LD29 April 25–28, 2014

Periscope Down

This is one of two prototypes I’ve been fiddling with off and on since yesterday. Thinking gameplay would consist of randomly popping up a small number of ship silhouettes on the horizon.

Things to add…

Instruction screen, death screen, gameplay (haha)

If you see a…

destroyer: periscope down button or you die
liner: wait (-2 points if sunk)
tanker: attack button (+1 point)

 

promo2

Tags: gam1, unity3d

Title Screen Completed

Just wrapped up work on my title screen after a taking a quick break.  After programming the majority of my day, this graphics work was a nice change of pace, so I’m going to continue it with some touch-up on my models in Blender3D.

Titlescreen

 

 

 

Ant World Day 1

Here is a short video of the result of the first day:

I had a hard time making this destructable world and was kind of fighting against the framework (Phaser) which I was using.

Now its time to code the game!

FML – Floating Mote Life

This is the other prototype I’ve been messing with. Once again it’s not really a game yet. The original idea was to feed the yellow motes, but I’m not certain what a winning condition would look like.

Good Night, update 2

Yep I stayed up till 4 in the morn again, I probable shouldn’t do that but I completed the scene/maps/and levels now  just have to finish the code.

 

captury

Is it a worm or a snake? what do you think

 

See you in the morning!

Bad news

It seems like we won’t be completing our first ludum dare because of a major set back we had and a general lack of time :/ super sad. next time for sure.

We’re In! / Progress

The Team:

Jimun – Code, Sprite Art, Sound
Dalon – Sprite Art, Enemy Design
Chip – Sprite Art, Environmental Art
Gero – Music

The Concept:

Under the Surface: You wake up not yourself… what happened, where are you? Where’s home, the family? Why are you living underwater?
Through exploration, escape your confines and make your way back to where you belong, piece together what all has happened and where you need to go.

The Tools:

Photoshop CS2
LOVE 2D 0.9.1
mtPaint
sfxr
and more…

The Progress:

gameplay0 gameplay1 gameplay2 gameplay3 gameplay4 gameplay5 gameplay6 gameplay7 gameplay8 gameplay9

Day One down… 2 more to go!

~Chip <:3)~

I have shadows and torches!

I’ve been more productive than I expected to be, so it looks somewhat decent.

There still isn’t much to do in terms of objectives and difficulty, but it’s kind of neat

screen5

Progress Update 02 – Day one over

Resource management!

Resource management!

Got quite a lot done today. Not too much to do in the game yet, but some of the first few features have been added!

Design should be done, and next up is to do more work on the game code and add some of the other planned features.

Seven Souls Mockup

One of our team threw everything in after effects to really nail the mood and style that we want.

Progress Update

screenladders

In my game are currently: Dirt, Grass, Stone, Iron, Ruby, Diamond, Emerald, Sapphire, Gold, Ladders, Levelgenerator, a cool mountain background, a simple inventory and and and…

Tags: ladders, ld29, level, progress

Protip: Don’t press Z.

Screenshot 2014-04-26 21.10.20Progress is being made, but good lord am I behind.

 

Comments

27. Apr 2014 · 08:17 UTC
Wait… Will I die if I press Z? o.O

You’re not the only one that’s behind… Good thing that I’m doing my game for the Jam… Phew :p

Game Progress: Concept Done

I’ve settled on a physics game with a “beneath the surface” streets theme.  Here are the quick sketch ideas.  Basically it’s a knock the rats off it’s pipe perch puzzler.  Because I’m still new to Phaser and HTML5/Javascript/TypeScript I’m not sure if I’ll have time to make a level editor.  Only because I don’t know the best way to import a level. I think it’ll be hard coded 5-10 levels.  If the game turns out to be good I’ll make an editor and create 50-100 levels or something.

Next post should have a link to the game as it progresses. @sputnikgames

 

 

Tags: game progress

Progress on Cthulus are Beneath the Surface

Today was a big day, completed most of the mechanics, multiplayer and a large portion of the art.

Cthulus are Beneath the Surface! Check it out here

Here are  some screenshots from earlier in the day when I wasn’t sure the direction to take the game:

ld48-1 ld48-2

Tomorrow will be music(maybe), more sfx, levels/stages and polish.

A goal – Delve NPC

Phew. So I was trying to avoid IRC chat by giving myself a goal before I would look at the chat window again!

The goal was delve, which reveals what NPCs are thinking. However I also added a compass, inventory listing, looking at items, case insensitive commands, and the talk command.

Susan is a little boring so it makes the example well.. boring – but you can see where this could go. In theory I can flex my writing muscles* now that the system is working, but I promise nothing!

You can now Delve npcs to see what they’re really thinking!

*even the weakest of men can flex.

Making a Pretty Room

It’s the perfect room to try and carve elephants out of solid marble by throwing ball bearings as hard as you can.

roomslikethese

So I learned how to do a photoshop wood texture tutorial for this.  Easier than I expected!  Sound effects are in, there’s a title screen, and I even have the basics for something that resembles a cutscene.  Should I go to sleep or should I keep at this?  I’ll never get to build the surprise ending if I don’t push on through…

We can build things!

Finally we have some sort of progress!

We can now build rooms and place and remove objects!

We can now build rooms and place and remove objects!

Yay!! But we still haven’t even begun with the game logic, resource management, the actual mining mechanic, multiple levels, actual tasks for our workers. But it’s something.

