LD26 April 26–29, 2013

miNOMalism day #1 progress

After the first day, we’ve got quite fun game coming up:

screen03

It’s a minimalistic food chain ecosystem simulator, with you being its lowest part. However, thanks to pheromone distribution, you can control bigger creatures and keep the races from going extinct and thus the whole ecosystem in a balance.

There are no sounds yet, no title screen. The rules are explained at the link above.

We are Eatacay (concept, graphics) and Jarnik (gameplay, programming).

Tags: progress, screenshot

Progress

screenshot1

There we go. Some white squares on a black background. Can’t get more minimal than that, can you?

…Or can you? What if, instead of some squares, we had no squares?

screenshot3

Much better. Now when you press space, the player starts to minimalize nearby squares.

screenshot4

Just like in all great videogames, the goal is to get to green squares. There are also blue squares, which allow you to temporarily rebiggify the minimalized squares. It’s a half-decent puzzle game and a half-decent platformer, which either adds up to a decent game or, if you’re supposed use the Pythagorean theorem for this, to 70.71% of a decent game. Either one is all right with me.

How will this be minimalism?

 

minimalism?

…you and we both will know in the next 48 hours 😛

Team Magic Muffins – Update 1

This has been an interesting day.

First game we’re making together but at least we will be able to give you something to play!
After the first couple of hours we had some discussions about the game idea we had and realized we would probably not make it fit in the “minimalistic” theme. We came up with a new idea based on the old one and its gonna be alright.

How about: MINIMALISTIC HOME TRASHING SERVICE!   (subject to change)

Your objective is to clean out a bunch of areas and make it as empty (minimalistic) as possible. Don’t destroy anything while doing it thou!

screenshot

 

FIZZIX

Box2D in JavaScript?  Madness!

 

ERASERHEAD v0.0.0.0.2

ERASERHEAD v0.0.0.0.2

Day 1 is done

Lots of progress has been made today! The awful mess that is my code resembles a horror game now!

Right now I’ve made 3 levels, working monsters of doom, and some interactions are possible within levels. For tomorrow I’ve still got a bunch of things to do, but all of it should be doable. I’ve got 3 more levels planned, a few secrets need to be added as well, and there’s loads of sounds I want to create (because what’s a horror game without sounds? 😀 ). I’d like to have some voice acting as well, to fit with the story, so tomorrow I’m gonna see if it won’t be too horrible to listen to. The script is done, at least, so it shouldn’t be that much work.

Other than those major things, the other things left to do are polish and testing. Nothing too scary. Oh wait.

m5

Tomorrow will be a good day. To die! 😀

The end of the first day

The first day is over for us, we got 4 levels, the concept and some art. The game will be a simple tank-action-game, WASD+Space for the movement. The color-palette will change in the future, the screenshot is with grid and collision-zones for debugging.

2013-04-28_00h14_01

Ludum Dare hackers at HacMan, Manchester, UK

Ludum Dare hackers at HacMan, Manchester, UK

Here’s a photo from earlier today at HacMan in Manchester, UK . We had about 14 people working on Ludum Dare games. We’ve gone home to code more and sleep and we’re back in at 10am tomorrow to get some games finished and submitted.

zigfu weirdness


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spider


spider2


spider3



spider4


spider5



DIGQUEST: Final boss, I guess

We made final boss Charles Flint. Take note, however, that even though we’ve finished the boss, we’re nowhere near done with the game itself. We simply wanted to make sure that we have the final level done, so that we can just construct levels until we run out of time.

DIGQEWUQATFAIN FINALFINAL

Progress continues.

Here’s a screenshot of what I’ve got so far. I’ll let you try to guess what kind of game it is.

Off to Bed…

So, I’m gonna call it a night and head off to bed. Got a good amount of work done today. Didn’t get as much homework as I had planned done though, in that I didn’t do any homework at all. I also still have quite a bit of work to do for the game, even though all the art assets are complete and I just need to work on coding, balancing the gameplay and trying to make music. Really hope I can get all of it done. Oh and here’s a screenshot

.

screenshot

Keep in mind I’m not an artist and so I’d love to hear anything you guys have to say about my art. I was thinking of removing the doors. And I was also trying to go for a minimalist, simple style with flat, plain colors. And as I just decided, looking at the screenshot, that I’m definitely getting rid of the doors.

Blissfully Optimistic

Well, I now know without a doubt that I won’t have anything to submit by the time LD is over. I just have too much stuff going on this weekend. I’ve got two banquets and a wedding shower to go to.

I’m still gonna finish this thing though, you can count on it.

But real world stuff comes first. :)
Anyways, here’s a quick look at my work in progress.

As an artist, it hurts me that I’m still using stand-in art. But, the game comes first!
wip_01

Comments

27. Apr 2013 · 20:47 UTC
Looks promising. Maybe you can try entering instead (it’s a day longer)?
ScreamRawr
28. Apr 2013 · 15:51 UTC
Thanks! Oh, I doubt I’ll have anything by the Jame submission either. I have work from 8-5 on Monday, and the compo ends at 9pm for me.

