Worlds and the Player + enemys are ready !
LD30 August 22–25, 2014
23 hours programming!
Day 1 Final Thoughts
First off some footage:

2am. I am tired, but happy. I got something done and I recorded roughly 16 hours of work today.
Anyways, I still got a ton of work tomorrow. I have the mechanics kinda nailed down, but I need to create a few levels, a main menu and I still have some placeholders in there, but I think I can get away with a little nap.
So, good nights everyone,
keep on rolling.
Tags: ue4
1 Day in
First song for the game is coming along
I don’t work with music too often, so I hope it’s alright!
The graphics are getting a major overhaul as well! Pics to come later
I have something to start!
This is the actual status of the game on my team.


Just Checking in
Just realized I hadn’t posted a single update since we started, so I figured I’d take a minute to share what I’ve been doing. I actually had a super productive night (Started at 8pm local time), and had a fully playable game before going to bed. Then I woke up, realized it wasn’t fun, and started from scratch, haha. I’ve wrestled with some nasty bugs and minor motherboard failure, but I think things are coming along ok. I ‘ve got a built fully playable through 5 levels, with sound, menus, etc. You’re welcome to check it out if you’d like, but the levels I’ve done are basically a tutorial, so don’t expect anything super challenging. Here’s the link: http://gamejolt.com/games/strategy-sim/ludum-dare-30/32886/
Day 1
Today I finished the game’s important functions, did modeling and texturing. I’m very pleased with today’s progress, also this is my first LD and I have never made a game from scratch. Tomorrow will be easier, because I just have to add few more levels, do more texturing, modeling, particles and just finishing the game. Right now if you want to test it out you can go to http://killermaster.net16.net/LudumDare/LD30/, please tell me how the game is and maybe I can make it better.
Quick preview. Still no name yet.
Playing catch up…
Day001
Getting stuck

I’m pretty much done with the collision detection. You bounce off the planets if you hit them and you can get stuck to the “cobweb” holding the planets together. Up next, giant space spiders 😮
DAWN OF DAY 2
Basic game finished!
What’s up everyone? Apparently switching to Java was the best thing I’ve ever done, I mean, yes I had some problems with collision detection, which sucks on Mobs. But I don’t care. I thought I wouldn’t be able to actually finish it, but I was able to, and with A LOT of spare time. Not counting all the breaks I took in mid development. It was quick, painless, slept a lot and I’m pretty satisfied with the results.
Core mechanics:
All you have to do is avoid mobs, and find in the world a magical scroll. Whenever you find one, the world will get unstable, and it will get more crazy with each scroll you collect. So it’s only one world, but it changes according to your actions. I got pixel to tiles, (almost) pixel perfect collision with tiles, music and sounds, several enemies with a weird aggro’ing AI and no collision detection to walls, but yeah, here’s some screenies:
Connecting some worlds!
When you hit the exit now, you’ll jump to the next randomly-generated map.

