LD33August 21–24, 2015

First playable prototype

RRR1

I couldn’t sleep last night due to the tension :>
After seeing the theme at 3am (UTC+2), I decided to stop trying to sleep and get to work.
After 8 hours, I made a playable prototype. There’s no way to win or lose but you can have fun with the controls and killing people because, well, you are the monster here.

www.teradem.net/LD/RollingRockRumble/index.html
Controls : mouse wheel (the faster you scroll, the better you roll)

I fear that the difficulty of the mouse wheel controls won’t be the same for everyone, so If you have time to play this please send me some feedback on that :)

I’ll get back on twitch after lunch 😀

Comments

loolo78
22. Aug 2015 · 11:10 UTC
When I play it’s just too slow. I can’t get to any of the area above me.
Doubstract
22. Aug 2015 · 11:10 UTC
Same here, cant get out from the bottom :/
Doubstract
22. Aug 2015 · 11:11 UTC
Maybe you could do ingame sensitivity option or something
SheepFromHeaven
22. Aug 2015 · 11:13 UTC
Hey, when i try to play on Mac with Firefox, my scrolling does not work at all.

“Who Is Noah Games” is in!

We are just getting started fleshing out the basic design for our entry, I will get into more detail on that in another post a little bit later. First let’s get the essentials done.

So, who is Who Is Noah Games? For this jam it’s going to be:

 

Tools:

  • Unity
  • Visual Studio
  • Photoshop
  • Git on Bitbucket
  • Google Drive
  • Slack

Gege and Bart are more active on the art side of things while Peter and I are going to do programming (or whatever you call all that other stuff we are doing in Unity which is not really programming). The design emerges from discussions to make sure we constantly lose focus.

Shameless self-plug after the read more:

Long-term, we (and even more people) are all working on another game currently called The Side Effects of Life, read more about it on the tumblr-Blog for the game.

 

Tags: jam, we are in

And for the first time in months I’m in!

Ok so it really has been a while since I did any game development but this time I’m in and giving it a go!

 

Will be entering the Jam with unity, blender, and inkscape. Have got a fairly good idea, we’ll see if I get it finished.

Time, time, time

So far, it’s going relatively good, but I am worried that I won’t make it in time. Oh well, we’ll see.

Alien Rampage

Screen Shot 2015-08-23 at 12.03.35 AM

Updates on our main character :)

Programmers are working on our prototype..

I’m a little late

But here’s a wallpaper!

Another wallpaper

(I am not a man of words, I need to get on with the game!)

Comments

soulrot
22. Aug 2015 · 11:12 UTC
That’s some rad shit bro!

I like the banana theme, reminds me of a button I once made during LD 27 to test our game 😀

ludumdare1

MONSTER! RUN!

First working prototype

Man, looking at all these updates is really distracting! :)

Anyway, I’ve got a first working prototype.  I mean, the game is practically done, right?

We’re in, and we’re stealthy.

We are finally in! We have settled on making a stealth game.  Within the game you play as a criminal attempting to escape prison. In order to do this you have to play stealthy and not alert the guards. The game requires knowledge of previously accessed areas in order to succeed. Throughout the game, the difficulty increases making it near impossible to escape the prison.

You can watch the development process over at: twitch. There isn’t a full game yet, but it is well underway.

First Work

Here go the Char player of the game! We dont have the name of the game yet but the Game is about Love, Revenge and Rage!

 

FirstWorks

2nd Ludum Dare

Hello! I was in Ludum Dare a couple of years ago, but I didn’t make anything. I’m keeping my goals narrow and manageable for this Jam. I’m only going to work a couple of hours each day, because I need to conserve energy for school!

I’ll be making a puzzle game.

Language: Python 2
Library: Pygame
Other tools: mtPaint, Tiled

Another one in

Lol, just finished my player-graphic:

Player

I would say: I’m the fucking greatest artist on this planet 😀

However, even if this guy might look cute, he suffers a heavy PTSD and kills everything in his way. So don’t get too close.

I chose a futuristic space-scenario with humans and aliens (hopefully, if I got enough time). You will have to fight innocents, e.t.’s and evil United-Space-Alliance-Agents alike.

