LD25 December 14–17, 2012

Concise and convincing

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

shot3

YES

It’s coming together. The monster gives you control beyond the y-axis – without adding more keys – and its building skills foreshadow some interesting puzzles. Right now, with the game mechanics (and the source code) being a mish-mash of completely different types of games, there’s some tedium when it comes to resource collecting.

The iterative nature of the game is one successful thing about it: your building decisions decide what troubles you’ll face. Puzzles are emergent and you’re your own worst enemy until you figure out some gimmicks. The intrusive time limit is gone, so the pacing is up to you, increasing the feeling of being in control. But there’s tasteful real-time elements when you do decide to pop out some items.

I also have a neat idea to give variety and an incentive beyond survival, known in the gamedev circles as “spam items randomly wololoo”. Holes with loot open in the background, and you have to build a way to get there. Otherwise the screen will gradually fill with loot for the pesky adventurers to collect, leaving you with that infinite queue thing again.

So with the time have left, more game, more polish. I could really use visual representations for things like the item queue. And a theme song is on the way.

Tags: it's not a dinosaur

15.5 Hours Left

I honestly can’t work out the hours in to the competition we are any more, so I’m changing tactics and going with time left.

I managed to think up a name for my game and make up title, credits and instruction screens. They are very basic but nice to get out of the way now.

The game’s name is “Trolls: Where the Sun don’t Shine”.

TitleScreen

InstructionScreen

Credits

Age Of Villians?

About 1 and a half days into the compo I currently have most of the stuff set up, my game is basically like ago of war accept your the one stopping the “heros” from repairing the tower, should they manage to repair it then all will be lost and you will (you guessed it) lose!

WIP Image:

screen_1

Not much to look at huh? But its getting there slowly! Hopefully I’ll finish with enough time to bug check ;)

 

Is it a bad sign…

…that I felt it was necessary to write a PID loop to control an unwieldy vehicle?

Some shader work

Screen01

Ok, my shader work is nearly finished, but that doesnt make a game … Now, starting the random generated maze.

I’m using PlayCanvas, and it’s a nice framework.

The villain’s dream – villain name generator finished

villainsdream_preview

 

 

 

Hah! Finished my villain name generator.  Arguably, BioBed-Mite3567 is a cool villain name, right?

Spent 10 minutes clicking ‘Random Name’ ^_^

(The other menu items aren’t not active yet.)

Try it out here: http://david-arndt.de/villainsdream/alpha2/index.html (Unity Player)

Flash is still uploading…..why is it always 2x as big?

 

Tags: BioBed-Mite3567, name generator, villain's dream

Starting to feel like a real game!

 

It’s starting to feel like a real game now!

Screen Shot 2012-12-16 at 16.45.48

 

Screen Shot 2012-12-16 at 15.24.37

Screen Shot 2012-12-16 at 13.42.04

 

Todo:

  • Music
  • Sound effects
  • Splash screen
  • Difficulty show on victory screen
  • Better “resistance indicator”
  • Story
  • Instruction/explanations

 

 

sleeeeeep

I shouldn’t have disrupted my sleep schedule. Can’t focus, can’t keep a grip on the big picture of what my code is trying to do anymore and how the bits connect together. Have been bogged down trying to fix the AI system for the past several hours, so now a bunch of stuff that used to work doesn’t. If I can get it doing what it was doing before, that might be good enough.

Anyway, lesson learnt, I think. The second day is the one you don’t sleep on. There really isn’t any point to not sleeping on the first anyway.

A (late) start

screenShot 1Tha’ts something!

Yes I know, it’s saturday, we shouldn’t be starting NOW.

But we are.

Why? Because we are doing the Jam, and I like the “program in 48 hours” thing. So I just began now, to have the game finished tomorrow. Yes this was programming art, my girldfrind is doing the “real” one, I hope it will be better than mine 😀

 

Well rested and well fed

After a good night sleep and some tasty breakfast, back to work!

Ahh… into the jam… by my self!

I have school tomorrow, everyone else doesn’t, everyone has a team, im alone, everyone is 46 with8 years programming experiance, im 11, with 3 years experiance. NOOOO. But i need an extra 5 hours, i dont care if i come 1784th :). Love this competiton. Anyway, im slowing into the jam… with alot of competition! Goodnight, its 10:43!!!