Some arty stuff

So, I decided to pick it up again today and added some nicer art to my game while trying to stay minimal. I’m working on making the turret head swivel to track the targets, but that’s not fully functioning yet because I suck at maths. :)

Tomorrow, I’ll add the awesome laser shooting thingie.

Goodnight!

 

State of the day

Okay, getting close to one whole day programming, and I’ve just gotten in from a friends 18th… safe to say, i’m not in the best of shapes. The amount of times I’ve used backspace already testifies to that. So I’m signing off for today, carrying on programming in this state is just painful. So night ya’ll ludum darers!

 

Here’s a playable build of my game too, press space to jump! Clicky

Whoop Whoop

My jumping game is coming along! Yay! Might post something to screenshot saturdays.

 

842    828

 

Game-Like Thing

After a days work my game is playable, though it’s quite short right now.   There are three enemy types right now, and walls to dodge.  To go with the minimalism theme I made the controls and gameplay pretty minimalistic, the game only uses the space bar.

LD26b

 

Mini Mansion Of Secrets

Progress on my game is going pretty well. I have used the general Minimilistic art style and have restricted the player’s view sight to match the theme.
At the beginning of each level, the player is given a glimpse as to what the level looks like, then everything becomes pitch black and you must rely on memory and quick thinking to reach the end.

I have uploaded the game to Kongregate and would appreciate some feedback as to how I am doing : http://www.kongregate.com/games/steadi/mini-mansion-of-secrets-7-1
The Stairway Level

Enter Arrogant Gamer

Hi

I’m Ziggy aka @ArrogantGamer.

Thanks to @karlnp (a total stranger I met last night at Kafka’s on Main street) for convincing me to do this. It didn’t take much, but more than nothing was exactly what I needed. This is my first compo, and I’m really excited! For the record, I pronounce the name of this compo so that it rhymes with pear.

I’m about a day late, and not familiar with any tools. Fortunately the theme is with me. Here I will state my intentions.

Mandala is a work of interactive fiction in which the story is disintegrating. The room descriptions will be stored in the cloud, and as players play Mandala they will be gradually destroying the contents of that database until the game becomes unplayable.

Goals

  1. An engine for presenting text and links that disintegrate with use.
  2. A text based adventure in a minimalist setting.

Secondary Goals (I will implement these if the first 2 goals are met in time)

  1. Some “last room” with a victory condition, including a way to “heal” the setting incrementally.
  2. A way for players to “mark” the rooms on Mandala, adding passages of their own. (these will fade too)
  3. Integration with twitter a’ la SB: S&S EP

I think these are very modest goals. I will be implementing the “engine” in Ruby on Rails, as that is basically the only framework I am familiar with. It will be hosted on Heroku (hopefully hosting won’t cost me too much! But I hope tons of people play this game).

The room descriptions will be unique: I will seed the database and then destroy the seed file, so once enough players have visited enough rooms the contents of the game will be destroyed forever. Maybe after the compo I’ll spend a bit of time cleaning up the engine and making a DSL for story-telling in this vanishing format. Code will be publicly hosted on github (actual address to follow).

my_place

I will be working on my laptop in Vancouver, BC just off of commercial drive. The beer-bottle looking thing beside my computer is a litre of cold brew coffee — one of two I got from my unofficial sponsor Kafka’s. Hopefully this will be enough!

Thanks,

z.

End of Day one !

That was a very busy day,and we have done a lot of things today :) Everyone in our team enjoyed this day.

So our game is called Fight Kub’ (not definitive), it’s a multiplayer game where you have to push the other player outside the map !

Capture Capture2 Capture3
For now there is 25 different level, you can choose the color of your character beetwen 10 different colors ( a cube :) ), and there is a scoring system !

 

What we are planning to add:

. An IA, to play alone

. Anothers easter eggs.

.Many others things

.New maps

.Improve everythings !

See you tomorrow for more news ! Now i’m going to sleep :), as the half of my team. aha

 

Cutting Features

Unfortunately, I’m coming close to cutting a feature from my project.  My game (tentatively untitled), requires the player to rotate a Pier Mondrian-esque puzzle in order to navigate a ball to the exit.  Early on, I had the idea to have certain components of the level not rotate (ie, they are static objects).  I just implemented the feature, and honestly I think that the results are sort of mediocre.

beforeRotation

Pictured above is a level that hasn’t been rotated yet.  By this point in the game, the player has grown accustomed to everything on the screen rotating.

afterRotation

 

As you can see, the white square does not rotate with the rest of the environment.  This is intentional design, but I don’t think it’s very beneficial.  The biggest issue is that it is incredibly disorienting, perhaps too disorienting.