I hope this sounds interesting enough for you :)

I will program in Java using NetBeans and some code I prepared for this weekend. Graphics are done in GIMP. However I consider my lack of artistic talent as my achilles heel.

 

Good luck to everyone!

Tags: GIMP, java, LD33, space

Settled on the game concept

Ok I’ve gone though about 4 or 5 ideas and settled on the one I think is the most fun and simplest to create. The Exterminator!

Don’t want to give away too much but basically you have to squish loads of buggs. There will be a lot of work to make this concept in time, in terms of creating all the enemies because I want to have a good variety to make it interesting.

I will use unity3D and the game will be an almost top down view of the game area but will use 3D assets and physics for the graphics and gameplay.

Feel free to visit my Livesteam Here!!!

Thanks
AViTT

Star-Board (and other assorted naval puns)

In, as always, for Ludum Dare with Group Pug! As usual, I’m the art workhorse and the other half of Group Pug (Michael) will be coding. Right now, he’s doin’ AI and stuff. Look at you, doin’ stuff! Whenever we do LD, we’re relatively lucky in the fact that ideas come to us quite quickly and we can get stuck in, which is great because LD is being fit around a lot of other engagements this weekend – soooo, full steam ahead!

We really wanted to make a local multiplayer game, so we’re making a top down two player game where you both play as sirens, trying to score points by using your voice to lure ships into the rocky outcrops near you. Hoping to do some cool stuff with changing the pitch of your voice = changing the direction of the ships, stealing influence of another siren’s ship etc. This is a poor, poor preliminary sketch, but perhaps it’ll give you some idea of something.

sierns ezgif.com-gif-maker (2)

Sirens in the bottom left and right corners, ships coming from the top of the screen to pass through the gap downwards. Currently working on pathfinding AI and I’m just doing assets. Splash is pretty much done already, though I’ll come back to touch up the background painting later:

dsfgsdfgsdfg

Feel free to come follow us on Twitter where we’re live-tweeting our pain, or check in with our Twitch stream at some point. :)

Lunch break progress

I have now implemented basic player movement and animations!

basicMovement

(Press to play gif)

 

I’m in

I’m going to try to make a game, although I have less time available than the full 48 hours. Probably going to be a 72 hour Jam entry.

The libraries and APIs I’m using:

The programming language:

  • C++

The tools I’m using:

  • Qt Creator
  • Bfxr/Sfxr
  • GIMP
  • Visual Studio

If there is anything I’ve forgotten to mention I’ll update this post.

Cheers!

Initial brainstorming

Our first LudumDare has started with a brainstorming session to decide what we want to work on. The theme of ‘The monster is you’ is fairly open-ended, and we talked about playing one of the ghosts in a 3D Pacman, as well as using building mechanics for a voxel-based puzzle game. After some reflection we decided these are potentially too complicated, as one sixth of our time is almost up already!

Instead we’re going to build a game in Unreal Engine 4, starting from the Twin Stick Shooter template and simply seeing how far we can get. This gives us a starting point which is already playable and we’ll just swap out as much code and art as we can. It’s still risky though – I’ve never worked with Unreal myself, and Matt has played with the engine (via Cubiquity) but never made a game.

There’ll be no voxels/Cubiquity in the initial game, though we may add that in if we get time. First order of business is to get the character movement working as we want, add some enemies (heros, as we are the monster!), and some basic AI. For those that don’t know, the initial template looks like this:

0

Let’s see how far we can get!

done for the night!

ld33screenshot9pm

I’ve got villagers collecting resources and building houses for themselves!

At the moment they don’t do anything with their gems – I think what I might do is, if they collect enough gems they build a laser that shoots you away. You have to keep trying to help them build their town even though they’re scared of you. Then it becomes a game of minimising your jumps & eating dudes who steal gems.

WIP playable here.

