LD30 August 22–25, 2014

ROFL (*weep*)

12h of diddling around and this is all i have:
ld30_screenshot
literally, i have no idea how to implement the theme.

Yesterday i did basically only the setup of phaser and loading of spritemaps + animations, hoping that today i’d have an idea what to do.

Then this morning i found out that the physics system i was using was not the right one for the job so i had to switch to another one with no idea how to do that.

Now i am exactly where i was yesterday (well, this morning at 3) and still no idea.

Guess i will just make some j&r proof of concept and just try to squeeze the theme in there :(

This sucks because for me doing something interesting with the theme is always high on the list, but this time…

nothing…

Tags: journal, yargh!

Comments

b5cully
24. Aug 2014 · 13:08 UTC
if you don’t have anything physics-related prepared already, I feel physics are just hindering progress… at least the game I’m making has none and it’s quite “content-heavy”, something I couldn’t have done if I had to spend my time fine tuning physics. Compared to another game I made that used physics, its core mechanics got done pretty fast.

Then again, some things are simply not possible without physics…
24. Aug 2014 · 13:19 UTC
well, as i have still no idea what to do really and went with the j&r demo thingy i felt that physics are necessary (even though i really use the gravitation for my player)

but still, … nothing…

I might be screwed for LD

It’s the 10-hour mark and I haven’t gotten any collision yet or any graphics, sound, etc. I had only a few hours yesterday. If I don’t finish my product, two things may happen, I post I crappy version, or not at all. On the other hand, there is the chance I will finish. Wish me luck!

Middle of Day 2 (There are 10 hours left, guys!)

I got my kinda-sorta-art. The images are super-small, so you gotta squint.

silence_walking

The Silence clan

noise_walking

The Noise clan

Clubbin'

Clubbin’

And because text parsing is addicting, we got a launch configuration file.

 

"fullscreen" is the one that most will care about

“fullscreen” is the one that most will care about

I’m really surprised with how much time I have left, for every other Ludum Dare , I had about 1 hour to do sound, and 1 hour to get it working for release, but now I have way more time for that.

The launch file lets you point to a custom instructions file and a custom city file, and the extensions of the custom files don’t even have to be “.game.”

Maybe I will make a manual on how to write the game instruction files and city files so people can make their own gameplay experience and their own cities.

Nexxuz – Progress Report

Once again, we’ve utilised our lovely Minecraft community (mostly children, we run a family-friendly server) to help us build our game assets for our LD jam. We’ve decided to make a Zaxxon-like Shmup with six levels, two enemy ship types per level and one boss fight at the end of each level. All game assets were built inside Minecraft, then exported through Blender, stripped of textures, and finally plonked into Unity for the actual game-making.

Amazingly we wrangled 20 – 30 super excited kiddies into building our levels and sticking to our build rules (mostly), and got all of the building done in one day. Now for the most time-consuming bit; putting it all into a game.

The Story:

You’re the pilot of a little spaceship flying through space. Your ship gets caught up in a time-space anomaly and shatters, leaving you in one smaller version of your ship with the rest of your ship parts scattered across different dimensions. In order to recover your ship parts, you need to fly through the dimensions (connected via portals), shoot down the enemies, and recover each part – and each part will add to your ships’ abilities and let you complete the final stages of each dimension.

Here’s an early early version of our ‘castle’ level;

And a couple of Vines of the almost complete Ocean level;

https://vine.co/v/MLV3nHLBuzH

https://vine.co/v/ML9aF9MdF6P

Tags: LD30, progress, unity

Comments

24. Aug 2014 · 13:25 UTC
I love that you’ve crowdsourced this. So awesome!

Progress & Music

This night we got some more sleep and I (@Laguna_999) started with some basic background music for our game. Check it out here:

It will be some kind of sci-fi and not too fast-paced, since this fits our gameplay quite well. I used Cubase 5 and Addictive Drums (1) as well as the great T-Force alpha Synthesizer (great saturation and super easy to use). My favourite VST plugin is the Klanghelm SDRR (Hi Tony :) Keep up the great work!). Other than that I just use the default Cubase Plugins — mostly EQ and Compressor — for mixing since they are absolutely enough for this short time.

@Thunraz makes great progress with Unity’s new GUI for the team’s headquarter. You can now exercise your troops to improve their skills and make them better at science or shooting the bad guys.

Furthermore we created some more content, a basic tutorial and fixed a lot of bug.

Well, time to get some sleep, 12 hours of work today and its finally a game

Untitled

 

I am stoked about how this game is looking. the screenshot is just the starting area. but the level itself is a very good size. All of the mechanics are in place except for the enemy spawner which I will write when I get me a little rest. I am a bit worn out after Tiled decided it wanted to crash 1000 times and one time lost the entire level, finally got it made though. Hopefully I have time before the Jam ends to squeeze in a little bit more detail, but either way I am happy with it.

Next up:

Polish/Balance

AUDIO! which should be the icing on the cake for my favorite creation.

 

just remember, “Those who play in the realm of lost souls are probably already half-dead”.

