LD15 August 28–31, 2009

Little energy…

After the movie yesterday, I decided to call it quits for the night… Woke up this morning, and implemented the stalagmites in the game…

Not feeling it, though… although the game is close to be feature complete (just need to add the ability to grab one object and use it, and the pushing of boulders), I’m not really feeling in the mood to finish it… Don’t know if I’m just being lazy, or if the game itself is failing to excite me, but I’m not sure if I’m staying in the compo much longer…

cave_stag.jpg

Update on the voronoi thing

Finally some progress. Level comes from a simple bitmap like this:

level_editing

And turned into a voronoi thing (real-time) in the game:

20090830_1251

I also got some simple physics and collisions working for the player.

Cave Ninja – Dwarf Pirates

Now there’s enemies (at least superficially so), and they’re Dwarf Pirates. Dwarf Pirates often dwell in caves, and are the only real natural enemy of the Cave Ninjas.

jolle_cave_progress_05-dwarfpirates

Tags: dwarf, enemy, pirate

Penguin says “Kwa!”

ld15-10

I’m starting to get a feel for where this game is going. I have NPCs working in game now, but I still have a lot of work to don on the graphics. I’m working my hardest to get the game design and goal working, and then I can come back and clean up the art towards the end!

Comments

30. Aug 2009 · 08:03 UTC
funky style =)
30. Aug 2009 · 12:05 UTC
Looking cool, Hayden! Is that Penguin vs Lava penguin?
31. Aug 2009 · 18:51 UTC
It’s a different penguin! Lava penguin has a scarf!! XD

Throwing the towel…

I’m throwing the towel…

For me, 48 hours compos are about having fun developing something, and I’m honestly not having fun developing my game…

Although I think the idea is sound and that it works (although not with keyboard controls, it should have mouse controls), I’m not having fun making it, and as such I’m calling it…

Should have gone with the RPG thingy… :)

So good luck everyone!

Comments

sirGustav
30. Aug 2009 · 09:04 UTC
I’m sorry to hear that, I see this as a motivation and the ability to finish a (sucky) game in a weekend and then have a good excuse to drop it is great :)

Checkpoint 1

So i added some puddles to the mix. They will act as farms for you civilization. Also made some music for the background, but you can’t see that on the screenshot. What you can see is, that my game si cruising along at a comfortable speed of 30FPS.

Screenshot_2Next I will do the color filter, that will make you see only your objects, all the opponents are going to be black. I didn’t really know how to do that effectively. Parthon suggested I do a bitwise AND filter. I will use that, but It will limit me to three colors for nations: red,green and blue. But it will give me more color freedom for certain objects. Thank you Parthon.

But first: lunch.

Tags: checkpoint

FallingTown 0.4

Well, it took longer than it should have because I keep getting distracted by skimming forums… I did get a house drawn, and am now able to place it. Once placed the houses apply a stress in the opposite direction as the supports, and it reflects correctly on the heat map. However, I haven’t yet implemented the houses falling into the cavern, scoring, and the player turn indicator doesn’t really do anything. So I still have a ways to go…

Anyway, screenshots below. Playable version history here. (If you play the draft, the preloader hangs between 95-98% complete. It does complete though, give it a few seconds. I’ll be working on that soon too. :(

Screen6

Screen7

-TF

Breakfast…

Coffee, Weetabix and Ribena

Coffee, Weetabix and Ribena

3 x Weetabix, Semi Skimmed Milk, Coffee and a Glass of Ribena Light, Good Morning Ludum Dare!

Today I have a scrolling tilemap, but need some little soldiers, carriers, landing craft, bunkers, doors, engineers/sappers…. OMG lol!

First screenshot, and encouragement!

Cavern Club Screenshot 01 - Just text and a background image.

Cavern Club Screenshot 01 - Just text and a background image.

I’ve been up for a few hours now, after a rather lazy yesterday evening (too much Batman: Arkham Asylum riddle finding, and Professor Layton puzzle solving) and I’ve got my first graphic in the game!  Woo!

Above you can see the basic layout for the game – the top strip of the screen will show the side on view of the Cavern Club, complete with little pixel Goths, Rockers and Metalheads.  They’ll hopefully move from place to place as their needs dictate – from the tables to the dancefloor when they want to dance, from the dancefloor to the bar when they want to drink, and from the bar to the toilets (to the far right) when they…. well, when they’ve drank more than their plumbing can handle.