I haven’t abandoned it just yet, but I’m heavily considering it.  At this point, I already have 9 levels made, so it would probably be wise to abandon this feature and work on polishing the existing levels.  I also need to work on GUI and sound design as well.

bad kitty!

ludumpic3

 

 

BAD KITTYYYY!

Showing Images Finds Bugs!

So I was making a gif, and I’ve been wall sliding all day and didn’t notice that the gun points the wrong way until I actually watched it. Useful!

Surprisingly I’m almost done with all the gameplay content. One more mechanic, and the last section of the map and I should be be able to start focusing on things like a status menu, title screen, music, sounds, and story.

Stream: http://www.twitch.tv/iarkeus

#26 – Second build!

I managed to optimize the maze generation code, as well as make a lot of progress on the gameplay side of things. Here’s where it stands right now:

And of course, a playable build! You can’t win at the moment, but you can explore a randomly generated 10×10 maze.

Comments

27. Apr 2013 · 20:54 UTC
Cosine, the link to the playable build isn’t working!

I’m not good at art

So I decided to clamp my environment color scheme down.

This here is the story of my life:
Yeah, right.

Yeah, right.

ARRRGGGG!!!!

I just lost all of my work due to a computer error, my power button got bumped and hard restarted . I am debating on starting over, and suggestions?

(Not yet) Minimal bullet hell / Comic sans the game.

Using filler graphics, going to GameBoy style graphics once the mechanics are nailed down.

TODO:

  1. Get game states running,
  2. Render the menu and transition to game state
  3. Add interaction
  4. Add “enemies”
  5. Collision detecting
  6. “COMIC SANS” pickups
  7. Score
  8. Graphics
  9. Persistent high scores
  10. Moar?

Day1

Comments

klave
09. Dec 2014 · 12:16 UTC
I don’t know how to send a message, so I’ll leave a comment here.

I’m the creator of Eschaton. It is normal that the game got stuck at act 3, scene 1. You must solve the enigma to go past ; I added a hint and the solution in my entry.

By the way, I find the concept of S.I.N.E very interesting. I like the idea of converting simple mathematics elements into game concepts !

And one level more

and one level more : tribute to Mondrian

screenshot24 screenshot25

Day 1 is over

I am completely exhausted after day 1. As I don’t have any kind of previous experience I didn’t want to waste time posting every progress but I guess a short update before going to bed won’t hurt. I spent almost the whole day with the basic graphics and game mechanics, I could finish just 5 levels so tomorrow is gonna be all about level designing.

It’s hard to explain the game writing or using a screenshot (besides, I really want to get some sleep :)) so I guess I’ll have to wait another day to get your feedback.

Good night,good luck and happy Ludum Dare!

(some media)

 

actualización twitter

 

This is the main character

This is the main character

Comments

27. Apr 2013 · 20:42 UTC
Oh, looking at the screen the idea looks like the same i’ve used in ld #24, i’m adding you on watchlist 😉

BONSAI!!!!

See What I did there…

It’s coming along, unwanted voids are missing.  All that’s left is to start adding more branches and foliage to be cut away!

Screen Shot 2013-04-27 at 8.32.55 PM

 

Bed time end of day 1 Ludum Dare.

Just about to go to sleep.

Got loads accomplished today,

Lighting, Enemies and Enemy Ai, gun shot sound, creepy background “music” loop, player movement, map/level loading.

Enemy spawn. Health bar. Noise effect.

All that since 3am even with a 3-4 hour shift at work!

End of Day 1

Decided to go a for “minimalist” gameplay version of RPG. Greatly inspired by ProgressQuest I must say. I wasn’t sure if I wanted full combat interaction, but I went for it.

ss_ever_hunting

It should focus on equipment management with a twist of random events that should make every replay unique.

Most of it is already done. I need to code more skill, add the random events like merchants and shrines. Then will be the long job of balancing and adding a good amount of items/monsters (with their graphics hopefully, but that is not 100% sure yet !)

 

DODGE

My game this time around is constructed around the simple yet highly effective move: The Causal Sidestep.

As the theme is Minimalism, I have limited myself in many ways. These are those:

-Use only black and white pixels

-Use only 4×4 blocks of pixels

-Use only one level

LD26_Dodge 2013-04-27 23-31-09-02

It is, essentially, a time trial game where your task is to dodge things.

About that tribute to Soviet minimalist film…

It’s still happening. Slowly but surely.

Stalker

 

Need to photograph a dog tomorrow. The dog is important…

Comments

27. Apr 2013 · 20:44 UTC
A Tarkowski’s Stalker tribute? The thing was painful to watch and great at the same time.

I am Streaming my LD48

Hey Guy’s, Tahooey

I am streaming my development, feel free to join!

http://twitch.tv/theonlytahooey

 

😀

Rainbow rocket and … pokeball??

Now that I add some time to do something, the game looks like this:

 

minimalist

 

I feel very rusty, and it’s all coming very slowly, as I got stuck with programming… But I hope I get a good game running!

Tags: Rainbow

I Think I’m that afraid

Well.. not me, but the character in my game is !