I’m in too

Screen Shot 2015-08-22 at 13.19.53

I’ve began working on my game, and I’m still not sure what I want it to be. I don’t like the theme, and it’s been really hard to come up with ideas (I had some original ones, but I wasn’t sure whether they would be fun to play), so I’ve decided I’ll probably do a normal game, just with monsters (I know it’s not original, but despite what some say there isn’t a lot of room for originality with the theme). Anyway, that is what I have done so far, I’ll hopefully be more productive in the next hours.

Change of plans :(

After complications at short notice it looks like I won’t be able to take part. I’ll try my best but I don’t think I’ll have time :(

Mainly mechanical improvements

Not too much, but you can stand on the bird (it falls down once it’s stone) when it turns back and it will lift you up! What I see is a lot of level ideas 😀 .

ld33_05

Get some sleep

A tip to you jammmers, if you are going to be on a LD do not do as we do and stay up to 3 in the mornig to get the theme and try to work after that. Get some sleep and when you wake up you can start then. You will still have as much time as every one else, they will sleep when you work usualy becouse of the time diference.

I’m in!

Wasn’t sure what to do with the theme at first, but I think I have an idea that is simple, quick, and fairly unique! Here’s a gif of what I have so far:

Gif You're the Monster

Let’s get the base of the game done!

Hey, LDers!

Just got up after a little more than 7 hours of sleep (noooo, my precious time… >__<). Now I’ll start to code the game’s base, ignoring sprites for now. As soon as I have something somewhat playable, I should go back to drawing sprites… let’s see…

Also, I’ll soon start streaming once again! Watch it here: http://www.twitch.tv/gfm123.

Tune in for some gamedev in C (because that’s what all the cool kids use nowadays, right? … XD).

I’m in

Hi,

I will be using HTML5 with PhaserJS framework, and PhotoFiltre for pixel art.

Good luck to everyone who have started already, and it’s not too late to join 😉

I’m in!

I’ll go for a pretty literal interpretation of the theme. A game where you control the enemies as well as yourself.

Using Unity, Photoshop and maybe some Maya.

Just a monster?

I’m in and I have a question: does the definite article the really matter here? I mean, is there a significant difference between “you are a monster” and “you are the monster” ?

Comments

LineMimic
22. Aug 2015 · 11:50 UTC
I don’t think it makes a difference. You can interpret it how you want! :)
RougeRogue
22. Aug 2015 · 11:53 UTC
I think what was meant here is that you’re just some monster whether it be a monster among others or the only/significant monster. Regardless, though, you can make it according to however you interpret AS LineMimic it even if it’s neither ‘the’ or ‘a’.
Switch
22. Aug 2015 · 12:06 UTC
“A monster” would be monster in the literal meaning. With “The Monster”, i’m having more interpretations of the theme

A new friend!

This is one of the guards of the city! I always feel safe when they are around!

(I’m not sure if I’m going to use him as it is…. something feels off… what do you guys think?)

guardian

Comments

22. Aug 2015 · 11:52 UTC
I like your design. Perhaps though, this guy looks a bit androgynous. Maybe turn him into a her?

Update post

Slowly making progress. Main character is a corporate manager, making the lives of his employees miserable! (and play minigolf)

boss1

Have a build of my game so far

There isn’t much to do except for punching a building till it explodes and punching the parts. But I’ve got somewhere. Get it here

WASD to move, left mouse button to punch.

i’m in

First time and already late, but i will try to make best of it. Going for combo.

  • engine: unity
  • language: c#
  • graphics: photoshop
  • sound: sfxr or something like that
  • music: fl studio (if i i will have time)

A bit late… but we are in!

It’s our first time participating in Ludum Dare! We know we are a little late but real life won’t leave us alone, nevertheless we are ready to rock on!

Keep a lookout for our posts!

CuteKat Team.

Alright chums, I’m back! Let’s do this!

Leeroooooy… Jenkins!

So i just opened Hackerspace Lublin and wait to somebody to show up. I hope that somebody will show up.

It looks simple:

  • know your theme. Checked. Monster’n’stuff
  • know your tools. Checked. Unity3D’n’stuff
  • know your idea. Uhm … not really no. Need to work on this.

WP_20150822_005

Multiple Scoregasms

received_10205014205898138_1_1_1_1

 

Ok…so here we are again…feeling pretty good about the theme this year.

