LD15 August 28–31, 2009

FOOOOOOOOOOD~!!!

Yey~! I’m eating fried potatoes with some slices of tomatoes and a shnizel with ketchup and halapinyo XD ~ AWSOME

and I came up with great ideas for my game and I’m working on them right now @_@

here’s a screenshot Yummy ^__^

food

Moons of Subterrane

Not sure I’m going to get something done this weekend due to being a bit blegh, but I’m going to have a shot.

Using my engine again ( which I’ve just committed a bunch of stuff to the repository for “chunky” scrolling action and a bit of a cleanup that had been sitting on my laptop for a while ) which, should you want scarred for life in reading atrocious code, is here: http://svn2.xp-dev.com/svn/stuckie-SGZEngine/

Currently, my game concept is as follows:
Gigantic maze-like caverns ( possibly randomly generated ) full of nasties and helpless people.
Rescue the helpless people from their research stations by landing on the pads to pick them up, and take them out the caves to a safe area ( your ship can only carry so many, so you’ll need to ferry the buggers about. )
Might as well grab some precious minerals while you’re in there too, for some extra points.
Do it before the caverns cave in due to destabalisation from the nasties.

I’m leaning towards a Cybernoid-style gameplay experience – so expect viciously difficult sectors, with switch-screen scrolling rather than smooth-scrolling, allowing each screen to be a puzzle in it’s own right.
Not sure if I’ll keep the Cybernoid “constantly falling” mechanic, or implement actual gravity.. depends how much of a clone I want it to be, I guess.

Art is being done in the Gimp as usual, sound effects and music in MilkyTracer should there be time.
Right, I need food.. hopefully have something playable by the end of the day, and I’m predominantly targetting handhelds again, so expect a 320×240 res unless I whack some scaling in there.

Cavern Color Pellet Dispensor

colorcavec

Well after a late night of brianstorming, and 7 hours of sleep, I’ve decided to set my sights on somthing a little more realistic for 48hrs.

Cavern Color Pellet Dispensor

Deep within the cavern things are hungry, but they are only hungry for pellets of certain colors.

As feed master of the cave system it is your job to make sure the pellets get to the right beast, by clicking to open trap doors and change the angle of platforms.

Each level features a different cave system and an increasing amount of colored pellets and beasts.

Maybe not the most creative idea, but I hope it will be fun and a well polished entry..

Viridian’s Update 1!

Awake now!  And I know what game I’m going to make.  It’s not going to match the theme perfectly but it’s one I’ve been wanting to do for a while now.

So here’s my first screenshot!  Which is actually just a screenshot of the framework I got running before the compo begain…

The game is getting better and is almost playable; the main issues being the number of enemies, and the popup of getting new items making your eyes uncomfortable (I won’t correct the a/an mistakes arising from adding random strings to strings, I don’t think they are important)

There will be four “backgrounds” to choose from: Gentleman Assassin, Modern Barbarian, Retired Commander and Glorious Dreamer. Right now, there are 3 item slots: Weapon, Armor, Finger. I will try to add more; as well as boss fights and a little bit of story. I will also implement a shop system, and maybe procedurally generated speeches for random NPC’s (they won’t make sense, but will be fun to read, maybe.)

Comments

Eckolin
29. Aug 2009 · 13:45 UTC
Love roguelikes. Keep up the good work.

Character get!

Whoosh!

Whoosh!

the character is really a rough for now, especially what animations are there. also I improved collisions a little.

anyhoo, playable after the link:

[WP_UnityObject src="http://www.sophiehoulden.com/randomstuff/ludum/LD15_web04.unity3d" width="560" height="420"/]

arrows to steer,  space to jump.

I think for th next build I’ll try ‘hold space to crouch, release to jump’ so variable power jumps are possible, might even make the board faster if crouching

First Screenshot

I has procedurally generated caverns!

Screenshot-Cavern

It’s not perfect but it’ll do the job for now.

Comments

embed
29. Aug 2009 · 19:19 UTC
Wow, I want to learn how to do this some day.

Still messing with rendering code…

Ambient Occlusion?

Ambient Occlusion?

Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well…

Comments

jph
29. Aug 2009 · 15:46 UTC
I am intereseted in your “sort-of per-vertex ambient occlusion” is it in a shader?? I would really like to utilise some of that tech. for my cave or more likely in other future projects,. any pointers?
29. Aug 2009 · 16:14 UTC
From looking at the screenshot, it looks like he’s using darker colours for vertices which have higher vertices near them, so the colours can be computed from the height-map =)
bluescrn
29. Aug 2009 · 21:22 UTC
yep, more or less as LunarCrisis explained – suitably simple for a 48hr game, but with quite nice results :)

Lunch

Bacon & Brie Ciabatta, plus a handful of pecans, carrot cake, and apple juice.

Bacon & Brie Ciabatta, plus a handful of pecans, carrot cake, and apple juice.

Oh man, I love food. It’s a good thing I actually have this thing in front of me, because the sight of it makes me hungry. So, progress on the life front — but what about the game? I present a screenshot:

+7 hours.

+7 hours.

You can move, dig, and scroll around. But it’s a start, anyway. Nothing technically challenging or interesting going on here, folks — I’m afraid I’m just not that kind of LDer. Sad day.

Comments

29. Aug 2009 · 13:16 UTC
I really like that tree!

Nice glass of red!

Well man can't live on..er well!

Well man can't live on..er well!

Well minor progress have basic level map drawn in art package just need to convert to image and then tilemap, but that will involve code!