Unfortunately, all that happens at the moment is that the time in the top right hand corner advances (at *150 speed), I print out some sprite fonts to show what’s going on with a starting group of ten punters, who wait around for 10 in game minutes and then either pay to get in (if they have the money and the door price isn’t too steep) or they leave in disgust.

I’m not going to get this finished, realistically, but I’ve already learned a hell of a lot (for my first proper go at XNA).  To those other people stepping down, or thinking of stepping down – I’d like to offer my encouragements.   You’re close to the end, what’s to lose in just pushing a bit more and seeing what you can get at the finish line?  Everyone else, who doesn’t have time to read this – keep going, and best wishes!

Tags: caverns, first screenshot, LD #15 - Caverns - 2009, screenshot

Complete change of direction

If I was going with my original idea: a) I wouldn’t have been able to finish it and b) it probably would be a much better game without any caverns in it, so I changed direction completely and decided to just hack something together so at least I’ll get an entry.

The cave (the gray lines),  is “collapsing” around you (the red dot) must survive as long as you can… that’s it. Really weak game but at least I can finish this in the two to three hours I have left before I have to go. :) Still todo: score (timing), sound and if I have the time, to try to make the gameplay better.

screenshot

Fixes, food and feet

I’ve fixed a few physics-bugs in the game and the result is a more stable game, however the screenshots looks the same so here are various stages of breakfast (instead) and a link to my source at google svn

DSCN6669DSCN6670DSCN6671DSCN6672

lunch…

DSCN6673

and this is how it looks under my desk when I’m sitting there

DSCN6677

Tags: deskphoto, foodphoto

Cooler combos

its not much bit its actually been the biggest headache so far this LD =/

hopefully the game will be done soon and I can add more ticks and rejigger the player art.

hopefully the game will be done soon and I can add more ticks and rejigger the player art.

playable after the link:

  • Left/Right = steer
  • Hold Space = Crouch (speeds up a little)
  • Release Space = Jump (hold longer to jump higher)
  • up/Down = Kickflip
  • Tab = toggle cameras
  • 1,2 & 3 = change board sound effect
  • 4 = mute sound ;)

Tags: caverns, hoverboards, LD #15 - Caverns - 2009, unity

This entry was posted on Sunday, August 30th, 2009 at 9:01 am and is filed under LD #15 - Caverns - 2009. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Candle: proto-tri-tip

Okay! I is fixed alpha problem. Is good. I is created series of tiny pictures to represent this boy. Big discovery! When I am playing these pictures in rapid succession, is creating impression of movement, or what I like to call ‘moving picture’. I anticipate great wealth in my future for having discovered this, but for now you can enjoy the fruits of my benefits for my ‘moving picture boy’.

Now you see why I named the game this way, eh?

Now you see why I named the game this way, eh?


If boy still look like box, it no longer my fault.
Now, I do not have so much time as I would like to make fancy games for you people. I love the looks of succulent awe I would be receiving, but is not possible. So I am stripping down my design. Is not so bad, I may make it more excellent after this Darrell Loom competition. So this boy, he must find the sunstones before he run out of heat. Is very cold here, so even boy with FIERY temper must find heat. So now, each level will be like obstacle course, with goal is the sunstone. I will draw some ice for him to walk on, and then I will make some levels. It is not super fancy game like will make you poop your pants, but is good anyway.

Half Way Through Day Two

Scarily, LD15 ends in about 14 and a half hours.. I’ve still a lot to do, most important of which is getting font support in for some feedback!
Some sounds wouldn’t go amiss either…

However, the onslaught of nasties continues as base spawners have been implemented.
Here’s a bit in the first sector of the first moon that’s somewhat nasty:
One Dead Spawner, mwhahaha

I had just destroyed the one on the right when the screenshot clicked 😉 they take quite a beating though but at least they stay dead! There’s also a puff of smoke when something collides with a bullet or enemy. Definitely crying out for sound effects now!

What’s left in Order of Importance:
Fonts.
Picking up Researchers and Repairing ( as you can still shoot stuff so, yea..  I can change the game to destroy all enemy spawners if need be 😀 )
Sounds.
Some actual level design ( though the way the levels are built, I could whip up a lot of them in the last two hours quite easily. )

Nicities:
Frontend.
Music.

Current playable with four spawners is here: http://www.stuckiegamez.co.uk/gamez/ludumdare/ld15/MoonsOfSubterrane-32.7z
It’s getting there.. and I might actually finish for a change!