Here what I have done so far, not quite enough I’d say, but as I said in the first post, I don’t have the whole day to work on it, so I’m happy that I have a game at all.

My goal is… well, I’ll tell you at the end of the game, I don’t want to spoil !

thinkImafraid

Tags: spy, that day

End of day one – minimalism = nothing

It’s the end of day one, and I have nothing to show for it.

I completely ditched my original idea, and haven’t yet thought of a new one.

 

There’s always day two. :)

Comments

27. Apr 2013 · 20:53 UTC
never mind, if anything cutting your time is probably a good way of picking an idea you will actually finish!

First day over and not very happy with the result

After a few hours of working, I have a playable version of my game. The goal is to destroy all ‘robots’ by directing them to some kind of destroyer. It has sound effects and I’ve worked on some basic music (generated with abundant-music).

I thought that this would fit well with the theme of Minimalism: “Minimalism is any design in which the simplest and fewest elements are used to create the maximum effect.” (since you need to complete the levels in as few moves as possible).

In overall I think this game is not original and pretty boring. Maybe I can add some new gameplay elements which would make it more interesting.

While I don’t like the game, I’ve learned a few new things creating it.

  • It’s the first time I’m working with:
    • Libgdx (game development framework)
    • Tiled (levels)
    • Linux MultiMedia Studio (music)
  • It’s my first attempt to create an Entity framework although it’s probably not that good. I think I need to read more about game programming architectures.
  • It’s the first game I created which has levels and possibly also a ‘game over’ or ‘game completed’ state :)
Crappy GIF

Example of gameplay

 

It might be something...

Raining Shards (Hallelujah!) Progress (Day 1)

Surprisingly, this game is going a lot smoother than I expected it to so far.

Raining Shards is a game being made by Team OCLU, specifically Derek, Mike, and I for the Ludum Dare Jam #26. It is a game where “A bunch of random shit was mashed together in order to make a somewhat coherent idea.” -Derek… But seriously, it is a game that is a combination of Asteroids and Breakout (sort-of, but not really) where a cannon in the center of the screen shoots at asteroids that, when shot, break into shards. You control a ‘basket’ at the bottom of the screen, which you collect the shards with. Collecting shards earns you points. You can also get power-ups, such as Potato (secret), Larger basket, Time-warp (slo-mo for all but the basket) and 2x points. The objective is to get the highest score possible, until some currently unknown event happens that ends the game.

So far, I’m having trouble getting the asteroids to spawn shards successfully when they are destroyed – they are initialized, but for some reason they don’t really exist according to the for loop (they are obviously null, because inside the for loop in question it checks if a shard exists, and if so, draws it. They aren’t drawing :c)

How the game looks so far:

Raining Shards (Hallelujah!)

Raining Shards (Hallelujah!)

Tags: 2D, 2d game, game, java, LD#26, minimalism, raining, raining shards, shards, slick2d

Early Bird gets the Potato

Screenshot 2013-04-27 06.48.52

Posting my update early this hour! Level select screen is coming together. I am showing a preview of what the level looks like, it’s pretty neat.

Half Way Started..

Would the term Half Way Started be optimistic or pessimistic? Oh well. It makes sense.

www.twitch.tv/jakeanstey <– may be offline i am taking a brake 😛

Heres a capture of my desktop for now and i will be back soon. Game has made excellent progress, I have just implemented a hunger bar without fancy graphics.

snapshotif you would like to play follow the link at http://www.tek45.com/ beware: you may need to hit F5 quite a few times

Saturday.

It’s always the worst day for game jams. I didn’t even had the chance do fix an annoying bug that wouldn’t let me progress in the game.

But I still have 1 day left, tomorrow it is!

Platonic Dot Solid

Jsucreust updating progress on my game so far. Spent all the time modeling the character and getting the motor going in Unity. It’s not surprisingly difficult to morph platonic shapes into each other. I decided to Jam this time around and use Unity because I didn’t have any colliders prepared for my other framework.

 

Tags: Platonic, Prelucid

Comments

27. Apr 2013 · 21:03 UTC
That sure is one happy box! ball! polygon! …. shape.

Work begins…!

We took our time brainstorming, since we’re going to be making a pretty simple game. We’ve decided on doing a “ring toss” game in the style of the old Tomy Waterfuls toys.

So…we’re off to it!

Little guy

guy  Bweheheh little guy :)

Trying to build a mockup first

 

After I decided which to do, I went and got some resources to remind me what a rock garden looks like. I took a picture in the Portland Japanese garden, so I’ve been using the rocks (and rear wall) from that to mockup.

I drew the cat and monks on plain paper, though I’m having difficulties getting them to scan right on camera, so they all require a lot of post production messing around. Might install my scanner to correct that.

Maybe tomorrow I can start coding something.. I’m going to call it Feng Shooey, and it is going to use both Japanese and Chinese influences. It ties in with minimalism in that the monk is preserving his minimalist garden.. :)

 

fake scene

 

 

Oh, and I made myself a cheese and broccoli bake with tuna for tea and watched some Doctor Who.