character
Finished modeling + texturing main character. Probably the fastest character I ever model and textured. Gotta rig next.
What other progress have I done? Nothing yet! Gotta get back to work. Gotta work fast! Only 1 day and a couple mins remain! Still have no idea what Im making.
More updates soon!
Tags: #LD48 #snowconesolid #gamedev#indiedev #rapid #buildsomething!
Blue Screen – Core Gamplay Complete
Spent a lot of time getting the core gameplay correct – too much time probably. Now, I have to focus on making levels and adding more enemies.
Progress so far
Halfway point update!
Haven’t done an update yet, so I decided to finally do one at the halfway point! Adding some pictures of my progress so far!
Image One: First level! woo! Image two shows what the end of a level looks like. Image three has enemies added! Yay enemies! And level four shows a puzzle element used to unlock the door at the end of each level.
What I’m working on next is getting an intro scene so that it’s understandable how/why these are two connected worlds! Having a blast in my first Ludum Dare!
Tags: screenshot
Progress in mi Game. ColorPrincess
Well after all the day working on the game… at the end i have something working.
I want to share with you the firsts screens of my android app done with libgdx. I already have the move of the actors and, some animations for coins and fire.
I also want to put a BIDI link to download the APK from dropbox or if you prefer, i’ll put the link to the apk:
BIDI : https://db.tt/WzzheJHw
APK : https://db.tt/UyCqx6Bv
First Lvl Full Color :)
First Level
Any comment will be welcome. Thx !!!
Salvation – Because I’m happyyyyyy (Adding win conditions, fixing bugs)
Oh my days -facedesk-
Alrighty so I been fixing a bunch of minor bugs, most of them GUI bugs I didnt think of during the early stages. Like what happens if I just spam a button over and over again. Turns out you lose the game terribly, or win the game also terribly. Trying to fix all these click spam issues.
Also busy working on deconstruction, like what happens if I swap one building with another? Now you get a 50% refund and the other building is built. Pretty sure I’m missing a few bugs though which haunt me still D:
Money and population now matters in the game. You cannot build a work-building such as a solar array or factory if you do not have enough of the required population. Only certain refugees from certain worlds can run certain buildings. So the idea is to get a good mixture for what kind of facility you want to run. The idea is to have everyone from different worlds band together and help each other to survive this terrible assault from <INSERT ENEMY NAME HERE>. You also now can’t build anything if you can’t afford it. This money checking method works ok, not perfect but ok for now. You can still go in the negatives.
I’m also starting on the win/lose conditions. The win condition is reach a certain level of population. Meaning rescue X number of refugees. I’m not sure what this number is at the moment. I’ll focus on balancing later as those would only need me to tweak ints here and there. I’m also spawning things super fast to debug so balancing is not a smart move at the moment I think.
I’ve added a Happyness rating to my game. If you can’t accomodate a certain amount of refugees and they leave on a ship – you have a decrement to your happyness rating (maybe, depending on a % of an int). I’m planning to have it so that if your happyness reaches 0 or less, you have a chance of the refugees rebelling on you and you losing control of the station. Meaning you lose the game.
I also wanted to have a % chance that the rebels would destroy a building based on happyness, had it kinda working but it’s taking to much time and I got around 1-2 hours before I have to start making assets.
My next steps are to add defence, food and healthcare to my game. It might have to be in a basic way for now but they’ll be there. I also need to start and finish the upkeep/transport costs. And the grant income for money. Since at the moment there’s no long term money making in my game. A building gives you + cash flat out and then never again. This doesnt work well in gameplay so I need to change it.
Code for how my happyness works at the moment:
//*****************************************************************************************
//Making nice old school comment dividers cause my eyes are getting blurry! 😀
//Sets the population values per worlds race
//*****************************************************************************************
public void setPop(int x, string y){
if(y == “red” && redCap != 0 && redCap >= redPop){
redPop += x;
GameObject.Find(“RedCap_Pop”).guiText.text = redPop.ToString();
}else{
if(y == “blue” && blueCap != 0 && blueCap >= bluePop){
bluePop += x;
GameObject.Find(“BlueCap_Pop”).guiText.text = bluePop.ToString();
}else{
if(y == “green” && greenCap != 0 && greenCap >= greenPop){
greenPop += x;
GameObject.Find(“GreenCap_Pop”).guiText.text = greenPop.ToString();
}else{
if(y == “yellow” && yellowCap != 0 && yellowCap >= yellowPop){
yellowPop += x;
GameObject.Find(“YellowCap_Pop”).guiText.text = yellowPop.ToString();
}else{
tempLeaveShip.SpawnNewShip();
UnHappy25(); //Because of refugees being forced off the station you bad person you!
}
}
}
}
}
//% chance of an unhappy being added to overall happyness
public void UnHappy25(){
int rndNum;
rndNum = (Random.Range(0, 40));
if(rndNum == 1){
happyRate -= 1;
}
GameObject.Find(“hppyVal”).guiText.text = happyRate.ToString();
}
Oh I also added totals for a nice overview.
Back to it!
Hobo
Music
GAH! Music is difficult!
I’m not even sure what sort of music to make!
Do you think it should be fast and trancy or slow and somber for a game that looks like this?
I’m thinking trancy, but I want to hear you opinions! Let me know!
Comments
Progress for night
“another” game with galactic and solar systems, at least i’m satisfied with graphics style 
my teammates are preparing for next day(most important day) while i’m going to sleep a bit
i’ll write some music tommorow and obviously will post some previews
checkout latest build here: Click!
repo is here: GitHub
Calling it a day
Ludum Dare #30: Second Update… Progress?
So.. it’s been a busy day. Took, much, MUCH longer than expected for graphics asset creation. Still, that’s all done now. I’ve begun to stitch code together. Since it’s the JAM I’m participating in I’ve decided to reuse some of the old code base from one of my previous LD48 entries. Still, re-wiring it to do what I want is taking time. 😛
That being said, I’m currently loading most of the assets, only a few things left to do and the game will be able to at least “load” itself. Next after that I intend to tackle rendering and should hopefully get it done tomorrow before lunch.. if I don’t I don’t know what I’m gonna do. 😛 Even though I’m participating in the JAM I got classes on Monday.. will be lucky to get more than a few hours of dev time in that day.
Still, things seem to be moving along fast enough. (Though that extra 24 hours would really, really be appreciated! Bloody college requirements. 😛 ) Goals for tomorrow:
EVERYTHING. 😛
Good night, guys! I pick it up again in 8 hours!
(And have a peak at one of my assets. :3)
Base of the Game is Working!
Hello
The base of my game is now working, and I have gotten sound working. Here is a screen shot of what the game looks like at this stage:
It may look like random coloured square (coz it pretty much is) but it will make more sense when art and context is added in.
What I have left to do in order:
- Fix the bug where resizing the windowglitches up players – Done
- Work out how to make music repeat – Done
- Import the music I have made into the game – Done
- Make a selection border to make the selection of player more obvious – Done
- Figure out the pretext to this mumbo jumbo – Done
- Make the art of the squares – Done
- Come up with better name than “(NAME GOES HERE)” – Done
- Clean up code and attempt to remove code duplication in text scenes – Not enough time :/ – Actually done
- Play test the game – Done
Enough for today…
It’s almost 3 AM, so I think it’s time to go to sleep for few hours
Below you can see what have I done as for now.