Tags: 2D, LD30, progress, screenshot, unity, unity3d

Singularity teaser

Soo, the game i am working on is called Singularity, and since i’ve just finished the menu, i thought i might show you what it looks like and give a preview of the music involved.

Enjoy c:

PS: The game is NOT black and white, and it is NOT inspired by those flash’ Shift’ games 😉

https://www.youtube.com/watch?v=0UM2-Db-hVY

More Interface, Mining Planets and so on

We struggled a lot with Unity 4.6’s new interface system and we still don’t know how it exactly works. However graphically interface is getting more and more advanced. We have minimap icons and cursor as new graphics and already done pieces are already in the game. You can mine planets till you fill your cargo completely or planets run out of minerals. You cannot mine when you’re too fast in speed. You can also dock into the station and access your upgrades and store.

Here you can watch the on-going stream: http://www.twitch.tv/dinoemirikol

And here is the first day’s stream in 4 minutes:

https://www.youtube.com/watch?v=GQdJzDDhhd4

And the graphics we have now:
minimap

minimapSpaceStation minimapHomearrow1minimapPlayerminimapSpaceShipstatsHullBar statsShieldBar  cursor   minimapPlanet minimapPlanetDeuterium minimapPlanetLudium minimapPlanetPlutonium minimapPlanetSF9 minimapPlanetTitanium

laserGun1 laserGun2 miningArm  spaceShipMiningLasermissile laserBeam

Comments

TheColorMan
24. Aug 2014 · 13:03 UTC
You’re really good at drawing!

Linker

This is a very simple game. Your goal is to connect two worlds together by expanding or shrinking wormholes. Mostly expanding. The score is based on how many wormholes you used. The more wormholes, the less your score.

Here is a animated GIF showing the simple mechanic of the game:

Expanding and shrinking wormholes.

Play Now on Web (HTML5)

The code is written in Monkey X. And sound effects are done in Bfxr

Tags: game, html5, LD30, Monkey X, screenshot

My Entry

Coming along well! An isometric strategy game where you have to build bridges to different isometric ‘worlds’ you get ‘gainz’ the more worlds you link up to!

Introducing: UltraRealistic Moon Wrecking Ball Simulator

Finished! ^_^

Only had a day for this one but I think my graphics are quite… stunning:
story2

and a screeny showcasing my realistic hand-crafted 100-line-of-code physics engine:

screeny2

I’m off to bed, best of luck to everyone! Very excited to see the other entries!

Enjoy! / zirconcode

Ultra Realistic Social Network Simulator, some new features

Previous posts: 1 | 2 | 3

New features: Pop ups, refresh rate and tweet/share button.

Let’s see what can I add before the deadline. Twitter.

Comments

24. Aug 2014 · 13:09 UTC
Hell yeah, another one on the “most anticipated LD entries” list^^

Next game?

I’ve completed my first LD game (you can play it here). Because there’s some time left (10 hours for Compo and one day more for Jam), I’ve decided to try to make another one. If I won’t make into Compo, I’ll submit it to Jam. The game title is GalEx.

GalEx

 

In this game you’ll be a employee of GalEx – a galaxy-wide courier delivery company.  You have to delivier packages between planets. If you won’t deliver packages in time – you are fired. Some planets will be connected by galaxy routes – traveling between them will be faster.

Like my first LD30 game, GalEx will use Unity3D, USFXR and Paint.Net.

Premortem

I worked for 42 hours on my LD30 entry “SolarSim“, before I submitted it, in the crappy stage it’s in. I probably could use the 6 hours to make it better, but I’m not going to. Here’s why.

Ludum Dare is about making games. The 48 hour time limit has always helped me before, but this time it didn’t work. I wasn’t really committed to making a specific game, and even when I was programming, I didn’t have a clear idea of what I wanted. I changed ideas 4 hours in, 6 hours in, and 24 hours in… And finally submitted my original idea. I was also trying to make a game with no practice in a short timeframe, using a very DIY framework. The last time I made a game was LD28, and I wasn’t prepared.

As I said, Ludum Dare is about making a game, so that’s what I’m going to. This Ludum Dare has reminded me how much fun gamedev is, so I’m going to make a game! No time limit, I’m going to have a clear idea of exactly what I want, and then I’m going to sit down and make it.

It’s time to get back up, learn from my mistakes, and make a game! See you at the next LD!

Here’s a list of all the mistakes I made so I won’t forget them:

  • Not having a good idea of the game I was making.
  • Making a genre of game I’d never done before in 48 hours.
  • Not planning out rules/instructions for my game ahead of time.
  • Not having a clear goal of the game (No win/lose conditions).
  • Not playing similar games to the one I was designing beforehand (learning form mistakes/successes of others).
  • Many, many more that I’m not thinking of right now.

Time for details

Never thought there would be a playable version after 24 hours… But here I am. All core features are finished and i have lots of time for details, more features, some statistic collection etc etc.

Unbenannt-1

Thank you for all the playtesting. With your highscores i know what changes i can make for a better experience :)

Unbenannt-5

Click here to get to my entry

PS: Really looking forward to all the other games