 

good lunch

early steps

player

Off to a very slow start, but at least I have a player and something of a world now. Not sure how much focused time I’ll have this weekend, I think I was being a bit optimistic before, but with any luck I’ll get something done.

 

Well at least its interactive…

So day 1 is finished for me (I’d rather get a good nights sleep I think…I’d like to actually be productive tomorrow :P) and here’s what my game looks like so far:

screenShot1

Definitely minimalist background textures 😀

The basic premise of the game is that you need to evade the police for as long as possible (and all that you control is the steering).

If you’re interested, you can read a slightly more detailed post here…I’m fairly tired now so I’d rather spend my precious weekend hours resting for tomorrow rather than retyping things 😛

Pencil saves the blob

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draw lines to guide blobs to the exit, draw lines round enemies to stop them attacking the blob

building for the OUYA

midnight, take a break

LD1

I done this during the pause for the anmbience….

 

Its my first LD  i think this mean i really appreciate to be here

Okay, more collision detection problems…

Only 27 hours remaining, no solution for my collision detection problems.. gotta sleep… awake for 48 hours now.. Hopefully i can think of something tomorrow..

I really like that simplistic art style i’m taking for the game, and it makes me wanna continue, but i have no fucking clue how i should do the collision detection…

 

Well, anyway, will be heading to bed soon and will be leaving you with another screenshot.

 

FifthScreen

Progress screenshots

Once I Found Love has made some nice progress today. I wrote the whole ‘story’ of the game and began implementing the first two missions. Right now you can travel between three different solar systems with a space shuttle and explore the systems as an astronaut.

Screenshot02

Hope you like it. :)

Now I’m heading to bed.

Looking more like a tree…

My wife said my previous attempts resulted in objects that looked like a “wolf hopping around.”  I’ve got the trees procedurally generating, and she was able to see the wolf nearly every time.  Enough so that she wasn’t able to tell it’s a tree.  This is probably why wolves are such competent hunters, they apparently look like trees!

Looks less like a wolf now, doesn't it?

A bonsai, now with some foliage.

NF

Comments

27. Apr 2013 · 21:16 UTC
Whatever your previous trees looked like, this one definitely looks like one.

Signing of for today

Made some progress but not much… Mostly because of lack of motivation.
Anyhow, I am making some kind of minimalistic arena shooter with multiple enemies and weapons (and maybe a boss) atleast i have a plan for tomorrow, knowing what i should do ^^
And screenshot.

The “arena”

Good night!

End of day 1 update

So, I have been fairly quiet with the social side of Ludum Dare this time around, probably a sign I’m more stressed then last after losing a fair whack of my day to getting the core mechanic to feel right, I wanted to hit feature complete by now and spend all tomorrow polishing however that hasn’t happened so I think the job is now to scale back and cut what isn’t necessary.

I think, just like everybody else I took Piet Mondrian as inspiration, hopefully my game won’t be duplicated by anyone else. I am generating random mazes based on the composition… paintings, using thick black lines, blue, red and yellow. The idea is you spawn on the blue spot must find and collect the key to unlock the exit, then travel to the exit. If at any point you touch a red spot you lose the game and are re-spawned at the start without penalty.

Each time you complete a maze you are teleported directly to a new maze with no real way of winning and no real way of losing, on one hand I like this, it removes from the common understanding that a game must have a “Win” and a “Lose” to be seen as complete, however on the flip-side of this is that the player will simply play until they are bored, and the player becoming bored is never a good thing. Its a catch 22 situation, however in the spirit of “minimalism” I think I will leave the game as-is, without the win/lose conditions for the sake of not complicating the game-play with something unnecessary.

The main mechanic is in navigating the maze, you play as a ball, moving under “gravity”, the ball will always accelerate downwards and the players input is limited not to moving the ball, but instead moving the world, this way you can navigate the maze by rotating it around the ball.

GameLogo

The game is called “Chroma”, meaning “Purity or intensity of color”, referencing the importance of color to the game-play, it’s also short & snappy!

Anyway, it is time for some sleep, a re-charge, then a fresh morning, fresh coffee and fresh ideas.

 

A quick game video at 8 hours in: http://www.youtube.com/watch?v=nuTJCrWEiLw (How can I embed this video?)

SS1

First Workable Version

Most of the player mechanics are complete. Now beginning to work in the game play mechanics, and enemy logic.

 

Capture

Here is a not-so playable version so far:

http://dev1.sdngames.com/ld26

 

It’s not working out…

Sorry, guys, but you can now count me out of the contest. It turns out that since I’m somewhere else away from my workspace (read: my house), I can’t connect to my project. And since I’ll be away for a substantial amount of time, combined with the fact that I don’t really know how to use StudioCraft that well, and I’ve changed ideas two times, I decided that it would be better off to save it for next time. Luckily, the next Ludum Dare is in August, so I’ll probably have time to learn Pygame or something. But either way, do note this: I will be back.

