LD16 December 11–14, 2009

more screenies

aligned randomly for your convenience

bonk

bonk

bonk bonk

bonk bonk

bonk bonk bonk!

bonk bonk bonk!

2 areas done, 2 work in progress, should have 6 of the 11 planned areas done today

the goal of the game is to collect all the gems, maybe to recharge your spaceship batteries or something

Comments

Hempuli
12. Dec 2009 · 17:15 UTC
Looks absolutely rad! <3
lurreluck
12. Dec 2009 · 17:18 UTC
Dang, that is nice!
madk
12. Dec 2009 · 17:42 UTC
Looking forward to playing this one, looks awesome.
nitram_cero
12. Dec 2009 · 18:15 UTC
Looking good, man (Oh the memories… :_) )
pb
12. Dec 2009 · 18:22 UTC
oh man, can’t wait to play this
MTM
12. Dec 2009 · 21:06 UTC
Bonk! This is amazing!

Limited time, limited progress…

Under “normal” conditions, I was going to use python with pyglet and chipmunk.  However, since I have a large extended family with tons of planned activities this weekend, and at work I’ve got a huge software release coming Monday m0rning, I’ve chosen to attempt something with Unity.

I didn’t download Unity, or even begin to learn it until last night, but already, my confidence is growing that I might actually have *something* fun to play with by tomorrow night.

Sorry, no screenshots or work area photos yet, and I won’t be able to tinker again until this evening.

I’m estimating that I’ll only have about 10 more hours to work on it before the deadline, so wish me luck.

(And please don’t beat up on me too bad for using Unity…)

-vizionary

Comments

12. Dec 2009 · 17:43 UTC
This is my fourth ludumdare using Unity, and no-one has beaten me up for it (yet)! I’m glad you’re having good fun with it! :)

And down she goes…

The boat can now sink…

Created an animation where the boat got filled with water (just painted blue from the lowest to highest parts of the ship, in each frame). Looked bad… Tried not using blue but painting the alpha channel instead… Looked a bit better, but still terrible…

So, I decided to suck it up and I did an animation on 3ds, then extracted some frames… Doesn’t look that bad, tbh… Still needs some “splash” to it, so it looks like the boat is on water, and not floating in some netherworld… But I’ll leave that to polish time, if I have any, still lots to do to actually have a game…

boat_sink_anim.jpg

boat_sink.jpg

I’m going to do a small break now, catch my breath, been working almost non-stop for 8 hours…

Next on the agenda, whirlpools!

Progress report

So… my basic idea is that history is full of  “explorers” that were part of destroying native cultures and sites they find. So that sometimes it could perhaps be better to not explore at all in the first place and let these hidden paradises rest at their natural state.

Unfortunately it seems that my gameplay concept and gfx asset list is way too ambitious again so I probably have to cut a lot of corners. I hope even a part of the original idea finds it into the final game… Coding wise the “core” is done, now I just have to figure out how to actually make this fun…

Sneak peak of my main level:

screenshot

Platformers are a pain.

After countless hours fighting with collisions and platformer stuff, I finally have something I am willing to go with. Collisions be damned.

This is probably nothing like the final game will look like, but hey, the little green guy is pretty cute.

prog_sat_3pm

Comments

SpaceManiac
12. Dec 2009 · 17:49 UTC
That looks so much awesome.
madk
12. Dec 2009 · 18:17 UTC
Yea, I hate platformer collisions so much, too -.-
12. Dec 2009 · 18:43 UTC
So you inadvertently made tetris?

Space Explorer

asteroids

port

Well it looks like asteroids, nothing to explore yet.   The plan is to fly around a random map making money by blowing things up and hunting for a finite amount of fuel.

I hope to have the AI make money and upgrade as well, but we will see how that goes.