Nice handful of misfits once again…just a few awesome guys thrown together at the last minute.

Nicholas Cunningham ~ Game Design, Team Management, Music Producer and my dad.

Jonathan Cunningham ~ Lead Programmer, Code Monkey, Magician (14yrs old)

Adam Matheny ~ Level Design, Coder

Nathan Hicks & Aaron Ancheta ~ Art, Pixel Pushers

Gabriel Matino ~ Particle FX

Musicians include ~ Page Jackson, Darrell Reconose, Luis “Loudmouth” Camacho & Featuring Heavy Metal Legend Curt Victor Bryant of Celtic Frost

Using Unity

Will post some current results in the morning

GOOD LUCK EVERYONE!

 

Progress!

Started my game this morning, or actually restarted… but! this is only 2 hours of work!

Anywho, my game art is starting to look more and more like my first LD game… “ManyQuest”

Here’s an R-Gen Dungeon!
Gen Dungeon

Late, but in!

A bit late, but I’m in! I’ve decided to join once again. Sadly, I don’t have the full 48 hours available, so I’m going to keep the project small and focus on one of the following (still have to choose!):

  • A monster’s fight to keep his humanity (very White Wolf, I know :)).
  • A monster’s relationship with the adventurer’s that explore his lair.
  • A blood-sucking penguin.

Whatever the case, I was inspired by this gorgeous crest on a monument in my hometown which says “Vicit vim virtus”: Virtue above violence.

 

Free stroopwafels for who gets which city this crest is from

Vicit vim Virtus

We’ll just have to see about that, shall we? :)

Ideas, ideas

So, for us (or for me, as my darling is still sleeping) Ludum Dare truly begins only now. Because after talking a little bit after the theme was announced, we have just duly left for sleep. Now, refilled on sleep, food and caffeine, it’s time to get cracking. As for the vagueish game ideas that we had so far:

  • Player is a monster eating people (I have a feeling this one will be very popular)
  • (1) Player is a monster who wants hugs and so he stealthily hugs people that want to shoot h(im|er), and they side with the monster
  • Player is a monster running away from people
  • … a monster racing with other monsters
  • Player is a person that drank some kind of chemical turning him into a monster
  • Player manages a village/colony/city/country of monsters growing and trying to grab all resources / eliminate humans / maximize the settlement happiness etc.
  • (2) Player is investigating a series of murders and has to find a monster who commits them. A monster can pretend to be another person, and thus the theme fit.
  • Player is a monster on the spaceship who needs to capture the spaceship.
  • Player can construct monsters from elements like body parts
  • (3) Like (1), but multiplayer: 2+ players together try to hug all the people, and when they are done, the people they have hugged have an epic shootout with each other, and the one whose people survive wins.

Honestly, (2) and (3) are my personal favourites. However, I can’t imagine at this moment fitting enough logic into the game during the LD timespan for (2) to be fun. And (3) is multiplayer, and so also quite a few levels of complexity above.

I’ll probably get started on (1). If anyone reads this and wants to take any of the ideas, go ahead. I firmly believe ideas themselves are worth zilch 😀

Random Tidbit of Info

Just a random Tidbit of info.

The Hexadecimal Color for gold is ffd700. Just so you know xD I use this a lot

Settled on an unoriginal idea

I think I’ve decided what to do. Some very slight progress has been made.

fugly_monster

background!

3

After a couple of hours struggling with it the level can finally move from side to side, now I just have to flip the world generator upside-down and add more details

The foundations are set

Created a basic test level, going to add the gameplay now. Here’s a screenshot from the current state:

08-22--1451-otgame

Not sure how far I’m going to get with this but at least I have a somewhat decent idea now on what exactly I should make.

Hint: it’s going to be a first person stealth action game (no combat).

Menu navigation done, time to make a game

I normally don`t post updates like these, but I figured to give it a shot.
After all, what harm can it do?

Since I usually end up with gamejam games that lack any type of interface, I figured to start off with just that; the framework around the actual game.
Naturally I already brainstormed about the game itself and what it will be like, but it is nice to have my menu’s done for a change, even if its still all placeholder art.

framework

With this out of the way, its time to get that actual game going!

