LD15 August 28–31, 2009

It moves!

Presenting the driller, the stupid robot with a simple behavior: always hovers in the direction he’s facing until he faces an obstacle (for now, everything is an obstacle, later lava/water/holes will be lethal), then he tries to run right… if he can’t, he’ll turn left… if he can’t, he’ll walk backwards…

driller.jpg

driller_in_game.jpg

I got the driller to move around, with the camera focused on him (with some controls for zoom and rotation):

driller_camera.jpg

Now, to model and add the helper robot…

Saturday afternoon progress update

Cavern Tycoon Screenshot 003

Cavern Tycoon Screenshot 003

Here’s how the game’s shaping up at the moment. I’m say I’m about halfway done with being “feature complete.” I just have myriad bugs to work out, is all. 😛

As an aside, I just want to say that Construct is great. I could never program this by myself–never. Even though Construct is finnicky sometimes (all the times ;)), it’s still a great program, and it’s absolutely free. Muchas gracias, Scirra.

Comments

Gutter
29. Aug 2009 · 15:42 UTC
This makes me think of a board game I’ve been designing for the last few months… I can’t wait to see what you do with this.

Not much to see…

About 10 hours have passed since I officially started coding. Well the screenshot isn’t that impressive and I still have to cut some features and hope I’ll finish in time.

ld15-wip

Today I concentrated on gameplay features. You can move your circle around and attack the enemy (that other circle). All I need to do is to add more circles and the game is finished 😉
Well, there is a lot more to do and the circles are going to replaced with real graphics, still working on those. It’s gonna be a busy day tommorrow.

This TRANCE MUSIC is PUMPING ME UP

This trance music has increased my productivity ten-fold: http://www.philosomatika.com/

So I’ve got a Super Metroid-style map system and a simple platformer engine running in Game Maker.  The map system lets me have rooms of any rectangular dimensions fit together in any pattern and lets the player transition correctly from room to room.

Still no clue where I’m going with this, but it seems to be going somewhere!  Screenshots as soon as I have something worth looking at (it’s all just colorful boxes right now).

Comments

03. Sep 2009 · 16:09 UTC
Sounds very interesting. It’s great how certain music (particularly Trance) can help you focus on what you’re doing. I think it’s because it’s so involving, deep and has plenty to keep your mind active without distracting you too much. You kind of zone out and focus on what you’re doing. It’s great for that.
03. Sep 2009 · 18:29 UTC
I agree. That station was great to listen to during the evenings in the compo. Except when it crashed my browser, but nothing was lost so that’s ok.

Caverns – v0.1 BETA

caverns v01 screenshot

It’s still in a pretty early stage.

I’ll add a bunch of more critters/creatures, perhaps some other tiles. Creatures will interact between them, if they’re compatible.

Please feel free to try it, it’s made for Flash: Here’s the link

Assault on Cavern Station + Swarms

Was the theme swarms? No? It was caverns? Apparently I thought it was swarms…

I’m trying to make my space marines move and fight together as squads, and decided to use a few flocking algorithms. Now my space marines are swarms that don’t move like space marines. I’m thinking I might arbitrarily decide they’re flying drones, but at this point I’m not sure. If I’m lucky, I’ll at least implement cover so that you can make your swarm take cover. But right now I’m thinking my theme score is gonna be pretty low…

Still, work is progressing. Going to add some progression elements soon.

aocslatest

Comments

Almost
29. Aug 2009 · 15:40 UTC
Bats, with ray guns, in a cave! it could work.
29. Aug 2009 · 16:12 UTC
What the flock, hey I’m using assault on as well but yours is nearly working hmmm!

Polluted Caverns

a series of screenshots to show the current progress

the assets & layout seems ok, now comes the tricky part: coding the game itself !

He is the Basic setup. The scene, the assets, and a spotlight.

More of the same :)

Collision shapes roughly setup.

Seems good so far, unfortunately, tomorrow I’m outside, hence I should finish the most of the work today. We’ll see :’)

Some progress

Ive got how I am going to do the scrolling maps worked out, just need to figure out collision

Screenshot

Late Breakfast

Delicious Bunches

Delicious Bunches

I’m all set with my music, laptop for chatting, and a nice clear screen for code!