Talking about AD2030

So the game I’ve come up with for exploration is something I’m calling AD2030. It’s my way of thinking of an exploration game where a lot of the exploration in this instance is indirect. For better or for worse I haven’t had much visual progress as a lot of the game is done through non-visual communication. Additionally a lesson that worked well in the last Ludum Dare was I used placeholder graphics as long as possible so I could focus on getting gameplay in there.

ld_early_1

Meanwhile here’s what I had on my lunch break. It’s like I’m back living in my college dorm again!

dev_1

foodumdare!

ld16-dinner

Phone cam shot! Om nom nom!

I’m starting to get a better feel for where my game is going. I hope I can finish most of the difficult code today and focus on content tomorrow.

Tags: foodphoto

Oh Pants

I have been fruitlessly mucking about with random level generation and bumping into SIGFPEs and infinite loops. It seems to not fail now, however it doesn’t do what I want it to either. Here, have a nice picture!

Ooh, isn't it pretty

Ooh, isn't it pretty?

It should be linking all the rooms up, however I have done far too much complication to my code without really thinking and it now scares me. I think I really need to rip it out and rewrite it so I know what it does. *sigh*

I AM NOT GOOD WITH COMPUTER

Tags: fail, panic, screenshot

Comments

AtkinsSJ
12. Dec 2009 · 18:16 UTC
Ooh! Actually, I still get occasional SIGFPEs too.

Technically Breakfast

TechBreakfast

The breakfast of champions, which is mostly leftovers from the supper of champions the night before.

Plans for the Rest of Today and Beyond

I have big plans for this game, and I think I can accomplish them this time!

By the end of today, I hope to have my random world generator done.

Because I’m using a (Rather large) continuous open world, I’m going to use a spatial hash. The world cell that the player is in will be filled with entities, as will the cells neighboring the player’s.

I’m using a cell-based generator to create (Hopefully) interesting rooms while still having the entire world filled with rooms. Because it’s a man-made structure, big dead spaces aren’t good. My generator will treat every cell as part of a room, and create bigger rooms by linking cells together. Between cells that aren’t linked, there will be hallways with doors placed in such a way that every room is accessible from at least two places. This doesn’t seem like it’d be too hard, but I’ve been wrong before.

Rooms will also have columns and boxes placed randomly when the room is generated. Columns will simply be placed at random coordinates, with the engine insuring that they are not adjacent to any other wall pieces (Columns are treated as wall segments). Boxes will only be present in larger rooms, and will be placed in rectangles bordered by boxes strewn about by a drunken walk routine.

Hot dogs will be placed semi-randomly, scattered around the world. Guards dogs will be similarly handled. The semi-random part is that both will be placed more or less densely based on how far the area is from the objective. (IE: The hot dog mother lode)

Areas that are more than two world cells away from the player will be stored in files that will contain the room cell layout, door positions, box and column locations, and the number of guard dogs and hot dogs. When the area is loaded, one or two guard dogs will be added or removed randomly, and hot dogs will be added according to the density prescribed for that area. If the player has led many guards into a world cell, and this will be saved in the world cell file, but the number will be cut down dramatically when it is reloaded depending how overpopulated the area was when it was saved.

The game will (Hopefully) have short cutscenes for the beginning of the game, finding the hot dog motherlode, and escaping the game after finding it.

If I have time after that, there may be a cutscene for dying, as well. I’m not sure.

The controls are as follows: Movement with WASD or arrows (WASD because my keyboard is wonky and doesn’t like registering arrow keys at the same time as… Just about anything else) and space to run. Doors will open automatically when they are approached, and the player will eat hot dogs when they walk up to them.

Guards will use an A* algorithm to follow the player (As well as to guide their wandering), and a hitscan-like system to tell whether they can see the player. The player won’t have line-of-sight, because that’s very expensive in real-time, even more so in Python. The guards will also be able to hear the player when (s)he is running, if they are within a certain range. They can’t hear the player walk or eat, because (s)he is a fox, and thus sneaky and quiet. When a guard loses sight of the player, and can’t hear them running, they will run to the last placed that they saw them. If they still can’t see or hear the player, they give up and go back to wandering.