Finish Line, HO!

I have none of the technical skills that I see in spades in other people’s blog posts. I spent all afternoon yesterday setting up object classes that could do what I needed for my simulation. But by Grabthar’s hammer, the simulation portion got done. The calculations do what they need to do.

And although the simulation bits are not obviously connected to the theme, I believe that the gameplay is as essential as the story in connecting this game to the theme.

I really just hope people play it all the way through. I’m afraid I’ll be the victim of TL:DP (too long; didn’t play).

Regardless, this has been a great experience. 😀

Viva la goats!

1goat

Tags: journal

No name for this right now, but getting closer!

Here are two pics of our jam entry (with @Dzifyr). Could be a beat’em all, could be infiltration, could be an interactive novel (or not). Well at least, it WILL be beautiful :) She made us some pretty awsome drawings, didn’t she?

screenshot_2

screenshot_1

All Enemy Types Done

+1 goat1 and hunterattack and gunner1

ld25screenshot3

All three of my planned enemy (hero) types have been drawn, implemented, and scripted, and they’re in the game. Not much has changed, but I’m glad the hard parts are done. I’m finally going to bed now at 6am EST. Before the deadline, I’ll have plenty of time to make all the sound and put together some levels. I’m not changing this art.

Windows users, the updated version is here. It supports keyboard and gamepads.

I finished

Well, i just finished. view my entry here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10446

Now im tired :P

 

screen1 1goat

Final shot of the night.

We seem to be mostly set up now and the only remaining art pieces are the title screen, credits, and a few more misc. stuff. We’ll turn most of our focus now over to finishing up any code, some music, and designing levels. I’m about to clock in so here’s the final screenshot of the night plus a preview of the title screen.

~AlucardX60

Screenie3

We’re hoping it’ll breath fire.

Title

This is quit time consuming. :?

 

Tags: goat, progress, screenshot, update

2nd Update, polishing it up

Finally this morning I came up with a 3rd mini-game for the criminal “simulator” I’ve been working on.
The new activitiy was very simple to implement which leaves me good chunk of time to polish and tweak the game.

The biggest thing left to do is to port the game for Windows, but in theory it “should” compile pretty much out of the box (result may vary ™).

Started today with a healthy breakfast… a large cheeseburger:

I’m not entirely satisfied with my games concept as it doesen’t really give you a motivation for the crimes you’re committing other than a bad story :D.
On the bright side it haz g0at(s)

At the moment seems very likely I will end my bad streak of 2 failed LD’s in a row, which is nice… time to get to the horrors of porting to windows…

Tags: day 2, food, goat, update

The Filthy Coward

KAZZZAAAAAA;

i finished uploading the game now and there is still 15 hour :). you can check this screen shots or you can go directly to play :

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18142

theFilthyCoward-Poster

theFilthyCoward-Screenshot001

theFilthyCoward-Screenshot002

theFilthyCoward-Screenshot003

theFilthyCoward-Screenshot004

Firepower! Progress report 4

Much more has been done!

Screenshotv5

Progression is in.

Instructions are in.

Losing is in.

Water now leaves a sapling behind when it dries up.

Play here.

Progress ahoy

I’ve managed to create all of the important parts of the world now, so I have the time to sit down and create menus as well as an agency system.

Right now each country is just that, a country. When I get the agency system done they will all be part of one of the agencies in the game, and when you anger one country you anger the entire agency owning that country.

So to keep a steady flow of money and minions going you’ll have to keep your nefarious activities spread out across the world.

Screenshot

Tags: progress, screenshot, update

Comments

Amoaeba Junior
16. Dec 2012 · 09:08 UTC
So….. Our Country isn’t important? Portugal? xD
16. Dec 2012 · 09:09 UTC
What? No Ireland? :(

The final countdown

Remember when I told you the game mechanics were more or less complete? Well technically they are but I guess I should have taken more sleep than I actually did. The thing is full of bugs. Mostly because of “you should never code when you are too tired” but this is all time that I can spent less on the graphics. So I’ll guess it will be mostly dummy graphics when the time is over :(

Map overview

This still needs some work.. And creating the map is so time consuming that I think there will only be a single level for the LD entry.

LD25-11

Egg salad.

IMAG0479

Well this is a great experience!

