LD26 April 26–29, 2013

Streaming 7dRTS Live On Twitch Today!

Hey Everyone,

I’ll be streaming a bunch of 7dRTS work today, answering any questions and interacting with you guys while I do so… If you’d like to check me out, I’ll be streaming in about 10 minutes! http://www.twitch.tv/0creds

Can’t Wait To See You All!

– 0Creds

Kerinova Game Studios- Defence Paradigm- Day 1 [Sebastian’s Perspective]

I think I made today a lot more painful than it needed to be.

        -I made the first ranged weapon along with the bullet it fires gun_1 - Copy                                            bullet - Copy         -I half finished the first map’s theme Capture         -I did a lot of attempted and failed animation stuff in CS6

(Sorry for it being a day late.)

Tags: #7DRTS, day 1

Seagull RTS – Trojan’s Log #3

Trojan’s Log #3

Day 2. Already the exhaustion is setting in. Perhaps it’s because of the heat (probably not because I’m used to it). Perhaps it’s because of the ongoing development. Perhaps it’s because there are so many ideas that I can’t handle them all. The game is going pretty smoothly nevertheless.

*Named the Seagulls in Singleplayer
*Tweaked controls and what they do a tad bit.
*Added basic stats to the singleplayer seagulls
*Added crabs
*Added Sea Turtles
*Added Baby Sea Turtles
*DAWWWWWWWWWWWW
*Added Whales
*Redid how fish appear – it’s not gonna work out as it is
*Added a storyline
*Added three endings based on how you play
*Added ability to eat sharks (DUN DUN DUN)
*Added hunger
*Added ability to eat other animals
*Added ability for Seagulls to die out of hunger
*Added ability to ransack ships
-Removed Herobrine

It’s looking like a traditional RTS now, which is good! The core mechanics are pretty much set in stone, and my game idea is more coherent than ever before. I can’t wait to share this with you guys!

Comments

goerp
23. Jul 2013 · 17:01 UTC
sounds very interesting!

I don’t think I’ll have time to do anything myself, but I hope I can play some entries.

Brace The Gates – Character movement

Click to try!

I’ve hacked in some movement controls for the character and I’m fairly happy with how it works. What do you think? You’ll also note that there’s slightly more colour, but I’m not too happy with how it looks. I’ll probably be using a different palette for each screen.

Comments

zzForrest
23. Jul 2013 · 21:05 UTC
I like the way the game looks, but I think the player should be slowed down. It was really hard getting used to how he moved, because he kept going if I held down the key for 1 second too long. There should be a delay between you pressing the key and him moving forward. I also like the tile movement, although it would be nice if the tiles were more clearly shown.
vincepascoe
24. Jul 2013 · 07:02 UTC
very cool! love the animation when they “fall” not sure how this will become a rts game but interested in it!

Team Tartan Pain Game Jam Day 2

Hi Faisal(Team Leader/Designer) from Team Tartan Paint here to give you a small update.

Character art

So far the artists have been working hard

and Jurgita has managed to produce some home units.

 

Prometeus_01 Poseidon_05 Gaya_02 Atlas_01

as well as some work on an enemy unit

Minotaur_01

Environment Art

Stewart has been working on the Environment tiles more currently he has managed to produce enough tiles and variations for 2 out of the 3 environments that are planned.

basic lava var 2 basic lava var 3 basic lava var 4 basic lava var 5 basic lava  basic lava var 4 lava vertlava botleft to toprightlava botleft to botright var

lava botmid to topright varlava midtop to botleftlava topmid to botright
UI

Currently Ive been working on programming and laying out the user interface.

its current spawns units on 2 different lanes, unit reset timer, gold values, warning for gold being to low, some instruction screens and a health indicator(the status if zeus it should shatter bit by bit by clicking on it)

days 2 pic2

UI prototype

Code

currently Zac our coder has been working on the getting the assets into the game and programming in the paths and path tiles. now the tiles along the path are randomised so all 3 paths are made with random tiles.

days 2 pic

Game prototype

thanks for reading and good luck to everyone else taking part in the jam hope we all have fun making these games.

Power Grab: Day 2

So I made some more progress today.  I tend to be all over the place instead of just working on one thing until it is done…

I put together some art assets.  These are probably going to be close to the final products…

icons

They are an empty platform, an attacking unit, a defending unit, a node, another empty platform, some floating land, and a power station, with some buttons thrown in for good measure.

Coding is going along well.  The skeleton of the game is in place.  You can select a power station and build nodes.  Those nodes draw power from the station that started them to build themselves.  You can also have the node build attacking units in the available spaces around it.  Once the node is completed it starts to transfer power to the units attached to it.  Once they are built, they draw power from the node to attack or defend.

demo

You can also switch between attack and defend mode by pressing space.  When you are in attack mode you can select the nodes and give them a target.  The units attached to that node will then attack that spot (and the spots around it, because they aren’t perfectly accurate) until you change the order.

Next up are the defenders, transforming nodes into power stations, and the AI for the computer opponents.

 

EDIT – WordPress stripped out the pictures.  Weird…

EDIT2 – “Playable” Demo

Instructions

Note, the islands are generated randomly, so you have a 50% chance that the spot your power station is trying to appear on isn’t there.  Just restart and hope for better luck next time.

Comments

zzForrest
23. Jul 2013 · 20:58 UTC
Can you put up a playable demo somewhere? I’m really interested in this.

What happened for me on day 2

Hello! I am trying to make a Platformer-RTS for this competition.

Day 1. Made platforms and a world with a simple physics engine!

Day 2. Tried to do things with this physics engine; nothing worked

Day 2.5. Newfound motivation to make a better platformer physics engine and a deeper understanding on what goes on behind the scenes!

I shall redo my game with putting everything into matrices!

I will have concrete progress later!

Lets do this, me!

Quick Update to Start Day 2

My game is coming along great, considering that I work a full time job, and have only got to spend about 8 hours on it so far. My pathfinding, combat, economy, and UI are all implemented (and done is such a way that they should be very easy to expand on as time allows). Just one big hurdle before all of the mechanics are in and I can start focusing more on content: Enemy AI. I’ve never done a strategy game AI, but I think the simple mechanics in mine should make things a lot simpler. Hopefully, I can have something fun to play against by midnight (4 hours away here). Anyway, here’s a screenshot:

Screen0

Comments

rob
24. Jul 2013 · 08:22 UTC
This looks really appealing. I love your style.

A Fair Wind – Day 2

 

Making non-game-specific stuff during a jam is definitely not the best way to do things. I could have made most of what I did today before the week began and wouldn’t have felt at all like it was cheating, but oh well.

Today has been landscape again, now able to render large maps, generate some quite nice mountain ranges, and have put in the start of the player being able to manipulate the landscape. Also raycasting against the landscape and a nice little camera system. All the landscape manipulation is done through workers, so even during heavy processing the game remains responsive. Not so important for the initial generation of the map but will be key once I get the more dynamic elements of the terrain going.

Tomorrow the terrain will become less monochrome, and much more dynamic. Hopefully I’ll get some flowing water done too.

13-07-23-a-small