Love story

 

 

 

Do you enjoy 32×18 pixels games? :D

A saw a lot of potatoes in this LD, maybe there will be a place for a story about a honor and a princess?

Sketch In-game screenshot

 

I will add gameplay and music today. Yesterday I was writing game basics and physics.

Controls : A – turn left, D – turn right, Space – jump.

Try it – https://dl.dropboxusercontent.com/u/55651497/Codename_Input.jar

Day One Done! To Bed!

The Minimalist

Fairly happy with the progress I’ve made today, I think I actually have a chance of finishing. I’m a little worried about the actual challenge of the game, but hopefully I can tweak that towards the end, still got a lot left to do!

So far, the whole thing has been done entirely on my iPad, all the art, all the coding, everything. It was slow going at first, but I’m getting faster now and I’m probably not far off the sort of pace I would have made on my iMac really – with one two-year-old and one two-week-old in the house, I don’t really get to concentrate for extended periods of time anyway!!

You Are The Minimalist

At the end of today’s work, I have a semi functioning level:

And a system which converts the tiles you have placed while working into shapes:

The aim of the game is to solve the puzzle while creating as few shapes as possible. (you leave a ‘trail’ wherever you walk, wherever you shoot, wherever enemies walk and explode, and so on. The trail is converted into shapes.) If you have created too many shapes, you do not solve the puzzle.

The bulk of today’s work went on the shape generation system. Tomorrow will be the content creation and polish – I need lots more levels (hard coded of course!), and for everything to look nicer, as well as sounds.

Where did that nap come from?

I worked through half the day and then got tired out of no where, so i decided to take a nap. I’m glad i did though. Its not like the couldn’t have kept programming while a tiny bit drowsy, I’ve definitely done that before. But now I’m having a lot more fun programming now that I’m rested. (and making pizza).

So anyways, how does this sound for a story:

A evil aura radiates throughout the kingdom.
The grand necromancer Eshior Bhat has undertaken the ritual to summon the demon prince Ny’Deish to this mortal plane.
When the ritual is complete, Ny’Deish shall tear both the earth and heavens asunder.

You are Captain of the SS ___________, an elite skyship of His Majesty’s Royal Navy.
You have been personally tasked by His Majesty to save the your homeland, the world, and existance itself.
You are to hunt down and destroy the phylactery of Eshior Bhat at the peak of Mt. Eshreil on the other side of the world.

You call upon 43 of the kingdom’s finest soldiers, scholars, and craftsmen to your aid.
All 43 accept with profound gratitude.

The journey will be arduous, let His Majesty be with you.

Yea, I can’t think of a name for the ship. Anyone with Ideas?

Everything went butter when expansive

currently you don't see this very often

Oh no!

Surprisingly enough I have something that approaches core gameplay when first day is done. I wasn’t so certain about it 6 hours ago.

I started brainstorming around simplified city builder concept (inspired by the magnificent Banished), because what could be more minimalist in nature than collecting wood and food to expand your kingdom? Well, turns out coding peasant AI with no experience, minimal (there it is!) planning and non-existent road mapping isn’t simplest thing one can try their hand on.

After lots of false starts I finally had little dudes running around screen doing their thang… without any player input. Well, that has to be minimalist, right? You don’t even need to play it! It was clear I needed some kind of opposition to the plucky pioneers. Like…

so isn't moomin-stuff like common heritage anyway

…this guy? No! Don’t stare!

Horrible thing in the woods sounded interesting. Actually, it was so interesting that I dropped the city building entirely and decided to make the game about that dude. What’s his story? What does he want?

Definitely-Not-Groke is a proud humanitarian, as in “To Serve Man-is-a-cookbook”-kind of. Gameplay became about trying to snatch villagers before they managed to escape back to their huts. Resource management is still in picture: if you eat everybody, you will starve (because before pioneers you ate everything else in the woods you big oaf), and if you harass villagers in their daily routines they will eventually leave when the wood (needed to build new huts, only two villagers per hut as Dog intended!) or food (needed to, well, live) runs out. Also if you go a full day without eating you take damage.

Next milestone would probably be more offensive roles for villagers. I’m thinking about adding hunters in to mix when pioneers are succinctly terrified of continued mysterious disappearances. Maybe traps? Other monsters with different roles in the great ecosystem would be interesting to toy with, but probably outside of my ability to produce this week end.

Still thinking what’s minimalist about this. Protagonist tries to keep the human population minimal, yet sustainable? Could be worse, I guess.

Click here for a way too big gif animation of our wayward hero surfing through woods.

Tools used so far:

  • Game Maker 8.0 Lite
  • SXFR
  • Pickle
  • Adobe Photoshop CS5.5

Also a timelapse I seem to be not able to embed.