First Screenshot

Screenshot 1

Here’s what my game looks like so far. I’ve only had a few hours to work on it so it probably won’t have as much detail as other games I’ve made in the past but I think it’s coming along nicely nonetheless.

You can press a button to enter the ground, and doing so reverses gravity, which will hopefully lead to a plethora of nifty little puzzles. Hopefully.

Let me know what you think, and best of luck with everyone else’s games!

 

First Jam, first game, first screen

Working title is ‘Beneath their surfaces’

Result after 1st day

Result after 1st day

 

After 5 hours of extremely weird dreams I’m starting into day two, with a 3-day amount of work as well as Club Mate.

Jamming with all of you is an extremely masochistic but awesome experience, so thanks and all the best to all participants!

~moritz

Some interactivity

 

Still have a couple of glitchy moments here and there with the collision detection, but it’s better. The artwork, is programmer art for sure, but I’m decently happy with it for now.

Progress update

 

Some progress…

Beneath2

ld

Beeees! Start of day two

Progress so far:

Currently adding music and bee attacks. Then wasp AI to come soon after.

More Characters. I’m starting to think this will take more than this weekend.

Nine characters now. Erik, Anthony, Lucy, Kurt, Henry, Abigail, Jasmine, Elizabeth, and Arnold.characters

 

Like I said before, you are the least interesting person out of the entire group; Erik. He’s the bald guy. Being bald makes him slightly more interesting, but not much. Everyone else is just plain more interesting. We have player sprites, music, a basic outline for a very deep and depressing story, and some code. Other than that, not much. I’m starting to think that my team will have it done by monday night. Oh well, if we don’t finish it, then we can still make it on our own, but we’ll just have more time for developing it.

Successful first LD so far! :D

Screenshots

A little slow, but I would still consider this successful so far for my first Ludum Dare :D! Anyways, I have enough to at least take some screenshots :]
Going beneath the surface thanks to the main character’s malleable, blank mask and a crayon :3

Multiplayer!

Been working on a bunch of the multiplayer code. Haven’t even started art so I still have very little to show, but got a huge chunk of the really difficult backend stuff working. I’m in no means an expert at this stuff, and this is the first time I’ve dived into multiplayer coding. I’m making a huge mess but learning a whole ton.

I have a simple system where every player acts like the host. It causes problems with syncing as each player can have a slightly different impression of the same scene, which causes update spamming and a lot of jittering. As well because he reports from the client are assumed in good will it’ll never work in an actual product as it would be super easy to just decompile the client and ruin it for everyone else. But the good news is it works well enough for a jam.

The result is that now I have a sort of hacked together multiplayer parkour game it works (sorta) but is just crazy full of bugs right now.

Running the game between 4 different clients

Running the game between 4 different clients

 

Tags: bugs, Carl Graves, flash, multiplayer

Overwhelmed – My deepest game ever.

So, my game is basically my interpretation of having depression or anxiety, or even just getting bullied.
I realised as I was making my game has way more interpretations then intended. My friends have thought the game was about very different subjects, which I thought was interesting.
Here is a screenshot of the title screen.

titleScreen

CAVE TO DOWN

Well, I made a game of mining, where several enemies fall and begin to attack you (a snake, a spider and an elf) while you kill them or run away to dig the earth and make some items (gold, silver, bronze, banana? ) cava when all 25 squares which can dig the level you are releasing more falls 25 squares, so infinitely to their little hearts run out 5

It’s simple, my enemies only have the animation of falling, and I’ll put a walking and another to attack my character will have to attack, undermine and floor. I now lack only visually fix the system where the ground falls from rest is ok, but now I see a few animes and then sleep until tomorrow personnel and luck!
(GIF or  VIDEO)

Tags: Beneath the Surface, CAVE TO DOWN

Sprint-Dare!

cb76ec7a60891c0f7d5aa37efcc4c145Sooo, going to try to make a game in 14 hours, from now on end. Theme is good, no time to waste – wish me luck! :D

GL to ye all already daring, and GL to ye all who might still enter!

Day One – Results

screenshot103 screenshot105

So for my project, after much toiling, I was able to get the collisions, sword, GUI, basic enemy parent, health pickups, and the majority of the game designed and layed out in the editor! Not bad if I do say so myself. I also made and implemented my sounds and I composed a couple of tracks for the game. The game will be called “Beneath the Clouds,” to fit with the theme of “Beneath the Surface.” I’m going to get a bit more creative with the following enemies, including the minibosses and whatnot, as I can’t say that the main Skeleton enemy is super brilliant this time. Regardless, this project is showing promise!

Working remotely 12 | 1 am

Doing great so far. Models coming in, thanks to mixamo.com ; now is time to add the textures

Menu- check

character controller – check

to do:

autogenerated maps

music controller

art…

Goblin fire

Goblin fire

 

Progess hath been made over 24hrz

so its taking shape!

the game is dig to the earths core, collecting gems and drill pieces (notice drill…) as you get further BENEATH THE SURFACE your oxygen levels deplete quicker. you must collect all drill bits and relieve the earth’s core’s pressure (mouthful..) before it explodes… lots to be done !

screen shot and gif ! woop

belowthesurface

below the surface - core quest

below the surface – core quest

Poor Bob

I made a little more progress with Bob yesterday, implementing the ability to pause the physics to allow the player to move objects around. This likely won’t be the way the final game works, but it allows me to easily test which combinations of objects work best for drowning poor Bob.