More screenshots available at BlackCo.de 
Tags: blackcode, seminecata
Go for the bread. This is what i am doing.
Hello, I had an idea to do a died world and a lived world.
The player is a kid who has to go for the bread. In the way he can die, when he die the world become black and white and the level change. he resurrect in 3 seconds if he doesn’t die again :P.. or maybe i put an magic or enemy who follows you and if he catch you, you die definetly.
Art done
Lasers and Collisions
A Pong Between Worlds (update 2)
The Game is coming along swimmingly.
My goal for this compo is to focus on making a really tight, juicy, polished game.
Here’s a video:

3 board Pong game with a rift teleporting the ball
You can play it here (hosted on github pages)
You can see my design document on google docs
I post progress to 4chan’s /agdg/, so if you want the latest updates, check out that thread.
PS: If you want the code, it’s open source on Github.
I’m always open for questions on twitter
Almost forgot…
Almost 24h after…
We kinda lost the notion of time. A few minutes ago, someone on our team ( ME ), remembered that we should write down some development process.
So…we’re working on a game focused on experience rather than challenge. So far, we have a lot of technical issues, pain and MOSQUITOS. More info in a few hours, when we’ll be able to assembly the game.
Cheers, Grin Creative!
P.s: Sorry about the poor english =P
Halfway Through
This is my first Ludum Dare and it’s coming up on about 24 hours since Ludum Dare 30 started. I’m going to take a quite break from developing and recap my progress over the last 24 hours.
I spent awhile thinking about different ideas based on the theme connected worlds. I spent about 15 minutes thinking of different ideas until I came up with one that stuck. I then spent the next hour thinking about the details, considering changing my idea because it wouldn’t work in the time constraint, and then finally focusing it down to something I think would be achievable within the time limit. I then spend most of the next 6 hours getting systems in place and flushing out the story, as well as making a few changes the the idea I had. I then got some sleep because I don’t want to burn myself out, especially on my first LD.
The second day I woke up and started again with some level design and implementing more systems. I’ve been doing that for about 7-8 hours and the both the levels and systems are pretty close to an acceptable state for me.
The next 24 hours for me is content, that’s textures, some models that are left, sound and dialogue. I still have some programming and content that I haven’t started for the end game but I’ll think about those after I get the core game down. I think I will be able to finish the game in the next 24 hours so I’ll work pretty hard today and hopefully tomorrow will be finishing touches and then bug fixing and polish, but I might not get around to it. Worst comes to worse I won’t have it done in time for the compo, but even if that happens I’ll just spend a little bit longer on it and submit it for the jam.
Unfortunately I don’t have much to show at the moment but after tomorrow I hope some of you can check my game out and I’ll write a post-mortem of my first LD when I have recovered.
P.S. I haven’t posted about this LD yet so just in case anyone is wondering I am using Unity, Maya, Photoshop, SFXR, and Audacity for making my game.
Closing for tonight
I realise that I will not be completing my entry in time for participating in the compo. I have let myself be sidetracked by technical issues which was what I set out to not allow.
I will come back to the game – maybe complete it as a “One Game A Month”. Anyway my last timelapse is here, as you can see at the end I got the sprites moving the way I wanted on OSX, Win32 and iOS – so in that sense it was a success…
My turn! Space vikings in action!
I admit there doesn’t appear to be much, but soon my game will… well, realistically expectations will be lowered and features will be cut in order to make the deadline. But let’s not talk about that yet 
Soon you will be able to upgrade your ship, manage resources, and conquer whole planets!

Stumbling through half way
It’s now past the half way point! Even better, I feel a little more than half way done. The first “level” of the game is roughly complete, but in a sore need of polish. Now I need to finish the other level, the boss, and then polish polish polish.
Jimmy still only has one arm, but now he has skeletons to fight. I’m really happy with the skeletons, they turned out much better than I expected!
Assets Before Bed
Twelve Hours In – Adventuring While Texting
Hello chaps!
It’s been about 12 hours since I started this endeavor. Which means that there are only 24 hours left in this entire competition! How exciting! I’ve done a lot more work on the text adventure “A Broken Planet”, but I might need some feedback. In the screenshot below,