Good luck everybody 😀

Status at Launch

status

After a computer shut down and redoing unsaved stuff I’ve done this so far.

Progress so far

Things are shaping up visually and musically, but there is no gameplay so far. I’m really tempted to make a bare-bone Magic Carpet clone though…

Tags: compo, LD33

Dialog trees and clowns?!

1.gif

We’re rapidly making progress here at Literal Games! I’m working on our dialog tree structure, our artist is working on lots of pixelly people, the fight system is coming on well and mysterious music has been echoing throughout the house. Come watch us stream and help us work out whodunnit (because we need help writing the stories).

http://twitch.tv/LiteralGames

 

I’m in (sort of)

So since my regular running crew from Team +rehab – those responsible for Dark Soils, Wyrmhole and Gradience – are all indisposed, I will be Jam’ing this one solo.  This also means I have no artist or support coders.  Fun times.

Love the theme but inspiration is in short supply, and time is short.  Might do a snarky inversion of some existing gameplay mechanic, since a lot of people seem to be doing either kaiju or demons already.

Tech will be JavaScript on Chrome, probably with PhaserJS or ThreeJS.  The ‘art’, such as it is, will be done in Photoshop.  If I get time for audio, it’ll be FLStudio.

Enjoy the jam folks.

Neil

Tags: imin

Here is my plan

So, here is my plan for this LD. In 2 hours, I got more done than I got in 1 day last LD. This is looking good. But everyone needs a plan, so here is mine:

  • Day 1: Core gameplay, physics, basic graphics and levels
  • Day 2: Graphics, bug fixing and first beta release
  • Day 3: Game feel. That is something all games need. Also, save game 😉

Planning is always a good thing to do. I think this is one of the things that made me have such a bad entry last time. And that was for the jam. I spent most of my time learning how to use Unity and asking stuff to PizzaPortal (I need to thank him A LOT, without him Barry wouldn’t even move). So, I add some before-LD planning:

  • Day -2: Learn API
  • Day -1: Do core framework
  • Day 0 (day BEFORE LD): Relax, and work on other projects. You don’t want to be too nervous.

I suggest you use a plan like this. If there is something you’d like to add, tell me in the comments! :)

Well damn

I just lost god knows how long because of a tiny little bug. You know what caused that bug? A plus sign instead of a minus. I’m both relieved that I fixed it and furious that it existed to begin with. Ugh.

Comments

22. Aug 2015 · 12:50 UTC
Been there, done that.

First progress update (and belated “I’m in”)

Wasn’t sure if I’d be in for this one, as I have a few other demands on my time this weekend, and I wasn’t wild about the theme. However, after a bit of brainstorming this morning I’ve come up with a concept that I like.

The game is called “Minotaur and the Theseus”. You are the Minotaur, and Theseus is coming to find you and kill you. He’s faster than you, but you know the labyrinth intimately and can outwit him. If you can evade him until his candle burns down, then the tables turn and you have the upper hand.

Currently have the labyrinth, player sprite and movement implemented. Still need to add Theseus (with a rudimentary AI) and the key mechanic of the player being able to reconfigure the labyrinth by pushing its walls around. Then I’ll have something that’s technically a game and can start trying to make it fun.

Programmer art alert!

progress1

Comments

22. Aug 2015 · 13:24 UTC
Really have a soft spot for generators, mostly because I can’t wrap my head around how to make one. I love your idea. Good luck!

Jump testing

Jumping template (8px² test) works so far, but there’ still a lot more sprites to be done. This is not the final “monster” – but we’re happy it works :)

blueboy-jumping-(GIF)

Cheers,

 

N

Monster Moves, Health Tracking, Healthbar, More Art

We’re glad to be up late working on this.

The following has been completed:

  • The base class for Monster Moves, and a test Charged Blast move
  • The general component for Health Tracking, and an accompanying HealthbarHUD component that updates an attached HUD element
  • Monster protagonist’s puppet pieces
  • Generic “enemy” puppets for the monster to encounter

We’re getting there! Next up on the whiteboard are Destroyable Entities.

