LD29 April 25–28, 2014

Subhuman

Hello all, I have just gotten started on my entry and it’s going very well so far! My game is going to be a platformer which is mirrored across the center of the screen vertically. Both sides have different challenges which you have to overcome while controlling both. It’s sort of a mixture of all the final themes. Here is a screenshot of my development from today!

 

The art is... Surprisingly not bad

I’m In!

First-timer here and so excited to be part of this! Took me a while to come up with an idea, but I’ve got one now and am sketching it up in Sketchbook and once the conceptualization is done, I’ll start fleshing it out in Unity, most likely. Will post some sketches, etc., when I can.

Cod3rChick

General plan planned out

I know:

  • What it’s about

&

  • What’s in it

Planning

Tomorrow I will turn it from mind to reality!

First Day Sounds Done

Spent the first two hours thinking of ideas and throwing out some basic code to get what I want done. I had planned to make an open world where every pixel can be manipulated, but I can’t draw all of them fast enough individually. It runs fine at a scale of 8, but it’s far too slow to draw each pixel as an actual pixel… Anyway, I’ll still be doing everything the same way and maybe I can get it to draw faster some other way! Good luck all, and goodnight ^_^

I’m in!

My tools: Construct 2, sfxr, Paint, my brain.

Good luck, everyone!

:)

Brainstorming…

After reading the sticky with clarified rules here, I’ve updated my entry post accordingly.

I’ve started brain storming…I’m really excited about the theme because it is not that mechanic related and can give a lot of room for interpretation.

Bellow you’ll find a picture of my working environment. I will switch between office desk and working home because I can’t work from home during the day because of my two really young daughters. I will probably move with my work at home, on my laptop during the night.

Ahh…I almost forgot, I will be participating in compo…

2014-04-26-1563

Putting the Pieces Together

With the announcement of the theme of Ludum Dare 29, “Beneath the Surface”, I find myself filled with apprehension. “Should I have not joined ‘officially’ and just made a game for myself in the background?” is a thought that is coming to mind now. I have not done much development of anything besides my website in a very long while.

Regardless, I am excited. I already have a git repository set up for the event and I am starting to think of a few ideas for my game. The first thing that came to mind when I saw the theme was the personalities that we have beneath the surface of our physical being. We interact in so many different ways with people on a regular basis. Combining that with timed dialogue events like Anna Anthropy’s I think something interesting could come out of it. Possibly forcing the player to wear many masks to continue through the game in search of some ‘intrinsic’ goal… it is something I can work on.

I have seen a few other ideas out there that I did not even think of till seeing them. It is amusing how the mind works. Even something as simple as a ‘mining’ game did not come to mind. I love mining games, by the way. There is something a bit relaxing about hording materials.

Anyway, my goals! I think I will be using HTML. Unfortunately, I have not kept up with any of the helpful tools that have been getting more and more popular, like Game Maker Studio or Unity. I also have not been keeping myself proficient in C++ for a few years now. I think after this jam I will try to focus on that.

For now, though, I will be designing a game based on interaction between the player and their environment. What that entails is entirely subject to viewpoint. It will be text-based, I fear, but I will probably find a way to add some graphics as well. I will probably be using Twine or simply using the things I already know with HTML to design this. SFXR and Bosca Ceoil will be for sounds. GIMP for graphics.

I know I have come somewhat ill-equipped to LD29, but I really want to get back into designing again. I am hoping this helps somewhat. It sure has me wanting to learn how to use some more tools!

Submersible – GDD

I’ve decided to stick with my idea of making a card game. So I came up with a design doc which I think should make a vaguely interesting game.

It will be asymmetric, with Player 1 controlling a Battleship and a Chopper, and Player 2 controlling two Submarines. They will use cards to move the units and attack. Stealth will play a major part, especially for the weaker submarines.

Here’s the design doc:

https://dl.dropboxusercontent.com/u/478864/LD29/LD29Scratch.pdf

It’s probably too much work for the time limit, but I’m keen to learn Unreal Engine 4 so here goes.

 

update #2 sleep

I’ve got projectiles and particles going now time for bed 😛SplashScreen

Our second LD!

Hello everybody! We’re in again. Missed last LD, won’t repeat that mistake this time!

Again we’ll work as a team, using our own tech, but now we plan to make builds simultaneously for Win, Mac and Android to – hopefully – reach a wider audience (and get moar votez, moar!)

Cheers,

Team @ Tangible Games

Really uncreative

I dont know why, Im really uncreative… Like the past time. The theme is good, but im really out of motivation.

I dont want quit now but I havent the LudumDare spirit, and without them making a game in 48hrs is almost imposible.

What gonna happend? I dont know, lets see in the future =/

Truth – Design Document (Yeah right!)

Overview

A very minimalistic dungeon adventure, which explores life as we progress deeper into a dark and spooky underground cavern, seeking to find out what lies at the end.

Mechanics

This will be a typical first-person game making use of the familiar WASD and space bar control scheme to move the player.  The mouse will be used to control the direction the player is facing as well as moving.  Once a weapon is acquired, the left mouse button will be used to “fire” it.  Interactivity with objects will happen automatically so the player doesn’t miss the opportunity to interact with something.  They will be funneled into the interactive spots and forced to interact.

Story

The game will be essentially story (albeit short) based.  Using a first person camera will engage the player and make them feel as though this game is about them, maybe it is?  The progression will be linear.  The player will gradually descend into an underground dungeon, essentially pulling back their flesh, finding out who they are.  Triggers will be placed throughout the halls of the dungeon halls that guide the player.  The story will be about digging in to one self.  Finding ones true self, and told from the viewpoint of a video game character.

Aesthetic

The aesthetic will be very minimalistic due to the time constraints.  It will be very dark, and the dungeon will go down deep (as deep as time permits).  It will be peaceful, allowing for quiet reflection at times, and frightening at others.  The movement of the player’s character will be slowed, and will be made “deliberate,” with the goal being to hear the sounds of a deep and empty dungeon and see the nothingness that lies within.  The halls will be narrow, hopefully eliciting a feeling of claustrophobia.  It will also (hopefully) allow the player to reflect on who they are and ask themselves if this relates to them.  The element of surprise should play heavily into the game from start to finish.  The ending will be unexpected/surprising, the player will want to stay engaged to find out how the story ends.  Due to time constraints, the dungeon will be very repetitive.  Breaking it up with bits of text here and there will aid in breaking up the monotony.

Technology

Unity 3D 4.3.4 Professional Demo will be used as the engine for the game.  Using prefabs and modular scripts will decrease development time by leveraging reusable parts.  Maya 2014 will be used to generate low poly modular dungeon pieces.  The pieces will employ mesh colliders generated in Unity and will be comprised of as few triangles as possible for performance and size.  Texture size will also be kept to a minimum, which should give a nice retro look.  Bfxr and Audacity will be used to create the ambient and interactive sounds of the environment, as well as some voice acting.  Right now, there is no plan for music.

 

 

Next up: The technical design!

 

Progress (Episode 2)

Welp!

I need to know whether these two sprites work together!

(The mirror and the backround, Ignore the bricks)

progress

Imagine this is a circuit, Like the ones you find in your lamps etc.

Progress on LD 29

core graphics done

sprites next

sounds, least first round done

music … eh later

getting into code soon, time for some dubstep on the hd429’s

bgtextures created by genetica (windows) its like 200 bucks for the basic version but there is a 30 day trial to abuse use

In like Flynn

In this time, for the first time not using Unity. Gonna do something HTML5,  probably using Construct 2.