Seeing everyones progress both motivates and demotivates me but i love it!

Seeing everyone working, thinking that thousands of people at this moment are slaving away at making a great experience for others to play… just awesome :)

Well mine is kinda in the alpha stage, submitted it in case I don’t wake up on time tomorrow or a freak accident happens… 😛

COME ON EVERYONE!! We’re almost there! 😀

Line of sight, enemy detection, doors, and a new camera distance

Our villain, well, he’s still just an aspirin tablet.

But our NPCs now have line of sight, as well as a cone indicator for their area of detection.

We also have doors.

They open, and close — and they also can be triggered based on the completion of quest goals. Which means I can give the player their advanced alien weaponry one or two items at a time, and spread out the learning curve over the first two levels, instead of having to teach the player everything all at once.

I hate that. Who wants to have to remember so much stuff up front? Even if it is in the name of fun (and isn’t really all that much to remember).

Still, it’s much better to just start playing, and learn how to overcome obstacles as you encounter them.

Also, we played around with the camera angle and distance to the player. We liked the speed of movement, so we tried to leave it alone. It’s quick, which adds to the tension and surprise, and really helps to bring out an emotional response (fear, really) when you encounter a bad guy and have to react so quickly.

You can see in this screen shot both the new camera distance (which reveals more of the map at one time), and the NPC detection cone. We’ve also added walkways to the basic levels, and the path finding works like a champ. It goes up and down stairs super smooth, and doesn’t have any of the typical problems that you encounter with path finding and raised platforms.

Pathing and patrols

 

And we have finished the rough conceptual level lay outs for the tutorial level and Area 51.

Farm level design screen

 

This is the tutorial area–a cornfield in Kansas.

You will only have two weapons, and one ability at this point. The other two tech items you will  acquire in the beginning of the next level.

Tags: ReturnDearLeader

Batman is Here

So im gonna be busy for tomorrow  and i may not have time to finish. but batman said he would help.

I Am Batman

I Am Batman

Comments

Batman
16. Dec 2012 · 09:13 UTC
Hey Hiarc_Games, How Do you Program?
16. Dec 2012 · 09:13 UTC
Do you have unity open?
Batman
16. Dec 2012 · 09:13 UTC
Unity?
16. Dec 2012 · 09:15 UTC
*facepalm* doesn’t alfred know how to program?
Batman
16. Dec 2012 · 09:17 UTC
Yeah, ill just have him do it. NOW, TIME TO STOP EEEEVVVVVIIIIILLL!!!!!!!!!!

Projectiles

Getting closer. Still not quite there. I added projectiles but since they are kinematic bodies they aren’t getting removed as well as I would like to. SO I need to work on that. Getting pretty tired so I’m going to call. Lots of work to do yet. Hopefully I can get this finished. iOS Simulator Screen shot Dec 16, 2012 3.06.40 AM SLEEP

Tags: cocos2dx

Kollum: Day 2 progress report / mult-platform downloads

Progress is great, missing parts are: some pathfinding for the invading Hero, some stats on him, a win/loose condition, sounds and if I got time for it: A proper intro scene.

Here’s the annotated screenshot and I got a first build for ya to download: https://www.dropbox.com/sh/jnmvjpqtu6m01eu/SasCaG41gA?m (windows, mac, and löve2d)

16.12.12 11:57-Vollbild

Tags: build, download, Kollum, love2d

I feel pretty good.

Oh, this is coming along quite well.

screen07

Maybe this is just an impression, but I feel like I’ll have enough time to do what I want.

What’s left to do :

  • Graphisms, almost everything is a placeholder
  • Tons of effects on the Villain Vision
  • Titlescreen
  • Feedbacks, making sure the game is still readable, where the princesses are…
  • Quick Tutorial
  • Tweaking the ennemy apparition so it feels ultra fast paced and MAD !!11!
  • And maybe I’ll have time to add the powerups I envisionned 😀

Day 2 Update – Escape From Prison Planet

Very lazy morning! Although I have got background music and sound effects in so the game is now fairly well rounded, I could even say “finished”, I have a page long list of “bug fixes” I want to make (a.k.a new features, but I think the game needs them), then its polish, polish, polish.

As this is my first LD I have a few questions?