It’s easy to fly…

…just don’t hit the ground! So far our hungry hero/monster flies around and can make a puke-animation, behind the game-window is the sucky level with the even more sucky level-format :)

screenshot_29-augusti-2009_011I might make some touchups here and there, but otherwise that graphics probably is final. If you don’t like it I’m going to send evil kittens to haunt you…

DSCN6655DSCN6656DSCN6657

Those very dramatic shots of my last candy means that I don’t have anything left, and it’s time to shop for food. I’m going to curse my refrigerator for being empty and then go shopping. In the last shot there is a little sketch about how stuff work in my game – enjoy :)

Tags: foodphoto, screenshot, sketch

More content, an idea

Since I didn’t have any solid ideas for the game, I continued working on the rendering of the map…

Added holes, water and lava to it… These are not procedurally generated… So, the current “level design” system is to generate a base cave, and then add by hand stuff like the water, lava and holes (according to the gameplay).

cave_holes.jpg

cave_water.jpg

cave_lava.jpg

Wondering how I can animate the lava and water… wanted to do some UV animation, but without shaders I have no idea how to do it (in D3D).. just added an up and down movement to the meshes, just to make it a bit more dynamic.

Anyway, I got a concept for a game…

A robot is sent into the caves, to provide rock samples or something… but the player (which is a scientist) kind of skimmed on the project, and the robot is plain dumb, and not intelligent as supposed… So, he has to help it collect the samples, by use of another robot (one that can’t get the rock samples itself). This robot is controlled by the player, and the player has to make him pickup objects, etc to help the other one gather the samples…

Might work…

Comments

Endurion
29. Aug 2009 · 13:22 UTC
For UV animation you just need to set a texture matrix. Beware that a texture uv translation matrix is created differently than a “regular” translation matrix.
29. Aug 2009 · 13:47 UTC
I kind of remembered that, but I can’t seem to find where do I set it…

Looked at SetTextureStageState, SetSamplerState, SetRenderState… Silly thing is that I found it a couple of days ago when browsing the docs looking for something completely unrelated…

JayIsGames, Cavern+Exploration, Progress

Well I remembered that JayIsGames is running another casual game desing competition with theme Explore. It is only for browser-based platforms so it may not be of interest to everyone but to some it will.

I was thinking in participating but was not shore. So I decided to filter out my ideas that do not fall under Explore and concetrate only one those who are + those which I will be able to extend in a month to make in a better/bigger game then LD usually allows. And in same time try to finish something playable by tomorrows night.

Anyways here is my current progress:

icon

Click to open at DeviantArt page as for some reason it does not work here for me :( Shows up in Media embedder but in post it self does not show…

Decided to test one my old idea for how to find normal of surface defined by a picture. And it worked 😀

How to use: Click to generate new map. When mouse is over ground it shows a normal vector of collision in that point. When not it spawns water particles. So far not collisions among water particles but already looks promising :) I wonder if I will be able to have enough particles and did not hit wall of Flash performance :)

Tags: caverns, CGDC, Explore, flash, JIG, progress

Caverns update, just sat down (1d11h20m to go)

I did some more work after last night’s post.  I worked on the tile map classes and scanned in my sketches, then created a couple image files to load in the tile map.  First shot, blammo, it displayed the map perfect on the screen.   I did a little tweaking of the map size so that it would take up more real estate on the screen and was left with this:

First screenshot of my caverns themed game

First screenshot of my caverns themed game

Not much to see, but the designs are all mine.  They’re loaded from a text file with some level metadata and the grid layout.  The space on the right will be the status area.  The graphcis are not text, like my Kroz inspiration, so they will get better than what I have above. :)

My work this morning will consist of making more sprites for the tiles, and of course, the hero dude.  After that, I’ll work on moving him around.

Tags: caverns, kroz, ld48_15

I can hold very hot objects!

Good morning.

Light Bulb

My item, it's been nulled!

If it isn’t obvious, you can now pick up items. The light bulb lights up the area around you. Pretty useless, but still fun. 30 seconds after picking it up, the light bulb will burn out.

Yes, I did take those screenshots at different times, if you noticed the coin count.

Candle, post-pre-prototype

This game I am make
Is very difficult.
I have found a somewhat satisfactory method of doing the melting
Which is an important thing to do
but the alpha blending, she does not blend.
Very annoying.
However, one of the major technical hurdles has been crossed, albeit in a manner that some might consider crappy.

This version is shiny and melty. These traits are preferable.

This version is shiny and melty. These traits are preferable.


The shiny boy, he melts the ice. He is very hot but not in sexual way.

Now I have a thing I can show you, I tell you a little about what I want this project to be. Red box is boy; I know he does not look like boy, but you understand. Red box is walking in snow when big rock fall out of sky. He fall asleep, as most young boys do when hit with big rock. When he is awakening, he is on rock (is different rock) in bottom of big ice cave. This is unusual, but not as unusual as that he seems to be more immolated than is common in a boy of his age. So okay, this rock it set him on fire. For all that he feels pretty good. But he is stuck in bottom of ice cave, and in order to get out he has to climb on ice. Ice and fire are not super big buddies, so he has troubles you see. This is the plot at the beginning. Some things happen later, but this is not important now. Is difficult enough to make ice melt, you see.

Comments

29. Aug 2009 · 14:16 UTC
whoa.. that’s a really cool melting effect!

Getting started

I had a bit of a late start but I am getting into the swing of things. I  decided to go with Visual Studio\C++\SDL.

I have my idea and sort of a plan and now it is time to get a prototype going to try out my idea. Will describe it more once I have a screenshot or something more to show.