Plus, there’s nothing like honey bunches of oat to start the day!

rogue-ish dark cave w/light

so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,.  I may try to get some recursive shadowcasting going,.   however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.

I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,

IDE shot,. .

IDE shot,. .

Tags: cave, light, line of sight, ray, shadowcast

Comments

30. Aug 2009 · 04:06 UTC
Looks pretty, did you use “dunjons?” 😀

Cavern Ghost first screenshot

Ok, a lot of fundamental stuff out of the way, I’m now going to dive into getting my procedural cavern generation working.
But in the meantime, I took a screenshot of my current progress:
ld15_progress_1

Yummy Doritos ~!!

so far I didn’t ancounter any bugs in my game unlike the prevouse entry which I worked for 6 hours to fix the arrows hehe…

I’v done a background I don’t think its too fancy but its okay I guess

and Akin can now walk and jump and shoot and slash and do hell lots of stuff perfectly =]

soon I’ll add the enemys 😉 and heres a picture of Doritos with cheese inside a very russian looking plate =] on the side u can see my energy drink and my exotic soda joice and a water melon XD AWHOOO~!!!!

doritos

RAWR!! Rex’s cavernous adventure

Rex shooting some mud

Rex shooting some mud

So far I have a hamster with a gun that can carve holes into the cavern. Good times!

First screen, catchy name (I think)

I think that I got the name for my game, which is really the concept behind it as well…

Announcing Last Minute Miner!

Here is the first screen :

Screenshot 1

I’ve been using Boulder Dash’s tiles, and while replacing them I realized that my tile making talents are only good at 16×16, so the game will have 16×16 tiles doubled (or even tripled) in size. I’ll call it a “retro look”!

And no, I am not making Boulder Dash… I did to much of that in my life…

(Very) Simple Map Engine

map engine, main character, and a very simple map

map engine, main character, and a very simple map

Finally something to show :P.

I got the game to read a map from a file and finished the code that make the map scroll when the player moves.

Also created some quick art in Gimp. Now I’ll concentrate on collision (should be fairly easy) and then I’ll focus on enemies.

Breakfast!

I’m a tad late in posting this picture, on account of the extreme busyness I’ve been under in order to complete the awesome game of complete wonder and joy that I’m working on for Ludum Dare 15. Seriously, it’s going to be sweet… just like this delicious plate of french toast with blueberry syrup and cherries on top I had for breakfast this morning (along with the orange juice, can’t forget that!):

LudumDare15-food2I’ll make an update with my progress on the game soon. I know you’re all just dying to see it…

Tags: foodphoto

Introducing: Wagon race

Hey everybody,

I wanted to have something visual before making a first post about my LD entry. So here it is:

screenshot

My game will be a fast-paced racing game inside caverns. The goal is to drive your wagon through the caves as fast as possible without hitting any obstacles or going too fast into a curve. There can be multiple simulanous rails so that the player has to be fast in his decisions when switching between them. I will soon be finished with my map editor that allows users to create their own tracks :). I will concentrate more on the graphics tomorrow, i promise. 😀

An update and lunch (1d8h55m to go)

Turns out my folks aren’t coming down until after lunch, which means probably an early dinner… so early lunch it is!

Just some left overs from the other night:

couple of tacos with beans, rice, ground beef, cheese, lettuce, salsa and sour cream.

couple of tacos with beans, rice, ground beef, cheese, lettuce, salsa and sour cream.

An update on the game front… I’ve finalized my two wall tiles and am getting ready to start with the player character sprite and code, and his movement around the board.  I did some more code work to facilitate the transition and change of the player based on reactions of the tiles.   Also in this time I took a shower, did some pool maintenance, and tried to ignore the TV before it was shut off.  So here’s to a good work effort over the next hour and a half!

second screen shot, showing the two tiles and some more test map.

second screen shot, showing the two tiles and some more test map.

Tags: caverns, foodphoto, ld48_15, screenshot

Curry Time…

Red vs Blue or BLue vs Red?

Red vs Blue or BLue vs Red?

chickenBaltiChicken Balti…

Got a basic menu screen appearing … OMG I’m trying to create an RTS in 48hrs don’t tell me the odds, now where is more red wine and lots of coffee!

Tags: food, screenshot

Cave frog

frog

Ew. That looks ugly.

The game is now practically finished, just gotta do more levels and musics. And probably something to the grahics, too.