  1. Do we need to be submitted by the time the clock hits 0?
  2. Can anyone point me to a good place to upload my finished game for people to play?
  3. What the hell is with all the goats?

Thanks guys & girls,

Good Luck with the rest of the day!

Scott

Comments

Skyshifter
16. Dec 2012 · 09:53 UTC
1. My friend said that after 2.00 am, there will be a 1-hour period where we compile n upload our games, but im not very sure though
16. Dec 2012 · 10:17 UTC
Thanks, my game is actually windows based using XNA, I’ll find somewhere!
doos
16. Dec 2012 · 11:18 UTC
Dropbox has a lot of space for your finished product.. I was wondering about the goats too!

Bailing on this one, I’ve run out time :(

The idea I finally picked didn’t really work out – my physics implementing skills aren’t good at the best of times. The game never got to the stage I wanted it, but I think the idea was quite sound. I dropped my first idea due to not wanting to implement a navmesh (but I’ve just got the first part of that code working). If I keep adding snippets of code I can reuse then I’m sure in future challenges I’ll see more success!

Fisticuffs

I’m in :-).

I used the whole day to find the right idea … but well … no real idea.

So, i started to work on a Ice Hockey simulation. But i’m only simulating the Fisticuffs ;-).

Fisticuffs

alfa version

alfa version

alfa version

Key: a – Left, d – Right, w – Jamp, space – bomb add, e – Detonation

tasks:
1. The controller of the character – revision
2. killing units
3. registration points
4. bombs found
5. revision level map
6. audio – if you have the time

you think?)

http://project.antz-game.com/terrorist_win/

 

Better to start again than give up!

barI stayed up till 0400 on Friday night/Saturday morning (I’m in the UK) and failed to come up with a good idea. I had a not terrible idea on Saturday morning (well midday!). At 1600 another ludum darer came round; he’d got a lot further. I couldn’t focus and nothing worked. At 2000 he had a game you could nearly play: I was no where near.

At 2200 I decided my game idea was terrible and started again. I’ve not looked back, everything is flowing now and it was nearly playable an hour later (it’s a really simple stuff appears and you have to click on it typa game). It was a good idea, let’s see what I have by 0300.

Screenshot from 2012-12-16 11:23:18

Ok, this is better

So after my last post, I improved on the graphics, and they’re way better now! Well, better. Worse is better in this context! Here’s a screenshot of what it looks like with the new textures.YoureTheVillain

Starting late, Very late

I have had a very busy weekend, so i decided not to enter, but now im thinking of throwing together a quick game, i only want to spend a few hours on it(probably be one of the worst games!) But its worth a try.
So Here i come! Get ready for my super fast game! Hoping it will be published in 4-5 hours depending……
BTW i still have no idea what i am going to do!

Sleight of hand

We started working as a team of 3 yesterday and got a small prototype. Big work going on today!

Here is an early WIP screenshot:

Der-gaukler-hieronymus-bosch_1-480x400Der-gaukler-hieronymus-bosch_1-480x400sleight of hand WIP

You play the guy on the right. 😉

A brunchy breakfast

Only because it’s almost lunchtime of course! Although it’s just a late breakfast in my eyes. I wasn’t allowing myself to cook it until I at least did a couple of things this morning and crossed them off my list, and it took a while doing the two things I did, but now they’re ticked!

breakfast

My big left over script thing is only really the highscore table as I’m having some issues with it, but otherwise I’ve only got polishing script and timing to balance, and then it’s all art to do.

So on with the art! Then I’ll show some screenshots/images later :)

 

 

Tags: foodphoto

And I’m out…

It felt like I was doing better than expected, but then real-life and Christmas happened. My idea was a silly tiny little game where you played as a monster creating traffic jams. Oh well, maybe some other time.

Milestone 7

http://ludum.atrodo.org/

After an long (planned) break, I got back on the Ludum train this morning to work on having multiple rounds, as well as removing the “feature” that lets you kill white very quickly, or instantly.

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

Hard at Work Polishing!

After more than 24hours the team is hard at work polishing our game! Most of the functionality is ready to go, and so now we’re turning to adding meaningfull content.

Working Hard

Here, have a picture of our un-friendly neighbourhood ancient evil golem!

Sebastian Stomping

 

It’s a new dawn…

Well, I’m running behind scheduled. That sucks. Oh well. I’m sure I’ll think of something.

