-ish aspects done.

Game

The UI still neesd a lot of work, but I’m confident something enjoyable can be gotten from this. If you want to sneak-peek a bit on the progress, a windows demo is available HERE. (Though I’ve heard it works in wine, so go right on ahead you linux people)

Tags: C++, demo, progress, screenshot, Windows, wine

Update

Well today went really well, I implemented all I wanted to and more! Had a few problems with applets, so now I am just making a desktop game.  Going to sleep now, then will start again at 7am.

Planned Features:

  • More Objects
  • Bigger Maps
  • Much better AI for elves

Aaand we have features!

We have editing!

Awesome!  Finally, I managed to pump out some features I’d been planning on.  So the first screenshot shows me playing around with placing tiles.   It’s kindof obvious which tiles I placed.  The water around the edges was there from the start.  The brown plus signs are supposed to be fences (we’ll see if I get around to making them smart-connect, probably not) and the red is lava.

I’m planning on having some more blocks here like walls, and stairs.  Currently there’s a bug where if you move close to the bottom of a square, then place a block you can actually place a block inside your hit box and end up clipping through obstacles.  Shhh! Don’t tell anyone.

The next screenshot shows the menu system I’ve been working on.  A small upgrade I’m planning on doing to it before I move on to the next set of features is to color code the blocks you can’t afford with red and the block you have selected with yellow.  That way you can tell what you’re using.  It might also be helpful if you could see what block you’re going to be placing, so I’ll probably add that on the bottom bar.

I hear the Swadians are buying Lava at a high price

I’ve got a world

I’d show you a nice screenshot, but they don’t work very well on text adventures. So let’s just talk about it.

I’ve learned most of the basics of Inform, so I can now focus on the actual writing. By now I have a clear idea of what I want, which is certainly good. For obvious reasons I’m trying to keep it simple, but I might still run out of time… So far I have all of the rooms, but hardly any of the items or their logic.

So back to work!

The story so far:

Cons:

  • I’ve written a lot less code than I’d planned so far.
  • SoundJS appears to need a lot more bootstrap code than I realized (I thought it was as simple to use as EaselJS and TweanJS).  Hmmm, that’ll teach me to not try and use it before LD.  I hope PreloadJS isn’t that bad as well.
  • I don’t think I’m going to have enough time to fit a goat in my game

Pros:

  • I’ve got a lot more artwork done than I expected, and considering how long I’ve been drawing for I think it looks pretty good.
  • My title screen is almost done (and animated).
  • My model and view code is still very patchy, but the design is (mostly) planned and the implementation is quite simple.
  • I may actually finish (maybe????)

(a quick screen shot of the title screen and some code…)

screen01

Am I in yet?

Hi game making people,

I thought i would try to enter this thing for the very first time…

I’ve been busy all today though with real life, so i’ve had to quickly come up with a game idea based on the theme, which i think is probably a bit lame and probably not that fun, but it’s something…

Tools:

Visual Studio 2008 c++

SFML 1.6 (Never used it before so i’ll be learning it as i go along.)

sfx: SFXR

gfx: Paint .NET

So now i’m rather daunted as i don’t have very long, and so far all i really have is an idea… *parp!*

I am become death

Play Here

death

Who else, but the ultimate villain.

It felt like slow going earlier on while I was fighting against physics code, but it’s working ok now. And it’s playable. Still loads of stuff to go in.

I’ve got a whole server to write!

Tags: playcanvas

villain :: build001

Progress so far: little red man who can walk about (WASD) and not walk through sheep. View scrolling and clipping based around player. Not as much progress as I’d hoped for today!

Demo: Web! | Standalone! (Java – Platform Independent)

build001-screenshot

Programming is done

Programming is done now. Let’s start graphics.

Capture1

Clicky Menus!

Main Menu

 

Difficulty Select

 

That took about an hour and thirty minutes. For now I’m going to break for a while and then I need to make the game finish screen (and make it triggerable) aswell as some more graphics.

Art Style

Anyone have a preference — old school pixels versus messy cartoon? I’m leaning towards the ‘toon, but it’s going to be hard to animate. I think basically your character is going to spend most of the time standing still unfortunately.Comparison

I’m really enjoying seeing everyone’s games so far. It’s distracting! :)

 

Subterranean Farm Maniac – Day 1

Progress day1

Progress day1

SFM will be a game where you as “Famine” destroys subterranean farms. Which makes the people of the subterranean village starve to death, and since you are the villain that scores you points :)

So this is where I’m at after day 1. Can’t really see that it’s 3D but tomorrow is content creation day. Hope that will make it look better.

Don’t think I’ll manage time for theme music :(

 

Oopsie

Found an image that I was going to post many hours ago. This is the confortable place I’m standing. Home sweet home <3.