It seems that I might’ve found a nice style for this game. However, I’m not sure if the text is too unreadable. If it is, what might I do to change it? If not, are there any suggestions as to make it even better? Reply now!
In any case, development has gone really well so far. Quest has been a nice tool to work with, and after this competition I’ll be sure to continue making this game better! I’ve got a simple story going on as well. I’m not sure how well my ideas can be realized yet, but I’ll be sure to try my hardest! Thanks for reading!
Cheers!
-NRathbone
Here’s the first screenshot of my entry!
Not the greatest quality sorry!
The point of the game is to connect all of the planets in order using your spaceship without running out of fuel and oxygen. When you make it to a planet the small green arrow (as seen in the screenshot) appears and rotates around the planet you tap or click to send your ship off in the direction that the arrow was pointing. The amount of moons the planet has is the indicator for the order (I.E. one moon is the first planet, 2 moons is the second, etc, etc). The green blocks (art is placeholder) act as barriers that bounce the ship back. Features will be added every set number of levels (5-10) such as; enemies, gravity wells, barriers that disappear after being hit, etc.
Having fun with this idea and enjoying the jam! I hope everyone else is too!
Not going well!
So the first night I had the idea of an unreachable area in levels that would have another person (controlled by AI). You could see them through glass, and maybe communicate via hand signals. I was thinking of puzzles like levers controlling doors on the other side and such.
After sleeping I thought it was a silly/bad idea and maybe take too long to get going. So I thought maybe the connected worlds could be the real world and a game world. So the player could be a gold farmer. You’d sit and play World of Borecraft and sell items for real world money.
With the money you could buy better food or new stuff to make yourself more healthy or better at the game.
After a while the idea grew sour, and I started thinking about spaceships hauling wormhole construction components between planets, science/magic levels with lots of teleporter puzzles between them, or a cosmic toy breaking sim where you smash planets together for fun.
I’ve thrown em all out, and still trying to think of something but less than a day left. Here’s a timelapse of my so-far failure:
Tags: timelapse
Comments
What I got for my One Day Mark
Stare into the rainbow.
What would this be?

Tags: screenshot
Halfway Report
All the basic gameplay elements are done, now I just need to do everything else. Blue team has the aid of the player, a powerful entity that can use a number of special abilities to change the flow of the game, i.e. blue team is well-connected. The planets are connected by hyperspace lanes or whatever, allowing ships to be sent for trade or warfare (mostly warfare.) Current powers, from left to right in the interface, are:
1. Wrath: Destroy all ships and weaken planets in an area. Warning: you can hit your own ships and planets!
2/3. Boon/Plague: Temporarily boost or plague one planet, vastly increasing or reducing its ability to produce ships and recover from damage, respectively. These persist when a planet is captured, so if the enemy captures your boosted planet they still get the boost, and if you capture a plagued planet, it will remain weak until the plague wears off.
4. Crusade: Permanently boost a group of your ships, making them faster and more powerful.
Evil robots: planet destruction
My evil robots can now destroy the whole planet! View for yourself here.
404
Sadly, I’m out. Things are not going very well for me this LD and I started over enough times already.
I can’t wait to play your games and stream some of it. Good luck everyone, it was fun, but it didn’t work out this time. I’ll see you next LD.
Status update.
So I’m doing this “tap to advance” kind of game where you move along two lanes while trying to collect stuff and avoid obstacles.
Basic mechanics and portals between Connected Worlds are in the game. These are parallel universes, and though they have a generally similiar layout of pickups and obstacles, things are different. Time may flow a little bit faster or slower… pickups may have different values, there may be more or less obstacles and so on. Right now, you can checkout this animated gif that shows the Normal world (blue), Hard world (red) that has obstacles everywhere, Easy world (white) without any obstacles and a green world (currently the same as blue actually).
I have to say I’m quite happy with how much I manged to code today (considering I started rather late).
More pixels…
24 hours in
Wow, is Ludum Dare really half over already? I guess it is. I think I’m 70% finished with my game, which is good, because I’ll only have a few hours to work tomorrow.
My game is an arcade mashup of Pong, Breakout (also known by many other names), and Space Invaders. It all happens at once, and while each part is simple alone, playing three games at the same time requires serious focus! What am I calling this game?
The title is “When Worlds Collide”.
That’s all I have time to write. I still need to finish the menu, add the story, explain controls, add more enemy ships, and polish everything.
Tags: halfway, progress, when worlds collide
Progress
This game is stupid
Day 1 Report
My game is called “Connected,” and it’s interactive fiction!

I started out thinking of ideas for the theme. I spent roughly 2 hours on the idea.
The night wasn’t very productive for me. After I came up with the idea I figured I’d need a system for displaying text, so I drew a font and implemented text rendering. Once I had that working I changed my mind and decided that the game should be simpler.
My final decision was to narrate the story verbally, and display relevent artwork on screen. When a scene is finished, an arrow will appear in the lower right, and clicking the screen advances the scene.
No decision making/multiple paths, just a little story in game form.
After sleeping all morning I started working on the story.
I now have the story finished. It is two chapters, each chapter being seperate, but they are connected!
I also have a couple character sketches.