The next thing to add is the timer and animation for Bob running out of air, then I’ll move on to building some levels. I’m still not convinced I’ll have time to finish this today, as my herd of guinea pigs need their cages cleaned.

First Day Progress

This is my second Ludum Dare, and I’m very excited to see how all the games turn out. For me, it took a while to get an idea for a game. Last time I spent all my time on gameplay elements and almost zero on graphics. This time I focused on graphics first for a change. I like the look, but now I’m a bit worried I won’t be able to make it fun in time, haha, oh dear. Tomorrow I shall gameplay-ify this game!

Screenshot 2014-04-26 21.12.32

Screenshot 2014-04-27 00.45.20

Comments

27. Apr 2014 · 03:03 UTC
The color Values are cool taken. 20 Hours left. Wish you win

First day over!

Just woke up and here is some screenshots of what I did yesterdays.

1 2 3

The game is called Dig Quick right know and it’s about digging as fast as possible to make it to the goal beneath the surface, might not be the best take on the theme but it works.

I’m feeling accomplished but there’s still a loooot to do.

Click for a gfycat that’s bigger, prettier, and has a smaller file size.

I can now control four tentacles independently of each other and attack/grab/toss enemies to their dooms.

I still need some more enemy types, enemy movement, and enemy attacks. Naturally some sort of actual scoring and dying would be nice, too.

Finished!

title

This is it. I’m done. As I didn’t have that much time this weekend I had to go for something quite small. But I think turned out quite okay.

Here it is: CLICKEDICLICK

Half time

This is it, on day passed, it’s almost 5am in France. Time to sleep a bit.

I managed to do most of the coding. Here is a little place holders filled screenshot. This a kind of top down shooter with a (I hope) a little twist beyond the obvious goal of the game :)

 

second_screenshot

Day 1: Plumbing the Depths

Hi

This year I’m doing the Jam with my friend @clangmuir (follow him on twitter for the inside scoop). We got the theme announcement last night, and had a meeting at Kafka’s on Main st to brainstorm ideas. We didn’t want to make something that people would say was “just another Beneath the Surface jam game”. We wanted to really get to the core of what it means. Beneath the Surface. The surface of what? How far beneath? What are you doing down there anyway? The big question was, “what is beneath the surface.”

The answer, and I think you will all agree, is “the sewer”. Beneath every city you’ve ever visited, crawling with fascinating architecture and dangerous gases, is a sewer. Sewer’s have an ancient history that goes back to, like, Sumer probably. How do you make a game about sewers, though? Well we thought it might be neat to make the game focus on the lives of plumbers, those brave men and women who dwell beneath the surface. They aren’t very well represented, especially in the new media, so we feel like we’ll be giving them a boost while we’re at it.

That’s not the end, though! No, no! You see, my friend and I, we like to take it to the wall, you know? We like to kick it to the bridge, if you catch my drift. So we didn’t just say “ok let’s make a game about plumbers, like, plumbing or something”. We took it just one step further ans asked ourselves, “if the sewer is beneath the surface of our world… what’s beneath the surface of a plumber’s world?”

At this point, the sluice gates holding back the brain juice* were lifted. Our imaginations filled with images of a strange kingdom, at war with itself, filled with unusual reptiles and fungus! A mushroom kingdom, of sorts, and the brave plumbers who are its only hope.

What would they be willing to sacrifice, to save the world beneath the world (beneath the world)?

***

Day 1: At this point, the end of day 1, we have a ton of content and enough code to let us jump around and collide with objects in the imaginary kingdom. I am proud to present a screen-shot of the game in its current state (art direction by @clangmuir, except for the red square which is all me).

Day One

* 脳汁

Comments

Newt_
27. Apr 2014 · 03:36 UTC
Great job on the red square, man.

Day 2 progress

Here’s what I got today.  I’m a slacker and slow 😛  Here’s about 14 hours worth of work:

It’s reverse whack-a-mole.  You are the mole:

Screen Shot 2014-04-26 at 10.04.11 PM

Screen Shot 2014-04-26 at 10.06.11 PM

It’s Been Fun…

This has been my first Ludum Dare and it was pretty good, i’m happy with my final result. Play my game here.

Here’s a little sneak peek of my game but I’d really appreciate if you played it:

screenshot102

-Lucienpro out

4

This entry was posted on Sunday, April 27th, 2014 at 3:07 am and is filed under LD #29. 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.

Should I submit an early draft?

I’m 100% new to this competition and am wondering. My game is far from finished, but should I put up an early version before I go to bed tonight/this morning for critique?
I would be happy if somebody could answer this question for me.

Comments

Elstretchington
27. Apr 2014 · 03:32 UTC
anything is better than nothing, but if you submit a gif of simple gameplay or something it’ll bring in peoples interest

Soundtrack Preview

Here a first glance on the Soundtrack of our Game.

´Greetz from the Sound-Department

Super Subsurface Sun Slayer

Pathfinding and map loading.

I’d love some feedback on the soldier sprite as I’ve spent about an hour making it and I don’t know if any of it is recognizable.

Drawing small stuff is so much harder, I had to have it fit in a 40×40 tile.