Tags: ginnungagap, journal, timelapse

Screenshot :D

I started late today, but a good excuse to learn how to used “construct2” that i never used before , so this is my game so far 😀

 

28-04-2013 1-16-31 AM

Day one ends zzz -_-, but progress!

 

 

So, 2AM here and I am up since 8am… Weird I am not dropping dead yet.
Though I was making breaks and clocked something like 10 hours behind computer so far.

Anyways, satisfied with progress so far, almost all tech stuff done, adding sounds and stuff.
Basically for tomorrow tuning sounds and making tutorial levels is left, + there is bunch of bonus features to try to add.

Also as I use Adobe AIR both Android and Web version coming up fine and without slowdowns.

Good luck everyone and till tomorrow 😉

s2

Tags: day1, progress, screenshot

Update or bug report?

Both. This video was made to show the designer how the animation looked, but it turned out to be an amusing video so I’m using it as an update.

The music in the video is not from the game, I forgot to disable sound recording (live with it).

Now imagine that guy jogging in front of your house with this music playing. I think it would be funny.

Capture

 

Swapped out some placeholder art and added a bit of eye candy to help my motivation.

Comments

killerstarbunny
28. Apr 2013 · 02:21 UTC
lol werid

Getting there…

Detour - WIP1

 

Here’s a screenshot of my partially completed game “Detour”. For my take on minimalism, I decided to go for an RPG with ASCII art and no sound or music.

Next up: Combat!

Signing off for the night…

Spent an hour trying to math slightly sleep deprived, but made it work in the end. Time for bed. Hopefully tomorrow will be just as productive as today. Good night everyone.ld26screen3

One is clearly an idiot…

So one gets a perfectly decent theme like Minimalism, geared towards simple, refined and streamline experiences…

… and then one decides to make a singleplayer MOBA FPS. What an utter pillock!

So Saturday’s progress:

  • First person controller running around and shooting projectiles (Based off of the Ultimate FPS Camera framework).
  • Blocked out the scale of the level
  • Ally and Enemy towers who can distinguish between ally and enemy creeps or heroes, take damage and get destroyed.
  • Creeps who can use Unity’s rather spiffing navigation system.

Things to do Sunday:

  • Finish Creeps (Health, Death, Spawning, Melee attack, Ranged attack, Creep combat, Hero combat, tower combat, chasing player)
  • Buildings (HQ and Barracks)
  • Hero (Heath, Spawn, Death, Ranged attack polish, Melee attack, Stun ability, Teleport ability, AOE ability, Level system, Enemy hero Ai)
  • Frontend
  • Slightly more refined artwork
  • Audio SFX
  • Procedural music system
  • Solve gravity
  • Make everything brown and ugly

 

It’s going to be tough, but after teething problems and some real life stuff to attend to, one believes he can at least attain something resembling an interactive experience by tomorrow evening.

Progress example build can be found here: https://www.dropbox.com/sh/wl5ws53m7t9eav0/OueLIFM2zT

 

Tags: brown

First demo! Circles

I’ve implemented some new features, like emiter or deleter. Check it out (only 4 levels for now)! :)

PLAY IT!

517c5dadc6ba5d5c7000003casdf

 

 

Screenshot 1

I’m going with the idea that Minimalism = getting rid of stuff.  You can control this guy to pick up some objects around the room and put them in the “DONATE” box.

THE FIRST DAY

Hey guys!

I have completed quite a bit on my game :)

Its called: CREPITUS

Its a platformer shoot-em-up :) I hope you guys Like it :)

YOU HAVE 10 GUNS TO UNLOCK!

INCLUDING THE POTATO CANNON!!

-ENDESGA

CREPITUS3

CREPITUS2

 

End of day one

I’m making a simple puzzle platformer, based on a mixture of the “Minimalism” theme and one of the other themes “Every Death Matters”. You play as a cat, and have to make use of their multiple lives to get through levels. Programming done, level design and music tomorrow!

cat game

Doe #2 – End of day one

End of day one for me, I think I could code a few more stuff but it might be a better idea to go to bed after a nice day.

Just to elaborate a bit on the game: Doe is a dreamer, someone who can dream so much that what he can imagine would modify the world around him. And for that, as he represent a danger for the people around him and for the Order he is emprisonned in a small room. One day, someone changes, and a new path opens to him.

So the game is basically a small aventure where you control Doe, someone who fights against control and minimalist rights (kashing) to dream in colors. It’s the first time I try to make a game with that much of a story, I hope it’ll work well. Nearly all of the elements are coded and it’s more than 50% of the initial adventure that is made now. I’ll be able to finish 40% more pretty quickly tomorrow morning, before tackling the last 10% which are the last scene of the game with a lot of stuff inside. The dream situation would be to spend half of the day doing all the graphics, try some effects, music/sfx and maybe make the adventure longer if I can.

A small screenshot:

bd_ld26_02

So for those here in Europe who are going to sleep, have a good night. A good day for all of the others and see you tomorrow !