Going to bed (again)

Gonna sleep for 5 hours, get up, and finish my game.

Right now I still need leveling options, and actual levels, and a menu system, then I should be done. Oh, and music, but probably there isn’t gonna be music…

I made huge-ass dudes that can’t take cover. They’re neato:

The big dudes are *very* powerful. Also they can't take cover!

The big dudes are *very* powerful. Also they can't take cover!

Day 2 Update

I’ve got enemies (Who stand there and get shot…)

They die, though! (Well, they disappear…)

I’ve got a camera, too. It works very well, even not blitting things that are off-screen.

(I’m glad I’m using a library that I’ve used a wrapper for! The concepts are familiar even if the language isn’t!)

They're Huge! O_O

They're Huge! O_O

Oh, and her gun works now!

Less QQ, More Pew Pew! OwO

Less QQ, More Pew Pew! OwO

I… Haven’t gotten much sleep. I fell asleep in the bathroom last evening, and woke up a few hours later just awake enough to not be able to sleep.

But, it gave me time to implement some things.

Then I tried using MinGW from Code::Blocks. (In Linux, no less)

That didn’t go too well, as the Linux version of Code::Blocks assumes that you always want glibc, which conflicts Extensively) with windows.h, which defines the schmutz that you need from WinMain, which Windows, monkey OS that it is, demands!

I’ll stick in preprocessor bits to allow building on Windows, as well as a Makefile after I’ve got the thing done. If I can’t get all of it done by tonight, I’ll just port it tomorrow morning. The rules allow that, if I recall correctly.

All in all, I can almost guarantee a game by the end. I have very little left to implement, so the only major undertaking will be the world generator, which is actually fairly likely to be done by tonight! Yeah!

Here’s to things working out, despite all of our troubles. :-)

—Akake

Comments

30. Aug 2009 · 12:02 UTC
Looks really nice!

Level Layout Loading

It’s the start of a level layout, loaded from a file!

CavernGameLevel

You can see the ground, the darker walls, the green monster lair, and the blue minerals.

I hope. Anyone out there who is slightly colorblind and can’t tell the difference between the lair and the mineral? I can fix that if it matters.

This entry was posted on Sunday, August 30th, 2009 at 9:27 am and is filed under LD #15 - Caverns - 2009. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Kavern Keeper – Fatbat and Caveshrimp to the rescue!

It’s done!

Try the game here: http://www.jarnik.info/pub/ld15/index_04.html (flash)

Some more screenshots:

Title screen

Title screen

Battle rage... in the caverns!

Battle rage... in the caverns!

Fatbat squad trashing the tavern

Fatbat squad trashing the tavern

Help screens:

rules1 rules2

And that would be all, I’m going to wrap things up and submit the game.

LD has been an amazingly exciting event, I’ll be back with a chronolapse and some sort of post mortem.

Comments

frbry
30. Aug 2009 · 10:06 UTC
very cool programmer art man!
30. Aug 2009 · 11:51 UTC
Weird bug: after a few games, the bad guy’s house wouldn’t spawn any more bad guys.
wonderwhy-er
30. Aug 2009 · 11:55 UTC
Look promising :)

Day 2… BEGIN!

Had Shreddies for breakfast (no photo again – my family already think I’m a bit odd without me photographing my breakfast cereal). Then was busy until about 12:30, so it’s time to get cracking!

Priorities today: (which I may well completely ignore…)

  1. Let the player move! Left, right, jump.
  2. Let the player fire bullets, rather than them appearing from the centre of the screen! Hopefully with a mouse-click, if I can get that working within a reasonable amount of time. Shouldn’t be too hard though, hopefully.
  3. Have blocks interact with the player – ie, if they fall on your head you take damage.
  4. Killable dinosaur, really simple.
  5. Finish the level-scrolling code – I put a lot of it in already, but the level has so far been the same size as the screen.
  6. Better dinosaurs.
  7. Panic because I’m running out of time and still don’t have much of a game.
  8. Levels, and finishing-up – sounds, maybe extra frames in animations, etc.

This will probably last me way past noon tomorrow, when my 48 hours elapse. But oh well, that’s the way it is. I like this game enough that I’ll try to produce a snazzier version after the contest has ended.

Tags: breakfast

More cookies

No time for proper lunch, cookies will have to do.

cookies2

The game is coming together, but still needs a lot of work.

screenshot3