There isn’t much work for coding this game, so I’m not worried about that, but getting the art done in the remaining time is going to be the real challenge.
At minimum I’ll have rough paper sketches. All of my extra time (if I have any) is definitely going to be going into polishing.
Progress at the 24 Hour Mark
Hi Guys! Hope Everyone is having a great LD30 so far! Currently designing a horror game for “Connected Worlds”, where the connected world is the ghost world that exists in every day life. You are documenting evidence of the paranormal at a remote house, and you start to piece together that the previous owner had summoned a demon…and the demon has arrived.
I’ve got the entire house modeled now, and Im ready to move into programming and sound/lighting. I just went out and bought a bottle of Mt. Dew(And since it is Code Red, does that mean my coding ability will be enhanced? :p) and I’m ready to finish strong in the final 24 hours! Good Luck to Everyone!
Day one
OK last time I wasn’ THAT bad;
Today I mainly delt with how the game’s gonna be cause I had trouble with the ideas
I actually got many ideas but I had a hard time getting my head around making a simple game with this theme
rather than portal or something.
I actually ended up doing something pretty similar to what I did last time but – fear not my friends
because bunch of surprises are gonna be in this game [the introduction sure have one; but I won’t let u see 😛 ]
Woopse
I think I spent too much time getting my terrain generation right… Only a day left now, and little else to show for it ;_;

Milestone 2

So I’ve taken a small break, and spend the day with the family. Okay, it was a little more than a small break, it was most of the day. But, the time was not wasted, since more than a few hours were spent in the car. I was able to refine the ideas and mechanics of Karma Cycle, which does change the direction a little bit. But for the better I believe. Plus I got some Bawls, so I should be good for the night.
- Setup fission_engine
- Get a basic UI started
- Add links between planets
- Add ‘familiars’ and ‘witches’
- Show where ‘familiars’ are
- Add turns
- Add actions that a ‘familiar’ will take
- Change karma and powers based on actions
- Show which planets a ‘witch’ is on
- Add ‘Z’ on the right turn number
- Arrange the planets better
- Add next level condition
- Add lose condition
- Add win condition
- Bug Fixes
- Planet textures
Killbot’s Last Adventure
Okay, I changed over to my third idea – and this time it feels right, so far I’ve been working about 3 hours on it, and the models are already better than anything I did before 
This is Killbot’s Last Adventure: after finding the alien portal underneath the planet’s crust while slaving away for the tyrannical Planet Improver (in LD29), Killbot makes her escape and embarks on her final galactic journey.
Alright, going to bed now… I think it’s almost certain I’ll have to expand from the Compo to the Jam, as usual 😉
Engine 80% done
The game is doing pretty well. But not so much for my laptop. I think it’s Hard Drive is dying X (
I hope it’ll survive until the end of the LD. Tomorrow i will finish all game mechanics, finish the enemies and then, hopefully, start doing the levels. My friend will make the music, so if everything occurs well, we will finish on time.
… eh.
Spiders!

Well, squares
They’ll look like spiders soon …
They’re floating around connecting the planets together.
1st Day Report
Game is called ‘Untangle’ and you can browse my code here
Sadly it’s nothing special yet. I spend all day on brainstorming my idea, creating simple prototype that allows to move around (blank for now) tile map, and shoot towards mouse. I wanted to create my first shooter for Ludum Dare, but I faced a wall with drawing tile map: for some reason it’s soo damn slow, and I strugled for nearly 6 hour to find way to fix it. I hope tomorrow will bring solution, but to be honest I start to worry if I made it in time.
I’m afraid that if I don’t find good solution I’ll have to scale down my map 
Done:
~> Moving around,
~> Rotating player and shooting towards mouse pointer – I’m really glad I learned how to do it! 😀
~> Simple tile map loaded from text file (all tiles are stored as 2 chars: first is tile type, and second is world of it’s origin).
Things to add:
~> Simple graph worlds map, that shows connections between tangled worlds.
~> Morphing level according to connections.
~> Enemies!
~> Breaking connections.
Some cuts I’ll probably have to do:
~> Cut down game to 1 level consisting of three worlds (water world, fire world and… we’ll see, maybe grass one).
Good luck everyone on 2nd day, and good night! I need some sleep! 
Day One
So far this Ludum Dare has been going pretty well. I’ve got the basic game mechanics in place, and transition between the living world and the spirit world is much smoother. I’ve been having a lot of fun building this world with cubes, and Unity3D’s snapping system makes putting together land sections a fairly quick process.

Setup via the Unity Scene view
I’ll be adding some audio next, and hopefully some more interactions for the spirit world in the near future.

Setup via the Game window

… and the game-play view
Here’s a video from earlier today showing some of the game-play.
Past Halfway!
Okay, officially past halfway in the compo!
Here’s a sneak peek on what I have so far:
Tell me what you think in the comments!
-Lucienpro
Comments
Day 1 review
Totally late on my schedule!
So, I’ve learned that is not a good idea to implement from scratch a behavior tree library to the LD. I also have learned that debugging a behavior tree without a visual interface is very, very, very, very, very hard. Anyway, I finished the behavior tree implementation and the behaviors are almost finished (I still have to test and change some parameters). Now I have agents that run alone in the park, find some company and act in a conversation.
Still a lot to do!
Tags: agents, behavior trees, chibis, connected worlds, Conversation, createjs
The Crossing – Name is pending.
I’m a bit behind but I am trying to haul butt to catch up. I’ve moved into the art style of my game and I think it is coming along nice.