LudumDare25 day two!

My day number 2 in this LD begun 3 hours ago and I already made a lot of progress.

Guards are almost fully implemented, just need some gameplay tests to adjust some values, still have to do a whole buying system, shouldn’t be much work tho.

Still missing all the sounds in the game and probably a little better artwork?

Also a new screenshot from inside of the shop!

screen3

 

1goat

Evil robots!

4

With hostages! That they choke to death while they carry them through the lab! Choking takes a lot of time, so it’s easier to force them underneath a door and then close the door. And that’s now possible!

So right now there are two ways for humans to die. The first is by being crushed by a door. The second is by being choked to death by a robot. However, while the robot is choking the poor human, the robot can still move around, taking the human with him. So that’s three ways to die! And a first-person camera view from the robot for extra fun in-your-face gory cube crushing.

Up next are alarm panels, other places where humans can die when they are dumped there, and other items for the robots to (ab)use. But so far it’s at least somewhat entertaining 😀

The post I intended to make last night

Originally posted at irl.motd.org.

I wanted to post an update last night before I went home, but I was suddenly overcome with tiredness and all I could do was go to sleep. I guess I am still recovering from the assessment period and all those late nights at University.

I’ve made some progress in game play. You can control the player with the WASD keys and tiles on the map appear in yellow when they are being searched. It’s playable as a game if you know the rules, but there’s no actual detection of whether or not you’re in the areas being searched yet. That and score keeping are my goals for today, then submission.

I don’t feel I’ve put as much effort into this Ludum Dare compo as I have into previous entries. It’s nice to just relax and create something though and I’m learning all the time too.

The obligatory progress screenshot:

Ludum Dare 25: Progress Screenshot 2

Second Breakfast

P1020966

Ayran and Coffee.

there’s no weird profit .:.

Well i’m on the highway to … buy/sell galaxies

i look for  truely sumthin corporate huh ?weirdprofit

The only thing I need now, is the main component…

So, I’ve pretty much got all the fights with the Gods sorted out, now I just need the final boss battle with YHWH! It would be alright, only if I still had 9:30 hours, but it’s more like 2:30 in my case! !timeleft!!!

Anyway, here’s some screenshots:

YoureTheVillain

YoureTheVillain

Ra’s a bit of a stalker…

YoureTheVillain

And the next one’s Buddha, if you can’t tell.

YoureTheVillain

Now just the final battle. I’m thinking of a classical God, a white man with a beard on a cloud with angels around him. Hopefully I’ll be able to manage it! I’m glad I didn’t decide to start over by the way, ’cause I quite like what I’ve got now!

See ya when I’m done!

build003 :: Attack!

Proper collision checking, ability to attack mobs, a bit of animation and sprite flipping :-)

Demo: Web! | Standalone! (Java – Platform Independent)
build002-screenshot

I AM SO ANGRY RIGHT NOW

progress1

I wasn’t even planning to do Ludum Dare this time but then I liked the theme so now I am making a game and the game is about wasps and man I hate wasps so much and I am so angry that I even have to think about wasps. Here are some FACTS about wasps.

1. Wasps are the VILLAINS OF THE SKY and are more dangerous than OVER A BILLION helicopters. FACT.

2. IF WASPS HAD THUMBS scientists estimate the human race would be extinct within less than 4.3 minutes. FACT.

3. Wasps don’t have blood, they are fuelled solely by LIQUEFIED HATE COURSING THROUGH THEIR VEINS. FACT. Also, SCIENCE.

I hate wasps so much.

Oh my gosh.

So much.

Baddie Quest

Renamed my game to Baddie Quest. Progress:

  • Terrible programmer art menu (could this be any worse?)

theworsttitlescreen

  • Player stats
  • Monsters
  • Hero pathing
  • Monster summoning screen. Here you will choose your team that will attempt to take out the hero. You have energy points that you can spend to summon various monsters. Each monster has its own affinity, although I haven’t thought about how I will work that into the summoning system yet.

Summoning Screen

My last two goals are the battle screen and win/loss conditions. After the competition is over, I will upload a timelapse video of all my work.

Looking great!

Boss Level is already looking great (and is really fun to play :) )

Now I’ll be adding more “items” to place, like different kinds of blocks etc.. Let’s see how it looks in the next few hours. I’ll keep you updated!