We’ll check back in later. Good luck everybody! We’re seeing a bunch of awesome stuff already!

I’m in!

After many, many months/years/whatever of not participating, or participating and not finishing; I am finally going to participate.

I shall be using love2D and a few other things. Gimp, etc.
I’ll also be streaming if all goes to plan.

Hope hope! And good luck to y’all!

And few hours later…

…I have an idea: An inverted King-Kong designed like a dobule-screen Game&Watch machine.

I was looking some actual G&W screens, and they where really small. A single screen machine that fits in a 640×480 window has a screen of 320×240. So a double-screened machine is even smaller (640×960 window is not a good idea).

Of course I’ll not create a exactly copy of a machine, so I can change proportions so it can fit and have a fair big screen. But I want to show the classic G&W look.

Let see this afternoon.

Tags: ideas

I think i have an idea

This morning my internet wasn’t working but I’ve got it fixed now, yay. My idea is a simple clicking game like cookie clicker or something of the sorts but with a twist, because you are the monster people will come and periodically attack you leaving you weak and vulnerable . I have no images since this is still very much a concept and i have only just begun to done stuff however, i should get more done by about 4pm (gmt) meaning that there will be screenshots coming!

Give me a 8R8K!

Having a break now! Here is the thing.

Comments

voidstar69
22. Aug 2015 · 13:05 UTC
Image is missing, when viewed in Chrome on my iPad. I have not tried any other browsers.

Too Many Souls

Almost 12 hours in, and the game isn’t exactly looking pretty yet, but there is progress being made!

toomanysouls

Im ready!

IMAG1733

“Dead Girls in Space” is coming along well!

We’re almost 12 hours into the jam, and I’ve got some good progress!

Things that are done:

  • Player can move (important!)
  • Bullets bounce off things and hurt ‘living’ beings (ghosts too), as they damn well should!
  • Turrets have aggro zones where they target the player, and they can have multiple of these without causing problems.
  • Oh, I forgot, turrets exist and they target and shoot you.
  • ~rainbow bullets~
  • Ghost terrain and objects that living things can’t touch, and living versions that ghosts can’t touch.
    • This lets ghosts go through some walls and on some platforms, but could also make them fall through some floors or block their bullets…

Things that are next:

  • Things to interact with, like for example a self-destruct button on the ship, or the escape pod that is necessary for completing the game.
  • Human mode that hides the ghostly interactibles and maybe lets you open doors?
  • Health packs
  • Health bar… could be useful.
  • Actually any kind of GUI, probably need a crosshair too and I’d like a vignette for when you’re in ghost mode.
  • The rest of the level… pretty big deal.

Things that might happen:

  • Pickups that increase your damage or number of bullets and things.
  • Pathfinding enemies (this is a big maybe).
  • Multiple characters? These will be randomised if they make it in. Will you get the super rare girl? :O

That’s about it for now, I think. I’m really happy with my progress so far, especially for my first game jam. To celebrate, here’s a gif!

Cheers, and good luck!

Flee!

I’ve got the enemy seeing the player in place, it switches target from where it wants to go to it’s last known place of safety, though I need to put in place the safety positions.

@WASDMagician

http://wasdmagician.wordpress.com

LD33 Progress Update 2

This morning wasn’t too exciting as I was simply writing the control framework for an RTS in Javascript code. Not too many problems just lengthly :)

Its nice to be able to band select units and having them move in neat formations, necessary? Well I feel they are 😛

commands and formations

 

User interface is non-existent and whilst units can be of different factions they don’t interact yet. Probably spend the rest of today setting up the different actions units can take. I’ve got some neat ideas about the map environment and how the alien bugs interact with it (spoiler, they eat everything)

 

Some progress!

Well I’ve been at it for 9 hours straight, and here’s what I have:

I’m pretty pleased with it. Pathfinding works and so does importing from Tiled to Unity. Next up is adding some minions and traps to slow down the hero!

release the baby kraken!

kraken_progress

Wasted much time this morning (UK time) watching It’s always sunny, drinking pimm’s and finishing the warmup project.