 

A quick demo of what I’ve been working on.

I have managed to get a working demo for tonight, which includes 3 very basic levels.

If you want to have a look go Here!

I hope the final version will have many more features, such as moving platforms, enemies and power ups.

Minimal

Well after a few hours of straight fun/work i got a working prototype and have the basic mechanics down.  Tomorrow  will have even more stuff to do hopefully will have something good by the end of the day. More Progress!

Status Report: First Day

The first Day of LD26 is already over for me and it’s time for a quick report. As always I was 100% certain I would make a Jump’n Run this time. But the Theme wouldn’t make a Jump’n Run after my fancy and the collision thing always takes me so much time. After looking at some minimalist art I had my game idea. I wanted to make a random generated interactive art puzzle game. Maybe this sounds greater than it is, but I’m still very happy with it after 10 hours of coding.

Screenshot here

First Product

I wanted to have something playable at the end of the day, but some algorithms are pretty heavy and took more time than I thought. Tomorrow I should have it after 2 or 3 more hours of work. I wish you all best of luck and a few hours of sleep.

Herku

Functional level generator

I now have a working level generator for my sokoban clone, but the levels are always too easy.
one-crate-sokoban-2
Adding more crates would probably make them more difficult, but then it wouldn’t be as minimalistic I suppose…

Any Advice? Content Generation

Okay it is time that I admit I suck at creating graphics/music.

Are there any tricks people are willing to share?

At this point, pacman has better graphics than my little maze runner.

GB

Comments

Alucard J
27. Apr 2013 · 21:40 UTC
For audio, try SFXR or BFXR. Theres otomata and lmms too =]

update();

It’s 1:30AM here in Belgium, I’m a bit tired but it’s ok. The code is progressing, slowly, but there’s progression.
Now the sprites are correctly positioned. A added more ennemies, and the boss is well activating when it’s the end of the level.
Now I have to do some patterns for the bosses and for the bullets of the second type of ennemies.
I also added sounds :)
I’ll add a menu if I have the time to do so, ’cause there is still mysterious crashes when leaving the game :/
I think I’ll put 3 levels in the game, maybe a 4th one if I motivated ^^
Here’s another screenshot: Minimal Shmup

Suprema – second update

screenshot2

Something resembling a plan. Random shapes spawn, but there are too many! The challenge of the game is to select shapes according to some simple rules within a time limit so only a minimal group of shapes is left. Still working on spawning shapes in a random, but fitting way. This will look a lot better with some small animations, but that will be the last thing I add if I have the time.

Story and Sound

5 hours later it does do sound! And there’s some kind of story *erm*

 

You can smash pots! what do you want more?!??

…I should probably start putting some level design in there…

oh and enemies, weeeell…

 

New Update: Check It Out

 

Great Idea !!11! Lets Play ZELDA

Great Idea !!11!
Lets Play
ZELDA

 

Tags: music, potato, progress update, sound

Comments

Solplex
27. Apr 2013 · 21:39 UTC
Smashing pots? Your making Zelda?

Introducing my game, Persist!

persist

 
Persist is a tale of small spirit trying to reach a mysterious goddess to seek for forgiveness for his past sins, so he can move on to higher plane of existence. Unfortunately, the goddess isn’t feeling very helpful, and the further you travel in her sanctuary, the more sacrifices she demands from you in form of your limbs. Lose your arms, and you can no longer swim. Lose your legs, and you can no longer jump. As you trek deeper into the dungeon, you lose your skills one by one, making your quest more and more dangerous.

Can you reach salvation? Or are you doomed to lose all hope, and your whole existence, in the deep and dark sanctuary?

I’m making the game using Stencyl. The first area seen in the first screenshot is finished. As well as the cutscene the second screenshot is from. I am currently working on the remaining 3 areas and cutscenes. Stay tuned! and follow my twitter @AdventIslands

persist02
persist03

Comments

Colorvade
27. Apr 2013 · 21:44 UTC
Looks cool man.

Status Update – Going alright so far.

After building the fundamentals of the game in a few hours I was pleased to start working on gameplay and content.

Now I have time to add a little depth to the game. (music, soundeffects, gameplay tweaks).

 

My game is a space shmup starring a lost fighter pilot that ended up in another universe filled with angry minimalistic geometric shapes. Get ready to fight off a horde of quads, triangles and circles!

Screeny1

Day One over!

 

 

And holy crap, I got done with the game.

ld26_1

That means I will have all of tomorrow just for polish, music and all that other stuff. Feels good.

Maybe I’m in?

Lava? Cubes? Minimal!

Lava? Cubes? Minimal!

I wasn’t really sure if I’d be making anything this weekend. I’ve spent most of my time watching others on Twitch.

Surprise!

I’ll be adding a 2nd player and some particles. Not really sure if I’ll get to a titlescreen or anything. I need to clean up my website too. Forgive the ugliness at TrentSterling.com

Tags: progress, screenshot, unity, unity3d