161754

Tags: bosslevel

Big Bad Wolf (beta available!!)

BETA HERE –> http://www.zappedcow.com/ld25_beta/ <–

I would be very grateful for any feedback. Sounds and background are still placeholders. It has been my first time doing pixel arts and I have to say I quite enjoyed that :)

Yesterday my vision of the game was that:

IMG_0133

Today I got that:

wip6

Goatlings playable alpha

After shelving a hentai game, I started this today. I’m pretty happy with it so far, though it has a long ways to go.

Story: The Goatlings live in a complex hive-mind-society. You take advantage of their organization to poach them.

Gameplay: If you’ve played lemmings, you know the drill: Goatlings just walk back and forth until you get them to do otherwise. At this point, there is only one assignable-role and one control. Left-clicking a Goatling will make him a blocker.

There’s just the one level and an infinite supply of goatlings at the moment. No win or lose conditions yet…

Goatlings 1

Playable here: (Unity web)

http://www.magiccarpenters.com/ld25/goatlings/a1

 

 

Comments

xx_pon_xx
22. Feb 2015 · 10:00 UTC
Hello

I’m sorry at first meeting.

gameboy_ninja

I decided to go with a stealth-type game.

There’s lot to do still, but I’ve got the level editor and main sneaking mechanics in place now.

Almost finished

Progress5

 

I’ve just got a few bugs to squash, and a pause menu. Otherwise the game is finished quite far ahead of schedule. I should probably eat at some point today…

Can’t Concetrate :/

You are a villain… Does blowing up a planet after being shunned by the people count?

Anyways, I tried to do it as fast as i can but every time i do, my brain keeps chanting League of Legends, TF2, Minecraft,League of Legends, TF2, Minecraft,League of Legends, TF2, Minecraft,League of Legends, TF2, Minecraft.

But in spite the callings of entertainment, the game is finished(-ish) and i will spend the rest of the night gaming my butt off.

Some screenshots of the game:

Red_Vengeance_1

Red_Vengeance_2

Status report: part #3

Today we have some new art assets, but still there is no gameplay and it so sad…

49b8130f3be61381822ac4f1d2676cc1

Santa’s Being Naughty

It’s taken a long time to get to this point, but I’m finally able to share a screenshot of the game I’m working on! 😀

I’ve got most of the core mechanic finished this morning, but still have a lot of game flow and menus to do. And all the art and audio. It’s going to be a super busy day trying to get this finished!

Here’s the work-in-progress shot:

WIP Screen Shot

(Edit: Better screenshot here: http://www.twitpic.com/bmh9so )

Game completed!

Screenshot 4

Since I was the first one to complete the game, I will give trophy to no one.

Btw. it’s my 10th post.

Game

Journal

Cutting down!

Was going for an army of evolved goats killing all humans, but will have to cut down on that army! Instead I’ll have to remain with a simple goat superiority zerg.

This will ensure I have time to build up the storyline and some minor polishing.

A science experiment gone wrong has resulted in a grey goo scenario. You are the goo, hurtling down the road towards the city.

 

Progress! And a name!

The game now have a name: Stealther, The great heist. I know that the title screen is not the prettiest, but compared to my previous games, I think it is pretty good.

VolpesLD25Screen3

The sound is in place, the graphics is nearly done.

Now the game only need some levels (oh god)!

Had to go with autotracker for the music. It is awful, but better than anything I can make.

Oh and the game contains a goat now! But its specific location will not be disclosed yet.

1goat

 

Hubris of the Bone Lord has reached a playable state!

day3-7am

 

13.5 hours to go, and less than 13.5 hours of work left to do! My first Ludum Dare game is actually a playable game at this point, and nearing completion!

 

Other than the lack of a main menu. Maybe I should get to work on that…!

Three Levels and Sound

Level one

Level one

I’ve made some good progress. I’ve added some background ambience, and bunch of sound effects, which made a big difference. I’ve made three levels so far, which is a start. I plan to make as many levels as possible; hopefully time will permit me to make the game of a semi-decent length. For the plot, I think I’ll go with some simple espionage.

Comments

Mabi
16. Dec 2012 · 10:38 UTC
Really looking foward to play this
16. Dec 2012 · 11:16 UTC
Glad to hear it. :)

Video update

progress so far:


Got a procedurally generated city, but that’s about it
(well there’s some ui, camera, a* and unit selection code, too).