He is holding a plasma weapon (hence the green ammo box-thingy) but I don’t know if people will  understand it’s a weapon because it looks like a black blob with some green on it.

 

soldier1

 

I got A* and patrolling working.
Entities each have a patrol, a list of waypoints with no obstacles between them, that they follow. When they need to deviate from this patrol they start to use A* until they get back to it.
I’m loading the map from a png with each pixel corresponding to a 40×40 tile with the color corresponding to the tile type.

The code is not very  interesting so far, pretty standard stuff. I’m gonna get to the stealth part soon which will be more interesting.

Here is a video: A* and patrolling

My strategy here is to get everything that’s necessary, but still an extra for the game done so that I can theoretically submit any time, and add more content and random generations right up until the deadline, where all I’ll have to do is click a button.

Progress of “Triumph of the diver” stealth game

We are over the 28 hour mark and things look pretty good. Game mechanics are working, art is finished so we’ll use the rest of the time fixing small details and polishing gameplay.

In this game you navigate between enemy boats and infiltrate them while staying out of sight. 

Triumph of the Diver

 

Tags: stealth, triump of the diver, unity

Comments

Menesetsu
27. Apr 2014 · 03:37 UTC
Wow, looks cool. Want to paly it already.
yetatore
27. Apr 2014 · 03:57 UTC
Nice pixel art!

Rewrite

Not giving up just jet!

sbt is bootstrapping a scala libGDX project as we speak.

IntelliJ has replaced Webstorm as IDE.

The reason I did initially not go with libGDX (which I am more comfortable with than phaser.io) was the worry about the HTML5 backend which seemed to have not received much love recently.

If it doesn’t work properly anymore you guys will have to do with native applications, sorry about that.

Now let’s explore what this all new libGDX 1.0.0 can do!

The morning after

So we all had a good sleep tonight and are now back at work since a few hours.

The fact that we are in the Black Forest explains that we had some little guests this morning:

Hello you little thingy
(seems worse as it was)

Also, our balcony is multifunctional. On the one hand, it gives us a nice panorama over the rainy Black Forest and, on the other hand, it keeps our drinks cold ;)

Beverage storing  That panorama

 

 

Explosions!

The art is well underway now that the coding is near completion.  There are lots of bugs still and small things that needed to be added all over the place.  Still is no way to lose this game so its got a happier tone than I would prefer.  Anyway here’s a new gif of some of the new action!

MOREEXXXXX

Here’s my Mockup again for reference and to see how much more graphics tuning I need to do: ps – If any of you have tips on how to paint better in Flash please let me know!

LD29stormMOCKUP

 

progress

28 hours in, art done and now need to focus on gameplay (making the planned 5 enemies, and level design).

Hope I can finish this all in time!

playable demo: (http://spotcos.com/penguin/)

screenshots:

 

Screen Shot 2014-04-26 at 10.40.29 PM

Screen Shot 2014-04-26 at 10.40.43 PM

My First Time Ever

Hey Guys,

Just figured I’d also say Hi, this is the first time I’ve ever entered one of these.

13 hours later, I managed to get something that ‘could’ pass of as a game complete.

Looks like my Sunday is now going to be spent relaxing, rather than coding.

Now to think of my next project, although I need to get back to my first project I started, which has ended up on the back burner. Then again, I’ve got a few things on the back burner.. :(

This is an Asteroid Game I’m doing for my cell phone, on the back burner.

Screenshot_2014-02-11-08-23-21

Some More Progress

I’ve made some more progress over the last several hours. I now have randomly generated caves with enemies and progressively harder levels accessed through wormhole-type things. You are able to fire a beam which damages enemies, fly using a jetpack, and shield yourself from damage (all unlockable abilities). Just need to implement a UI system, improve enemy AI, create sounds, and compose music… I’m hoping my schedule works out in my first Ludum Dare.

progress3

Time to quit again. POSTMORTEM.

29 hours has past and Im bored without forces, without a game… Officially I quit.

So… Boring? No game? Nothing? WHY!!?
I hope that this postmortem can answer some reasons why I fail AGAIN a Ludum Dare.


POSTMORTEM

_ Not prepared to prototype fast

At the time that LudumDare began, I had nothing to get started, nothing to prototype the idea as fast as posible.
So when I came with an idea, I spend like 17 hours “writing” code before being even close to try the idea.

Thrust me when I say: That approach let you bored and powerless, VERY FAST.
Maybe in the begining was bored ’cause I was unable to test nothing!!! Fu******** horrible!!!

_ Background

That’s my 4th LudumDare, also I participated in 2 GGJ…  GGJ2012: passed, LD24: passed, GGJ2013: passed, LD27: passed, LD28: fail, LD29: fail
WHY I FAIL THE LAST 2 JAMS!???

In the other jams I begin with a well-tested and used game engines! Flash, Flashpunk, SebaGames(friend’s engine), Unity3d, NOTHING, NOTHING!

Wait, wait! I used a toolkit (both SDL based) but they are a “bit low level”.
Both times I couldnt write all the necesary code to start writing the real game!

Conclusion here, again I get bored both times by not making a game…

_ Why the change?

That maybe will sound a bit ::hippie:: => These game engines wasnt Free Software!

Wait, wait, again! With free I dont say “free of cost” => I say “do whatever you want with this thing!”.
> Flash depends on an awful nonfree pluggin.
> SebaGames depends on an awful nonfree framework (.NET).
> I like Unity3d, but I cant develop under GNU/Linux… WHY??