Hot Dog Hunter will certainly be a challenge, but that’s my style. Hopefully the difficulty will scale well, though. That’s one of my goals.

Here’s hoping…

— Mr.Dude

Comments

Zecks
12. Dec 2009 · 18:17 UTC
tl;dr looks pretty ambitious

Finding Her – Playable prototype (Flash)

http://www.2bam.com/showcase/?game=FindingHer_LD16

The story isn’t complete yet, but you can sort of get the idea. Don’t play it through if you don’t want to spoil the ending with the temporary crappy one.

All feedback is well accepted

v01_conversation

Sorting the Fridge for a bonus

I tried to sort them all. It took quite some time. I think I’ll add “bonus” points for a clean sorting of elements.

I’m in…. I’m late…

This will be my first Ludum Dare 48, but I’ve been following them for several years. Totally behind on the schedule due to other commitments, but going to kick off something now. At least I’ve had time to think of an idea or two.

I will be using XNA and may use the following “ball of mud” of an engine.

http://blog.codheadz.com/page/Ludum-Dare-16.aspx

As well as starting late, I have very little time between now and the deadline….. basically doomed :-)

Basic gameplay works

Got basic gameplay working: map loading, collision detection and game ending. The walls are white and the red dots are the trail of the character – all graphics are placeholders and will be removed later.

collision

Now to the hard part:  implementing the echolocator, adding sound and getting rid of all graphics!

“Gravity Sphere” New Progress

Lots of progress so far. Engine is nearly 100% done, and I’m currently painting the cutscenes and working on the story just a tad more.

Gameplay


One of many paintings for the cutscenes. I took a sheet of paper, dunked it in coffee, dried it, crumpled it, scanned it, and painted on it in Corel. I think it looks very nice.


Another painting

So far the plot goes as follows:
There’s an explorer (nameless right now, but I’m thinking Jacques) who goes into a cave trying to find treasure. However he falls down a pit and is knocked unconscious. Later he’s awoken by a mysterious cave spirit who can help him out of the cave. It ties a rope to Jacques(or whatever his name is). You control the spirit (and the rope it’s pulling) with your mouse. By clicking the left mouse button, you can tug on the very stretchy rope to pull Jacques closer if needed. Using gravity and quick wit, you can help Jacques out of the dark caves and back to safety. There will be at least 10 to 15 hand-drawn levels and tons of stuff to see and do. I hope to get it done in time!

If anyone read all of that, may I ask if someone wouldn’t mind coming up with a better title for this? I don’t really like “Gravity Sphere” all too much. Thanks!

Tags: ludum dare gravity sphere

Comments

SonnyBone
12. Dec 2009 · 18:32 UTC
HECK YES. Looking forward to this one.

Nice art.

First Screenshot

screenshot_01

its a start

I declare it shall be an isometric room-based memory game, based on collecting, erm rats. colored rats. I’m currently trying to get a pseudorandom dungeon generator going. It still has some issues, but progress is happening.

First Screenshot of Massacre at Misfit Toy Island

Some yummy eye-candy for ya… This is the menu screen.

MenuExample

Comments

winferno
12. Dec 2009 · 18:25 UTC
Nice! I didn’t notice the word ‘massacre’ for about a minute; it looks so cheery!
Zecks
12. Dec 2009 · 18:28 UTC
Qyit. heh.
sfernald
12. Dec 2009 · 18:30 UTC
Nice catch! Thanks. I wouldn’t have spotted that. So much work to go…..

Lunch 1

Pesto Pasta with The Wire

Pesto Pasta with The Wire

Lunch Progress

Lunch Progress

I’m not as far along as I liked to be fuctionally, but things are still on track according to the plan.  I’ve yet to come up with a name though.

Tags: foodphoto, screenshot

best foot forward

Brainstormed for a few hours last night, then the idea hit me. Trying to balance my freelance work and LD today, but I think this may be going somewhere…

progress_001