I’ll try to generate some citizens with fixed schedules (got to NodeX, stay there for Ytime, go to Node Z, cycle).

After that I’ll give the player the ability to hire citizens and modify their schedule to collect protection money, beat up people in the park and other stuff like that.

It’ s a double rainbowghdfadsj!!

t4

 

Good morning!Collision system almost done. i will publish a beta on the afternoon, after i make an info bar and some way to win and lose .

I’m out… :(

Well this time just didn’t seem to flow for me. Nothing went quite right, and for some reason AS3 is really starting to grate on me, so I’m leaving for now.

I did get a working prototype, but not near far enough to have something completed by the end of the time. Lots of fresh ideas flying round though, so I’ll be doing something post-compo for sure!

EvilGUI Progress

So, forgetting about Ludum Dare this weekend has made this a little tough.  Had a social event that I needed to go to, some stuff around the house to do, a visit from the relatives, and a sick wife.  Regardless, I’m making progress and feel pretty good about this concept.

My concept is pretty simple.  I figure that a modern Villan has to log into their computer and perform their Evil tasks just like the average Joe.  So, my fictional villans all use an EVIL operating system called EvilOS and EvilGUI.  Players log in to EvilGUI, and start fielding emails from other bad guys in the world with problems.  Those emails tell players what to do with their minions in order to make evil happen!  The player has to follow the instructions from the email in the EvilWorld application and let the chaos ensue!

A screenshot.

Screen Shot 2012-12-16 at 6.19.59 AM

Running on the iPad Mini!

Photo Dec 16, 6 26 21 AM

The todo list

Screen Shot 2012-12-16 at 6.23.02 AM

Hooking up the madlibs style email generation and then getting some ZZZZs.  4-5 hours of sleep and then the final stretch.  I hope I can finish this one!

 

 

Comments

Mercur1c
16. Dec 2012 · 10:37 UTC
You should make it into a full OS 😛

Alien Command

Here’s a quickie I made during the night inspired by the classic Missile Command. Destroy all cities!

http://www.2shared.com/file/yBldqmNd/ALIEN_COMMAND.html

screenalen

 

Btw some amazing stuff is being made good job everyone!

 

End in sight

Currently 4km by 4km

Map view of the large open world.

The deadline looms but fortunately I may actually be able to have a final version within the next  couple of hours :) then comes applying a bit more polish to smooth things out.

In this game you play as a massive fire breathing dragon and fly around terrorising innocent farmers in a large open sandbox style world. There are quite a few cities and villages, with various defences and the player is able to beat them all into submission and force them to pay tribute.

The game is “playable” but needs a couple more features to finish, namely some way to heal yourself when you get hurt.

Update

Today I woke up LATE, which didn’t throw me back, but it did annoy me a little.
So far I have:
>>Path finding hero
>>Zombie AI
>>Simple Menus

I’m a bit behind, but I’m still working. I need to add the main mechanic: Zombie dropping. What I mean is dropping zombies into the field to destroy the player.

This is how it’s summed up in the tutorial screen:
TutScreenshot

Evil Goat Logo :)

Hey All,

My game is nearly done (sfx done, graphics 90% done, levels 0% done) I hope to make around 15 levels at least for the compo :)

I just finished making the game logo :) Hope you like it :)gameName

1goat

Goats FTW

Do you know anything else that can break walls like THIS? (You should open it in extra tab and zoom at least to 400%)

Use horns with wall

Use horns with wall

Last BG in progress

Fewww… i am so slooooow and tired, nevertheless i could get some sleep and my art is a bit better than this last night…

Time is running out

Now i have about 6 hours to finish and almost could not work in the game very much. I have the game logic at a 50%, the graphics at 70%, the music is ready, but did not make any SFX yet.

Here are the two enemies you will find in the game. If i have the time, will add one or two more.

enemies

My Main Menu… I loves it.

I just love it.. Text is coming soon. This is the main menu you will see when starting the game:

 

LD25-13

More Polish

7

Last update for the day. 😛 Once I’m done and get access to the internet) I’ll submit it.

Progress 7: It works!