So, I say: ok, lets program in Python/Pygame, and Perl/SDL! They are free, blah, blah, blah, blah… **epic fail**
They arent supposed to be a non-pro solution, at least no for a Jam… And they arent supposed to be a pro solution, even in a long-term development!

But wait!!! Developing really free games, are so hard? Well… You have HTLM5, C++/SFML, why not Scratch or Bennu! But programming games is always hardcore stuff.
But, again, there is something comparable with the Flash/Unity framework that is free? I hope so (?), but I dont think so…

_ The future.

My experience with Perl was amazing, now is my favorite lang to write games hehehe! But I need a good backend!!
The next time I will be with a well-tested backend, and I will enjoy the LudumDare at the way that deserve it!!

_ Advice.

Be prepared, or you will get bored!

Tags: postmortem

Comments

27. Apr 2014 · 04:19 UTC
You’re awesome for trying, even though you gave up.

I admire you even more for writing your experiences after all.
muramasa
27. Apr 2014 · 04:29 UTC
I can’t say anything because I’m not that much of a programmer, but what I’ve seen people doing is preparing their game engines before LD starts. Or templates.

Making your own game engine has the benefits of everything working the way you like it to. And templates… well, not spend time doing reiterative works, like asset management, setting everything up… stuff.
27. Apr 2014 · 04:46 UTC
Let me blow you a K.I.S.S
27. Apr 2014 · 05:08 UTC
As Yell0w said, K.I.S.S is a good moto. It’s great to expand your horizons, but I’d say don’t go into an LD with a new tool unprepared, practice with it before hand. I’ve come from the opposite situation. I wanted to use unity3d this LD, but I’ve always used c++/sfml. I didn’t have enough practice with unity3d and I didn’t feel confident when the theme came up and I thought of an idea. So I went back to my guns with c++. It takes a lot more practice to be able to use c++/c with sdl/sfml because they are so low level compared to unity3d. My suggestion is if you want to try again with those setups, is to prepare by figuring out how to right a simple aabb collision model with velocity. that’ll get you started pretty fast. Then you can just play around with graphics and logic. Another big part of it is really knowing how you are going to architect you game, with unity3d a lot of that is taken care of for you, especially in simple projects like some games done for LD. Either way, it’s good that you tried, keep on treking though!

Oh yeah, I’m in ! Haha

Been working on the game but I’m mostly doing the gameplay so no cool graphics or prints for now 😛

I don’t have that much time so I’ll participate in the jam by my own again haha

 

It’s just so cool to come to the site and see those games, I’m really hyped this time!

Keep up the good work people!

19 hours left…

Photo 27-04-14 02 43 46

Unfortunately I had to work today and didn’t touch the code until night.

Must say that Haxel and HaxelFlixel are a joy to use and works perfectly on Mac.

What’s done:

  • NPC movements (still pretty dumb)
  • Player’s movement.
  • Basic shooting
  • Basic art

What’s not done:

  • Sound
  • Start Screen
  • Enemy AI
  • Background music
  • Game Over scene
  • Lots more.
  • The gameplay still not well done, but I think I’m getting there.

I will probably work for more 2 hours (it’s 3am here, GMT -3 Brazil), sleep a little bit and try to deliver something.

Comments

27. Apr 2014 · 04:06 UTC
Programar às 3 da manhã é foda…

We’re getting somewhere

Time for another pause.

So far we got a working demo (click here to play!) and a title: Rabbit Hole.

Untitled

So you’re this girl dressed in a rabbit suit who has to rescue her friends (also dressed as animals). You’ll descend beneath the surface into the depths of hell fighting… walking fire-people? We should come up with more enemies 😛

For the code, go to the GitHub repository – it has a nice README.

It’s 3:00AM here – see you all tomorrow!

Tags: html5, MelonJS

Comments

yetatore
27. Apr 2014 · 04:59 UTC
Request: It is posible play it with keys?

Sitrep

Well Nith is going very well what I have, procedurally generated map, with random chests with random loot, imp enemies (need to add some more for variety) a player with animations and sprites, a physics system I made, lava etc.

What to add – well more enemies, weapons, particles?, etc

Day2

Work a bit more – then sleep.

Some progress…

I made some really good progress until now, managed to have some really simple enemy AI in place using Astar for pathfinding. I’ve managed to add most of the code skeleton (state manager, ui manager, ai entities, player control). I’m really confident that I can finish the coding part by noon and use the rest of the time to replace the mockup prefabs that I’m using with new props that I’ll create in Blender.

Here’s a sample…

Progress1

A build can be found here: Burrowed Time

The controls are WASD or arrow keys and SPACE to burrow/unburrow. While burrowed the enemies won’t follow you. For now only enemy death is implemented and spawning is not well implemented either.

Update: I have some issues with the animated gif in the post, for some reason it doesn’t play automatically, click on it to see the animation.

 

Wow! This competition did not turn out as we expected.

Working on two games simultaneously for #LD48. #ScreenshotSaturday @apebeast pic.twitter.com/LEmYve3UGq

— John Funtanilla™ (@iJohnF) April 27, 2014

As you can see, we both got really good progress with our original game, and we decided to split up for a little bit since I am doing 100% of the programming and John is doing art. John finished most of the art assets quickly, so he decided to make his own game for #LD29. He calls it “God Slayer”, (or I think. I forgot lol), and below is a cool sneak peek of what it currently looks like.