At least I should be able to get some hours in before Monday night.

Seeing so many cool (and distracting) screenshots being posted, keep up the great work!

*runs out to buy energy drinks*

A little animation

I’m not sure if my game design ideas will work but everything is fine for the moment. Here is the animation I made for my monster :

animation

First quarter is over

..and I got nothing. Not a single line of code. For 5 hours now I’ve been pondering about concepts, but none is convincing enough (or realistic for the given time frame), and thus I haven’t even started. :(

 

Can’t even make a generic platformer with that theme… that has always been my solution #1 when nothing else seemed appropriate.

Comments

22. Aug 2015 · 12:54 UTC
I am doing a plat-former and come up with an idea I think works, just don’t think too literally
22. Aug 2015 · 13:02 UTC
I’m on the same boat. I guess I’ll take a shower, ’cause that’s when I really get all my LD ideas :)
taviandir
22. Aug 2015 · 13:11 UTC
Okey here are some tips for u:

We have lights. And yes, they flicker.

Since my last post, I’ve added textures and a nice level. Although you can’t see a lot of the game in the screenshot below, trust me, it’s going well.

The level is a sort-of castle with nice lights and a secret dungeon. Reaching the end of the castle will initiate the boss battle, a monster… Uh, yeah, that’s you!

And that’s where my main game mechanic comes in. Not gonna tell you what it is, not gonna tell you what it is… 😉

Anyway, there’s still a lot to go, here’s a screeny:

screenshot1

5+1/2 hours in, good deal of progress.

Proof of concept

Here is my first proof of concept for my extra short game for this LD.

Pure HTML and CSS 😉

http://www.gymnasieliv.nu/Frowin/LudumDare/LD33/index.html

For those without an idea for a theme

So I have an idea I’m pretty happy with but for those still stuggling, I had an idea. It’s essentially a tower defense game where you’re the ‘monster’ attacking the towers? Feel free to use it if you want to

Comments

Stexe
22. Aug 2015 · 13:09 UTC
We had the same idea and almost went with it. Just felt like it had been done before.

Dinosaur in a top hat? … Dinosaur in a top hat

After a slow start, couldn’t think of an idea, things are storming forward. This will be my 7th LD, so past failures and lessons-learned are paying dividends.

My idea involves a dinosaur who doesn’t really want to be one. Here’s a dinosaur in a top hat!

dinosaur

Working on my level background now also, but think I’ve spent enough time on art, so dropping this quick update before moving onto some programming. Here’s my WIP backdrop. It’s going to be all parallax and pretty!

backdrop

Hope this LD is going great for you all, and looking forward to seeing more peoples work. :) ONWARDS!!!!

Tags: dinosaur, LD33, stomp, tophat

We start to work!

After a few hours of brainstorming and rest, we start to work! We want to make a kind of “Kaiju Tycoon”. You are a Kaiju master and you should put together different pieces of monster to build a kaiju (plot twist!). Then, you send your creatures to destroy the world.

But be careful… a lot of enemies want your destruction. Power Rangers, Ultraman, Kung Fury… you know…

Later we’ll post news, until then stay tunned!


Tags: LD33

On the streets

Cut_1

We’re catching poor souls.

The first baby steps have been made

After working for lets say almost 8 hours i have made my game playable. it’s far from finished but still i think i made some pretty good progress. hope the next couple of hours will be the same. here a little preview of my game.Screenshot LD33#1

I have a concept I would like to try out which is a little tough in the time but might as well give it a go, wont give anything away just yet.

Knocked up a very basic level editor which loads/saves tiles as compressed JSON, implemented lights, ladder blocks so far. I really think once the first scene is done the editor will help speed things up.

GIF of whats working so far
level_editor

Starting the game!

We have been on a brainstorming session all along the morning. Now, we think we may have something and it’s time to get down to work!

 

 

 

First Day Impressions

Hello guys, Peter here from Felsiland!

So, this is our first Ludum Dare ever! And we’re doing great. We had a 2 hours brainstorm about the idea, developed and polished it in 1 hour and we began the development.