This entry was posted on Saturday, August 23rd, 2014 at 11:54 pm and is filed under LD #30. 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.
I’m done I guess
well, the weekend has gotten busier and busier for me, to the point where I sadly have to say that there is no way I’m gonna finish my game. During the time I had, I had fun, and I guess that’s all that matters. I’ll probably take another shot next year, but until then I might as well only vote. I hope you guys keep having fun. 😉
Gif!
There’s gifs everywhere! I thought I’d join in.

More than half way done
Flappy Geek
Good night folks. I have accomplished my mission and now I need to sleep. My game (which isn’t a revolutionary project) is finished. I didn’t find quickly an idea to respect the theme “connected worlds”. Finally I have chosen cynicism as a concept and Flappy Bird (again one sequel) for the physics. Soon I will read first reaction from users/players. Maybe I’m right – maybe not 
Flappy Geek is here and he wait you :
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=35835
I have to say “Let The Past Go” and Move on
I am using PhaserJS because I am so lost this Compo
Altar of Flipping
Perspective or Orthographic?
I might go with “why not both?” and have an option in some menu or something. Anyways, too soon to decide, many more important things to do. But at this pace I don’t think I will finish.
Tags: LD30, screenshot
Comments
24h mark
Doing ok so far but it’s still not a game.
Space Trading Game

Screenshot at halftime
I decided to take part in LD30 a bit late, but here it goes… I am making a space trading game using Haxeflixel under Flash Develop.
My main issue now is the inventory management, that I did not forethink enough, so I will have to refactor things towards more mapping. I feel like haxe enums and typedef would be useful here, but 2 days are not enough to play with those… Since I got stuck tonight, did work on the GFX and the UI.
I guess I won’t be able to make the original plan, which was to have several ships to manage, to transport people as well as goods, and to defend against space pirates…But got to cut things off! At least, I hope I’ll have time to add some more merchandizes and GFX.
Good night to all, and rest well before day #2!
Yeah I’m in again

Hi there… It was a hard first night. I was working at my first idea as I recognized that the game is not funny… cause It’s boring as hell… So I decided to brainstorm again and yup, there was a planB… I worked for a few hours to get a first feeling by creating a playable demo… and… It was boring as Hell… Fail 
As the result of my first 2 fails and that fact that time was running, I decided to quit this ludumdare. Maybe the next one is getting better
I was starting Steam while watching Notch droped too… After a few Minutes of playing COD:Ghosts, I feld bad cause giving up so early… I was thinking about a second PlanB… Here is what I have so far…
The Idea is:
You are traveling through a wormhole to reach stars and nebulars far far away. In the Wormhole are periodical energy waves at every LightYear you’ll pass. Don’t hit the waves or your journey is over. With every try your traveled distance will be saved. If you have reached a distance X you will see wich star you’ve reached. There will be more achivements soon… tomorrow maybe… after artwork creation.
Here is a video of the result so far (Video not edited yet):
More Progress…
Rigged and animated the main char for whatever it is I am trying to create for this contest….
Still have no idea what I am making, but will definitely have something ready to submit before time runs out! Gotta get back to work! more updates soon!
Tags: #LD48 #snowconesolid #gamedev#indiedev #rapid #buildsomething!
Connected dimensions based game; take a look!
I’ve been working for 14 hours total now, here’s my progress:
You can switch between these two alternate dimensions to solve each puzzle. I’m really happy with how far I’ve come, the simplicity of the game will make it easy for me to make the puzzles. I’m planning on making plenty of levels for solving so I will get back to work! See you later and thanks for reading!
BTW no official name yet, still brainstorming.
Gameplay? What’s that?
So! More than 24 hours into LD#30 and I’ve come to realize that even with the work I’ve done, I have some really lovely sprites and some usable tilesets, I have a pretty firm grasp of my game concept, but I still haven’t nailed down the game mechanics. You know, the things you do that are actually gameplay.
At this point I’m starting to doubt I’ll have anything to submit by the deadline aside from a walk-around-a-room simulator. 😀
Some more progress….
Two Worlds: Soundtrack!
Two Worlds‘ soundtrack is now available on SoundCloud! Check it out!

Pretty cool mang
I went with a puzzle/skill platformer again. A lot of people found my previous entry difficult. I’m hoping this one is the same.
Apparently, scientists have created a full body suit that can send people into an alternate reality. Utilize the AR Suit to complete the field test courses.
24 hours in… we have a game!
24 hours in, and we’ve actually turned it into a game. Using some nice HTML tricks to layer everything correctly, we now have an options screen:
It’ll fade in and out as you want. When you actually start playing, all of the instructions fade out:

I actually had to spend a few hours re-factoring here too, unfortunately. Originally, I had everything as ‘threaded’ as JavaScript can get, with setTimeout chains for each tile, along with for controls. Unfortunately, I was getting a bit of an issue with synchronization, so I had to make it single threaded. Amusingly, that’s a bit harder in JavaScript, but it worked out for the best.
And then at the end, I spent a few hours making the scoring look nice. You can’t see it here, but there’s a nice animation running from the bottom to the top of each player counting up the total types of sand. At the moment, the overall most sand wins, but I’m probably going to play with that.
And that’s it. It’s going pretty well.
For a full demo and the rest of the write up (along with a fully playable demo!), check out the full length post on my blog: Ludum Dare 30: 24 hours @ jverkamp.com.
First cutscenes
As the Time Flies By
Though we still lack the ability to calculate exactly how many pixels should be in each grid square for our circular planet, we can still keep working on the last few art assets we’ll need. Most recently, we finished humans (which we somehow didn’t anticipate adding to the game) and foliage. With any luck, all of these will be added to the game. However, we all know that that may not happen. No matter, such is the way of the Ludum Dare.
Dare progress report.
Hello Ludum Dare guys..
This how far we have gone in 25 hours..
That is a screenshot of what I have programmed today. It is much more complex than the picture tells. The white area are tiles which are non collideable. The red area is made of tiles which are collideable. The yellow rectangle is kind of the player currently which can move around. Currently the red area does not block the yellow triangle from moving which allows the yellow triangle to move to the red area. The collision calculation is there, but I have not made it to disable the movement yet. If you notice the another small rectangle, the white one. It is another movable object, but it can not move other objects. Then again the yellow rectangle can push the white rectangle aroound.
Now the funny stuff.. That white/red area tiles are formed from 3 x 3 maps which have 6 x 6 tiles. Tiles are currently same size as the white and yellow triangles. Very much thanks to Winterblood for helping with some coordinate math.
TileWindowPositionX = (TileMapX * TileWidth) + (MapWorldX * MapWidth * TileWidth)
TileWindowPositionY = (TileMapX * TileHeight) + (MapWorldY * MapHeight * TileHeight)
If someone is great and would reverse those two so that I can get TileMapX, TileMapY and MapWorlX, MapWorldY. I can manage without it, but it would make collision detection between world and entities much faster.
These rough pictures are done by my jam teammate and probably tomorrow well have them in more detailed form for me to add them to the game. I don’t understand much about these graphics other than how to load them and draw them on the computer screen.
The following LD30 picture has been drawnby myself with Krita the Linux digital painting software. I’m going to include it as one of the game’s bootsplash.
I hope everyone is doing great! It’s time for me to go and sleep a bit.
end of day one
Alright! So today I’ve made:
- JS canvas drawing & input code
- Basic entity system
- Physics using Nape
Still to do:
- Add the actual connected worlds!
- Make it possible to win or lose
- Proper enemies
- Items
- Sound
- Bosses
I don’t know if I’ll get everything on the to-do list done tomorrow, but I’m feeling good about my chances of submitting something. Catch you later!
ORBII | Devlog #1
Phew. Looks like i will have a bit more time today, so i might as well catch up on my Devlogs.
I only had about 4 or 5 hours to work with yesterday, and made, i always seem to spend the precious first hour to do so, a logo. Coming up with the name followed a simple trick:
1. Take a word of the theme
2. Translate it to Latin
3. Bastardize it
Voila! Orbii.
Then i thought about the gameplay, and came up with a strange parallel-timelines type of thing, where every action (whatever action that might be) spawns a seperate world where that action did not happen. Didn’t work out.
It did, however, make me build my world generator. And the first thing you will see of that is no landmass, no mountains, no grass. Just water:
The new concept of the game is a little puzzle game, where you need to choose correct “elements” to add to worlds in order to end up with a single one containing all 6 or 7 of these elements. Doing that, worlds influence each other by adding their elements to their “connected” ones higher up in the tree. Adding an element to a world, that is already existent on that world, however, removes that element from it.
Next step is to make some 2D logos for the elements and flesh my game logic out. I am confident i can pull this concept off in the time i have remaining though. Probably gonna stay up until the deadline (3am here).
Cheers.
Adventures of a first timer-Day 2 Update
So I scrapped my original idea and started over when I woke up today. I had been working on a platformer, and I shelved that for an infinite runner type game where you are in control of an angel. You have been tasked with diving into the depths of hell to find souls to save by bringing them to heaven. You must be careful though as the longer you spend in hell the more corrupt you become. How many souls can you save before you lose yourself?
So far I have the base game about halfway complete.
Things yet to complete:
- Soul Collection
- Enemy Demons
- Heaven Buff Items
- All Artwork(I’m no artist, so this will be the last thing I do. For now basic shapes will have to work)
- Music
- Bug fixes
The current web build is here:LudumDare30Ver2
Izzy
Make sure to link up with my social media!
Pew pew
So, here are the updates :
- Sounds effects and score finished : Bosca Ceoil and bfxr
- Health score for the ennemies and destruction set
- Very approximative spawning of ennemies
What I must do tomorrow :
- Create animations
- Apply mechanics to “souls”
- Set score system
- Polish
Really tired D: … So now, a bit of sleep !
Tags: styx
Progress report!
Can you hear me Major Tom? 24 Hours!
Well.. 24 hours have passed!
Since my last update I’ve been able to implement some mock ui to create tools, the garbage collector (the tool that gives you matter, not the one that frees memory).
Then I’ve added all the alien stuff:
- State-based reckon ships, radio telescopes and tripulated ships.
- Races send probes to the earth taking the position awareness stat into account.
I also added solar panels that collect energy.
With Garbage Collectors and Solar Panels now you’re able to collect resources (Energy and Matter) that will be used to create Tools.
Tools are used to affect emissions and try to avoid alien races to find them.
Since I don’t hace much time left for the gameplay side, I’ll just implement 4 tools:
- Bombs: Destroy ships and probes. Low Matter, High Energy.
- Noise emitter: Radio close transmissions get impossible to analyze. Low Matter, Low Energy.
- Beacon: Distract races during a certain amount of time generating lots of events. Low Matter, High Energy.
- Asteroids: Break stuff that find on their ways. High Matter, Low Energy.
After that I’ll try to level the economy, so gathering energy and matter is leveled with the amount of tools needed.
I also need to implement a good AI for the Garbage Collector.
I’ll try to finish all this stuff in the next couple of hours, go to sleep and focus on graphics, music and sound fx tomorrow.
We’ll see!
What I got down so far