I won’t really tell too much about John’s game, since it’s still in concept phase, but I can talk about our compo game, which is now called “Descent”. This game is an infinite vertical falling jumper that features a mighty archaeologist trying to figure out what’s in the very bottom of the mysterious sink holes that have been appearing in the face of the earth. What’s on the bottom? Monsters? Dragons? Pot of gold? We are all not sure yet, but the main character sure wants to find out. If you don’t know what a sinkhole is, below is a cool sinkhole I found using Google Image search.

By the way, if you are wondering what we’re building our games with, I am using Unity3D, while John is using Flash.

And finally, the last photo is what the Descent: the game, looks like right now…(pardon the programmer art, I will work on integrating the art as soon as the sun rises tomorrow, lol)

Sinkhole in Florida!

A screenshot of Descent, the game

Nicu Listana and John Funtanilla’s game, Descent w/ early programmer art.

A screenshot of John's game

John Funtanilla’s game for LD29, which I forgot what the name is.

Comments

27. Apr 2014 · 08:32 UTC
Actually it’s Guatemala City, not Florida 😉

Finally making progress.

It’s been a slow weekend for my Ludum Dare game as I worked from 11-7 today, but now that I’m free until Monday afternoon, I plan on making some major headway. I’m doing something that’s pretty experimental for me and it requires a lot of writing for the narrative aspect of it, so it’s going to be very interesting to see how that turns out.

I still don’t have a firm idea on how exactly to include the theme, but I have a feeling it will come to me as some sort of 4 AM miracle.

 

Digulator part 2

 

Afternoon of day 2, got through plenty of coke and pizza, and have some amazing visual effects!

Now just have to add that gameplay into it.

I must be working hard, I have all my programs open on the projector!!

ludum2 ludum3 ludum4

“Lost Beneath”, Almost lost in code.

I have enemies and obstacles.
Kids keeping me out of my work, but what can a father do… LOL

Here is some screenshots of how my first glow in the dark en enemy looks like.
O yea and I have doors as well.

Image4

Image5

Image6

Team RetroEpic is in!

So it’s a little late for the whole “we’re in” thing, but we decided now’s as good a time as any to say hi! Our team consists of four of us jamming from a game dev company called RetroEpic. We’re based in Cape Town, South Africa.

We’ve gone with a rather unusual concept: The player controls  a doctor/therapist who’s job it is to keep an army of dungeon goblins happy and healthy by diagnosing then curing their various ailments. The player chooses from a number of semi-sanitary diagnosis tools, then pokes and examines the goblin patient, watching for reactions. After a while, various symptoms will become evident, which will illuminate what kind of ailment the patient has. From there, the player can assign a cure to the patient, and earn gold to buy more tools and cures.

We’d like to capture as much humour and empathy as possible in the narrative and visuals, while still keeping some kind of fun, deductive gameplay. Hopefully this will eventually allow us to explore all kinds of emergent gameplay and narrative treats :P

Anyway, there’s a lot to get through, so we leave you with a WIP shot of Alan the goblin, and our player’s dungeon-y consultation office.

goblin_01

Kiyaku Update #3 – Stuff is happening!

Only 18 hours left but i think my project is coming along nicely! I wasn’t expecting to get this much done by now.

 

Some progress shot:

progress_02

progress_03

 

Stuff that works:

– Random dungeons

– Turn based movement

– Combat

– Item drops

– Inventory system with equipping/unequipping items

– The enemy that slowly crawls from the depth to the surface

– The infection it causes while doing so

 

But there is still a lot left to do, so i should probably go back to work!

Also still streaming all of this: http://www.twitch.tv/seriouscreeper

Changed my idea!

Well, the old idea was .. not.. eh.. it just wasn’t working out. Then it just hit me. The idea is a bit metaphorical… but.. eh… it works well. The game isn’t as creative, but I enjoyed/enjoy it a million times as much. Its not a very serious thing, but it does have truth to it. 😀 No screenies or anything for now. I’m gonna start coding on another project … need a break from game coding. I have more than enough time for my entry.

Progress “To Surface” for Ludum Dare 29

After taking 17 hours doing concept. finally able to execution process.

I will give my game title “To Surface” since it will about a fish who lost in an unknown cave that it must find its way to the surface. There will be also creatures who will try to kill the fish.

 

I am still making the levels. Here are some of the progress:

 

 

 

Tags: progress

Second day

I added some new features, like “combo”-counter, scoring and a shield that can be used to block these fireballs to gain points.

I still haven’t decided whether I participate in Jam or Compo. My game is suitable for both of them, but I’m not sure if I find enough time to finish my project today. Well, the time will tell.

A new breed of Physics game

 

 

639D80C6-7E3B-4858-A681-1D14EDF54859

 

 

 

 

 

 

 

 

 

 

 

Is it a whale? a shark?

No, its a Fricking KRAKEN

 

This is still WIP. The finished product will play as the Kraken, you have to wreck havoc on the sea, turning ships over, and eat survivors to grow bigger. Watch our for military ships as they will try to hunt you down.