I believe that I finally managed to get the battle system in full working order!

working
You can now run away, try to catch the critters, and do one of your own critter’s two attacks.

Next challenge: Breeding. Let’s hope it doesn’t take as long as the battle system did.

Let there be light!

Hooray! Finally got the enemies’ flashlights working.

I haven’t yet added dynamic shadows, but I might do.

I’ve just had a quick break to work on a short (ie. 8 bars long) introduction music. Once that’s done, I’ll make the guards automatically follow polygonal paths. (The map is all made in Tiled and then read directly by the game.)

Dynamic lighting

Final Stretch – Cure 48

FinalScreenshot

I settled on a name and now I’m in the final stretch of development. I have the basics in place and the HUD is ready to be finalized. Now I just gotta piece it all together with a story and add some sweeeeet, sweeeeeet audio. Will I have time? Probably. But I’m trying for HTML 5 deployment this time and I have no clue what I’m doing. The final hour will probably be full of headaches, but I wanted a challenge… so yeah. Now I got one, I guess.

Tags: final day, final stretch, screenshot, status update

Final stretch

I haven’t posted in a while. I’m at Beta. Trying to find bugs and add more polish where I see is necessary. Since I last posted I got front end, endgame and audio fully in. I’m looking to spend my polish time working on a intro phase akin to the start of a racing game.

in the meantime have some screenshots4 5 6

 

I need a shower…

Day 1

So, after going to a meetup, only to forget my laptop charger, I’ve decided to use what little juice I have today to start a 2 day Jam entry. Once my laptop dies, I’ll go back home and continue.

Fun fun fun.

It’s alive

and it’s moving!

Day 2: The City

Added car lights and finished with gameplay design. Now it’s all about time! I hope I will have time to work out perfomance of pseudo 3D code.

screen2

+1 goat!!!

Finally I’ve found a way to secretly implement a goat in my game 😀

This is a goat. Shame you can't see it. It's the most beautiful thing you could ever see but instead there is this alternative text. Well, don't feel down but just enter another website...

 

Comments

Mabi
16. Dec 2012 · 11:23 UTC
I’m a bit confused about that goat thing. What did I miss?
Mabi
16. Dec 2012 · 12:39 UTC
Damn I didn’t notice that! Thanks, I’ll check that out next jam

to compo or jam?

So if i use SiON (http://www.libspark.org/wiki/keim/SiON_e) and I get some track data  from http://mmltalks.appspot.com/ , can I still participate in compo or I must to go to jam ?

According to rules , I am encouraged to use all kind of generators , so logically I can participate in compo.

So my all final tools:

FlashDevelop,
Texture packer (trial version)
BMFont
GraphicsGale

chronolapse

libs:
Starling,
Caurina Tweener,
Bfxr
SiON

Bacteria Infernalis

12 hours 47 minutes…

I’m working again since 4hours. Did a Lunchbreak the minute before. Graphics are shaping up nicely! Here’s the actual state of my Desk and some Shots:

 

PLAY

 

lineup

desk

Postmortem of “You Are The Goatman”

The Theme Goat Badge

The Theme Goat Badge

Hello all fellow ludum-darians, since I already finished my entry, it’s time to do a little recap of my achievements and difficulties during the making of this game.

The game is about a ancient monster that defends goats, however, to that he kills anyone that seems dangerous to his protected creatures. For that he is considered a villain between the human society. He spawns wherever goats are in danger, and right now is in a frozen tundra.

In the game you must run towards villagers to bump them to death, so they don’t do the same to your goats.

What went right:

  • I knew how to fix most bugs
  • I had the right tools
  • I chose an idea that was seemingly doable in the period of time I had
  • I slept well before beginning

What went wrong:

  • I had so many different ideas for the game, but all impossible in the timeline
  • I changed ideas about 4 times
  • I wasted time reading random texts on the web when my brain was “hot” brainstorm-wise

Things to improve:

  • Again, have a pre-made library for character movement, AI and graphic management.
  • Projecting instead of doing everything as ideas pop from brain

That’s much it, and again I wish you all good luck, and may your fingers be swift!

Tags: postmortem

75% over!

We’re nearing the 36 hour mark, and I’ve decided to work on a couple art assets. The background was done using a generator but the map was 100% me. For someone who had never done pixel art before, I think I did a pretty good job.12 hours remain