Wrote this up a bit ago forgot to post:
Well its been quite the slow process, and I didn’t get to start till 12Pm today but I just started drawing my tile maps and other assets. I even did a little concept art when still trying to think through the game mechanics.
I got the concept down so far. What I came up with is a Top-down shooter with some puzzle elements.
Working Title: Macrocosm
Platform: PC, Mac
Players: Single
Style: Top down shooter when playing as Cielmi. When playing as Kluger you solve puzzles or avoid/outwit enemies.
Winning: Kill the final boss
Losing: HP gets down to 0 or you run out of time solving the puzzle as Kluger
Reward: Power Ups, skills
The biases for playing two people is that two worlds in parallel universes are merging. This includes people, which has had some odd effects on both ends. The protagonist for example get insight into what the other is doing and actively help each other survive as you start seeing cause and effect reaching out across worlds. While others become violent which make up the enemies in the game.
I may have gone too complicated here but I’ll see where I land with this…
Tiles I made:
Something I drew up while thinking:
End of first 24 hours
The first half of the comp ended a couple hours ago. I’ll probably work a little bit more before going to bed. I have music and some sound effects together. I have the space map pretty much fleshed out with a call for difficulty level. I have 24 routes with 5 difficulty levels. The combat system is coming together.
I still need to translate the difficulty setting into what appears on the screen. I would like to have more than 4 types of “enemies”. I need to figure out how to score things. I need to have some win and/or lose screen.
Hopefully I will get done in time.
Tags: journal
Good Idea – Almost no time to be done…
So, in the last 26 hours I have developed from scratch my engine, just now has:
– Load maps with 3 layers.
– Animated tiles.
– font.png to Text.
– Uses SFML the best way I know.
– Animated Entities.
But there is more to be coded like:
– Inventory system.
– Dialog system.
– Load/Save System.
– Event System.
– More options for the map.
I will do my best to get everything done, but then the history I thought is very extensive and need a lot of work so…
Here is what I have used in the last 26 hours:
- Visual Studio 2012 Express Edition
- SFML 2.1 (From scratch)
- Atom.io
- Graphics Gale
- Paint.net
This is madness and not, like they said, Tomorrowland… hahaha Expecting everyone is having fun! I just can’t sleep so here I am coding XD
teleporting staircases
okay sigfig’s art isn’t quite ready yet but our gameplay is getting close to ready, and multiplayer works.
Tags: multiplayer, Teleporting, ue4
First update: Environment start
There seems to be a lot of space-themed stuff going on, and my project is no exception. I have the very start of the spaceship interior blocked out. Since I’m going to experiment a lot in code with this game, I’m sticking to Unity primitives for the time being instead of trying to model things. It’s always about tradeoffs.

finally in game….
Stellarlink Corp, progress

50% of time gone, 40% of tasks done.
My first game in space without aliens, who needs them. You will have enough problems with data links.
First day over, have a bit of Pixel art!
As I end the first day of my text adventure thingy, it’s 4AM over here where I live. Not much time to properly records GIFs or fancy screenshots, so have a spritesheet!

Good night, fellow LDers
lately in
Alright, I’m superlate in starting, but that’s the way it goes.
Dropping this code here and saying it’s basecode: http://www.mediafire.com/download/h61lj5y3n3kxf6s/src.zip
I want to cannibalise the movement stuff there mostly.
I’ll be using Haxe for code and gimp for graphics.
Not sure if I actually have enough enthusiasm to make a decent go at this, but don’t really just want to go and spend the day playing videogames either … although now that I say that it does sound like a rather nice idea.
Day 2 Start!
After managing to get the first real game mechanic in, we can now send ships between ports around the world!
We’ve also been working on assets, creating animations and mocking up the “final look”:
Come have a chat with us on the stream: twitch.tv/literalgames (because I’ve just woken up before the others and need some company!)





















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