The game is 100% Physics Simulated, the tentacles, the ships, the water, using Cocos2d-js and Chipmunk2d, runs on html5 ready browsers, and hopefully, mobile phones as well

Comments

CiderPunk
27. Apr 2014 · 05:00 UTC
needs 8 legs surely?
27. Apr 2014 · 05:09 UTC
yes, 2 more is coming

Screenshot #3: Well that escalated quickly

As the first full day draws to a close, my game is looking significantly more fleshed-out.

What began as a simple, arcadey diving game that had you harpooning fish has now acquired a pretty well-featured conversation system, with state data and branching based on conditionals or player responses.  It was a lot of fun to implement.  Plus, still a full day tomorrow to creep some more!

Tags: feature creep

Making a BioShock-inspired game. Underwater FPS FTW.

First area

First area

 

I think things are going alright. I might end up with a shorted game than I thought I’d get though, but at least you can shoot stuff and that’s always the best part of a game anyway.

Actual Gameplay!

I had a rather busy day today. I spent most of it helping my sister move her stuff to her new house. It seems more and more lately that each ludum dare I get less and less time to work on my game. But each ludum dare I seem to keep on pulling out a better and better game, I guess I’m growing as a gamedev. That said, it wasn’t until about an hour after the 1 day mark that I got something rendering. I put a lot of work into the engine… probably to much. But the hope is that it will let me focus on gameplay – the hope -. Right now I have a mining ship that you can fly around using the keyboard and mouse or an xboxcontroller, and I have randomly spawned asteroids of different sizes with and without crystals. Here are some screenshots of the game so far.

It’s not to much yet .. as you can see by the lack of ui/background, but at least I have something despite all the time that I lost today, I might be moving to the jam, because I think this game really deserves some good time on it before I submit it.

Btw here are the art assets I made for the asteroids:

All my assets are made using inkscape, I decided it might be fun to use vector art this LD, so I practiced for the day or two before hand. And I think it’s turning out pretty awesome!

 

Another video — Coffin thing…idk…

Here’s another video of my game.  I wasted a large chunk of time today trying to make it some sort of puzzle game like The Room on iOS, but I don’t even like that game or that genre.  I wanted something speedier and faster so I turned it into a first-person no-rail, rail shooter (what?).  I have a lot to do tomorrow; I probably (yea, that probably should be an is but trying to stay POSITIVE) won’t even finish all of it, but if I can get the atmosphere that I was going for down, then I’ll be more than happy!

Tags: game, jam, ld48, unity, video

Timelapses -1st and 2nd day

Since it ends up being like 500mb of JPGs per day, I’m dividing the timelapse by day. So, I thought it would be fine to upload them right now.

So here they are. 1st and 2nd day. Because of GMT-6 (?). I’ll include them later at the submit form, but whatever.

1st Day (2:16) – http://youtu.be/3ZrMwHHDHss

2nd Day (5:42) – http://youtu.be/ZMLK9GqQuKk

EDIT: I also share this, in case someone needs a TTF pixel font… http://fontstruct.com/fontstructions/show/ffl2_pixelfont

VIDEO GAMES AAAA

sp

Things are starting to shape up over here.

Most of the major bugs are ironed out, and it’s in a “playable” state. Notice those quotation marks? Yeah, there’s no single player game yet.

Howdy ! 17h left… It’s gonna be a little tricky…

How are you ?

I know your eyes have bled on the last post, so this is (I hope) some cure… 😀

ss3

 

 

What is done :

  • Physics
  • 1 mob of 3 (code and art)
  • 3 weapons (of 6 ?) : in fact, 3 shoot and 3 melee, but I wonder if I kept the melee weapon (and the weapons aren’t drawn yet :/)
  • Some sounds

What I want/need to do before the end :

  • The 3 Boss  (code and art) : in fact, the boss will be the ++ version of the mob (short time due… 😀
  • The 2 others mobs
  • LevelDesign (autogenerate with the Spelunky method, I hope I’ll have the time to do that)
  • Add some music

What is bonus (if I have some time):

  • The animation for game starts
  • Improve art T_T
  • Improve animation

 

Maybe a playable demo for the next post ? 😀

See Ya o/

P.S. : Sorry for the English, I’m a French guy  : “Le bisous o/”

End of first day

This is our first Ludum Dare as a group and all 3 of us are in High School. So far, we have mainly focused on the graphics and design and have yet to start our actual game play and scripting… but our graphics and design are coming along pretty well. This game is about the fictional inner world of our Earth. The protagonist is a geologist that travels to Paris in order to examine exquisite gems, only to stumble upon the source of these gems: the secret world beneath the surface.

 

image

 

Here’s a screenshot of our game

Well mine is finished…. I guess

I have submitted my game 60 second dash by Nuvlear Games.

It is playable has a end condition, high score,instructions,a menu.

But no sound or animations because I dont have the energy or experience or skills to add them.

Hope you have fun finishing your games.

DIVE | Devlog#3

logo

Read Devlog #2 here.

I am done.

The game is finished.

I can’t believe it. Last time i had to work until the very, very , very last minutes to get a somewhat playable version uploaded, was sweating my pants off fiddling around with Dropbox uploading and whatnot, and now i am done almost 13 hours before the deadline. 13 hours.

Everything works fine, i added everything i wanted to add and while i of course could put in some extra features now that i have the time, i don’t really have an idea of what that could be. I am actually really happy with how it is.

13 hours. Jeez.

Here is a gif of the actual gameplay. Or at least a sneak peek.

gmply

Be careful when switching between planes, you might jump right into an enemy.