It is WAY better working in a group where you know everybody and have a lot of different idea. It is being an amazing experience. We do hope that we’re able to finish the game within time so that you can enjoy it!

Good work to you all!

~Peter

VAMPIRE ! He’ll kill everyone !

WalkVampire

This kawaii Vampire is here to make the night eternal !

Comments

22. Aug 2015 · 13:16 UTC
What a cutie!!

Our concept: Doom, Death & Destruction Tycoon

Concept:
People are living peacefully in a fantasy world because the heroes have successfully conquered the whole continent. You take the role of a villain monster spirit that has to cause doom, destruction and death. Gain power by causing chaos and create more powerful threats to take over the world!
Planned DLC include a desert world, an ice world and a lava world. Pre-Order now and exclusively get a nice hat for your spirit. If you order your game at GameHalt right now, you’ll receive a coupon code for a gold AK47! (not usable in game)

Map Concept

First map concept showing resource locations and region types.

The goal is to take over as much of the map as possible to ultimately take over the village. Resources have different priorities from the villages point-of-view (food, animals, wood, stones, ordered by decreasing priority). Every tile has a travel cost, it determines how likely it is for the villagers to actually work a resource. Taking more important resources from the villagers will increase their sense of urgency towards fighting the evil powers (similar to how symptoms work in Plague Inc.).

rough outlines and notes for our systems

rough outlines and notes for our systems

It’s going to be very relying on systems so it’ll take a little bit longer until we actually have something playable. Anyway, that is our next order of business. Gege has already started on the artwork, using some older sprites as a foundation. I found a screenshot showing the nice grass/forest and stone sprites.

Sprites from an older project that we are going to use

Sprites from an older project that we are going to use

Monstering Monsters

So, according to google, the word “monster” actually has quite a few definitions that we don’t usually think of.
One that I found interesting is the British/Australian slang term “monster,” which is used as a verb meaning “to criticize or reprimand severely.”
So I’ll be trying to make something out of that – right now I’m thinking about playing as a speech bubble that acts as a spoken monster, if that makes sense.

As a side note, I’m just going to continue shamelessly advertising the Ludum Dare plug.dj community, where you can come by, play some of your music for other participants to listen to, and hear some of their music as well! We’re open to all genres of music and would love to see you there!

Anyone still need a game idea?

Here’s one. Monster’s Inc.

Play as a monster scaring people for points.

I’m back

I’m now back after an about an hour long break. I’ve given some things some thought, and am ready to get back to deving!

First 12 hours – Pretty good so far

Much like everyone else I was kind of disappointed by the theme. After I seen it I went to bed and went over some ideas. After a bit of thinking I remembered an idea I had a while ago of a “Pacific Rim” inspired tactics game. Making a tactics game would probably be hard to do since I’m not great at making  complex systems and 48 hours wouldn’t be enough time to make one anyway. I decided to make it a traditional rogue-like instead.

I’ve put about 3.5 hours in so far and I’ve got:

  • A basic proceduraly generating world
  • Buildings you can destroy
  • An enemy tank that shoots at you
  • And you can die

The next few hours is going to be finishing the mechanics and this after noon I hope to be tweaking and polishing, then tomorrow I’ll be adding animations and sound stuff.

It’s coming along a lot faster than I would have thought!

 

Unity 2015-08-22 06-02-09-11.avi_2

Notes from last night + new morning

My notes/idea from last night. Up early, drinking coffee, listening to some jams, and coding! Feeling okay about my idea but I’m going to make it anyways! Who cares!

I finally have something to show!

I originally had an idea where you play as a boss…

That didn’t work out.

I was struggling making art. So I started just trying to make pixel art. It wasn’t working out until I made this little guy. I call him Muncher!LDsps

Now I even have an Idea of what my game will be!

Comments

vortex
22. Aug 2015 · 13:39 UTC
He looks amaizing… don’t call him ugly. Muncher will take offense

and BOOM! its working!

Took nearly all morning but I am getting there. Got a playable level with some fun things going on, rendered to a texture for an additional view of the destruction and some basic effects

 

Getting there!