There are 4 different enemy types. A normal small one, a weak fast one, an a bit tougher one, and a big anglerfish with lots of health. The smallest fish gives one point, the biggest one 4 points, every picked up little yellow fish one point.  That leaves the player free to choose whichever enemy type he feels comfortable with. The harder to beat, the bigger the reward. You can not, however, just stick with one type the whole game, as fish will only respawn when you move to another water-plane.

When you hit a dark fish, you lose one health. You have 6 health to begin with. When you die, you get to see your highscore.

15

15 is a very poor score, really.

I am gonna spend some more time reading through the other posts on here now, i have already bookmarked a lot of really cool looking stuff so i can find it later. Also gonna watch some sports, take a break from the game, and come back to it in the evening. If i then see something i would like to improve, i can still do that.

So far, so amazing. Good luck to everyone else!

Hi guys , this is my first time to ludumdare

 

 

70 IMG_2366


IMG_2360

IMG_2361

 

 

I’m new here~~ I was just start to learn how to develop game. And this is my first time to post a solo game on ludum dare.(Not finish yet~) My goal is to finish a complete game. :)

I’m using the Cocos2d-html5 engine. Hope to meet more friends here. Happy to enjoy the big party~~

End of day 2!

It’s 4:13am and I’m about to give it up for the day. I’ve been working on getting the animations working alright.

Brace for a ton of gifs!

IdleNWalkAnims

Basic animations: idle and walking.

RunningAnim

Running!

LedgeGrabbingAnim

Ledge grabbing starting to come together… sorta!

There were a few hiccups along the way…

OuchMyKnee

Climbing a le– OUCH MY KNEE!

SomethingsNotRight

Wheee!

AwesomeClimbingAnimation

I’m sure that’s how it’s supposed to work.

But ultimately, everything turned out alright!

AnimationAlmostOK

… Mostly.

And that’s it! By the way things look, there’s a slight possibility that I won’t finish in time. Worst case scenario, I’ll end up with a cool platformer base!

*sigh* I wish I didn’t slack off so much…

asdf

 

So hi there guys! It’s me again. With a compelling story. I think I may not make it. I wish I planned better but after the power outage as soon as the Ludum Dare started left me demotivated. Don’t worry, I’ll still finish the game though. Maybe until the interesting part only. I didn’t have time and I might’ve slacked off. It would be a miracle to get myself motivated to work again though.

Don’t you just hate it when you planned something and you lost all your plans because of a power outtage? Welp, not giving up though. I’m making this game blindfold without my plans and still looks great!

End of the First Day

Lots of work got completed today! We almost have all of the fossils sprited out, and the basic digging mechanics is essentially done!

 

Most of the sound effects have been completed, and the work remaining is slowly becoming a shorter list than the work completed. Over all, things are going quite smoothly!

 

Here’s a bit of a taste of the experience so far!

 

Love & Death beneath the surface

As you might know, I’m developing a little simulator with weird little creatures in it. Usually I’d do a project with the rest of my team, but I’ve got an exam tomorrow, so this time I’ll be doing just this small solo submission. Here’s what’s new!

I’ve added the ability to reproduce to my pond creatures. Look:

Love between micro-organism is very romantic

Then, I added something that is not as nice… after all, once we’ve got life and love, all that’s missing is… death.

John?! Ross?!? Noooo!

I hope you like what you see. More on the game later on!

So…

it’s 2:30am and my game looks like this … lots of work ahead

Screenshot - 04272014 - 02:30:48 AM

here is what one of the enemies will look like ..

Screenshot - 04272014 - 01:28:07 AM

KEEP ON KEEPING ON…

Here is a first look at our main character with a (very, very, very) simple texture.

Stay tuned for things to come…

goblin

what’s he looking at?

Comments

Nezzhil
27. Apr 2014 · 05:48 UTC
Oh god! A Handsome Goblin!!!

Paranoia Progress Update #2

I haven’t posted a progress screenshot since the start of the day. So here it is. Visually I don’t think it is all that different, but it shows the second part of the game, the more story aspect. Refining the text is for tomorrow. As is level creation.

Paranoia #2

Back to my game…

Good morning, everyone. It’s 9:30 am here in Germany, I am showered, not shaved and have had my breakfast.

My real life todo list is as long as my game todo list so I’d better hurry up and get some things done…

Breakfast: bread roll with plum jam, coffee with milk and sugar.

Breakfast Sunday

Comments

StephenJacob
27. Apr 2014 · 06:54 UTC
That looks tasty as fuck, good luck with your todo lists!

LD48 29 Dev Diary #2

I did this last night but forgot to put it here for some reason. Probably because I was tired.

http://youtu.be/ytj4HB3075M

I’ve only just woken up now so that’s good. I’ve only got 12 hours to hack something together D:

Depress

How awful it is to see our game when the others games seems so cool…Sans titre

Comments

Jerre
27. Apr 2014 · 06:24 UTC
Dont worry. Ludum dare is about having fun and creating something. Not abouy being the best. Looks like you are coming along nicely!

Starting to feel like a real game!

 

 

test7

 

I’ve done a bit of a UI and a bit of polish on the game so far but it still feels a bit lacking but oh my god I deployed to my iPhone!
I AM EXCITE

If you’d like to try it, beta available here: Deep: Beneath the Surface