LD16 December 11–14, 2009

Materialized: Health bar!

There is now a moving player, a health bar, and winning/loosing conditions. What is missing, is sounds, there are none whatsoever, and a wall of fame would be nice. Of course, polishing is what could be done for ever and ever.

strana_ld_progress_3

Tags: progress, screenshot

Slooow progress

Been at it during the day, on and off. Haven’t really been super-motivated to do stuff but I guess I’ll try to pick up the pace now. What I have now is basically a clear screen with DirectX9 initialization and some base code to actually render something (so it loads and compiles the shaders etc). Oh well :-).

I’m a little late

I’m going to start right now with the LD16, 1 day, 3 hours, 29 minutes, 25 seconds left.
That’s a good time to make something playable, and in the last 2 hours i’ve got some time to think about a design.
At the first time i was thinking about a roguelike, bu i see there are some already at a good point.
My entry will be with roguelike graphics as it will be done in bash, but with a different gameplay.

c-ya in a couple of hours!

Boboil’s Adventure – Update

Boboil’s Adventure is going quite well. So far I’ve added the minerals that you can mine, and you can use them to purchase items at the shop to get more minerals faster! Nothing that exciting yet, but I’m on track to have this finished by the end of the contest. Still no idea on how you will be able to win this game, or if I even will make that you can win, but that will be dealt with later.

My First Ludum Dare

Seriously doubt I’ll have anything worth playing by the deadline, but hey… it’s something to shoot for, eh?

Using XNA + flixel.

ss_ludum16_01

Now looks like a game

Now we have a working, functional GUI. Health and hold meters. You can tractor stuff in, which gets added to your inventory.

screen3

For absolutely no reason I added lasers too. Maybe I’ll make use of these tomorrow.

screen4

Next up is the hub like place where you can sell off your hard earnt booty and get missions.

More, More!

not only you get to cut mutants, you can also meet the Weird Tusk Monsters!

Comments

madk
12. Dec 2009 · 21:02 UTC
This game is looking cooler and cooler with every screenie posted

Mate Dumble FINDS TRESHURE!

Progress update!

– ate a sammich
– ate some lovely croissants that wife made (ate 4, plus some jam and margarine)
– lots of game logic in place, whew!

Here’s a screenie showing the crew system.

Hopefully I didn't go too far with this...

Hopefully I didn't go too far with this...

Hopefully the crew system I envisioned isn’t too complicated. I’m going to be simplifying things on the “cargo” side, to compensate for the added complexity I’ve got with crew members.

Clarification on the earlier screenshot. The world map was taken from Wikipedia, and won’t be used in-game. Actually, you don’t even HAVE a map; you just set a course. However the game in effort to be slightly realistic will track your course on the map, so if you change course after three days the distances/times will be about right. So the map is actually just for my debugging purposes. La la la!

Off to bed

I’m off to bed now, so here’s where I am at the end of the 1st day:

movementCounters

Players can move to adjacent spaces, and can’t move onto spaces that are already occupied.  The next step is to draw up graphics so you can see how many spaces the player’s already explored.  It’s fairly time-consuming filling in those thin squiggly lines, so I’m only 2/3 of the way through that.

Bed Time!

I’ve reached the end of day one and I’m fairly happy with what I’ve got. You can fly around, bounce off the walls, and get defelcted by security gates unless you have the key. Tomorrow, few more things to make it more interesting and some sound. Also making the map bigger!

gatesGood luck everyone, hope to see some cool stuff tomorrow!

The adventure continues!

Well I’ve certainly started to crap myself. Everyone has gotten so far. I’ve only made the basic engine and there’s still a load more to do!

Over the next 3 hours I will finish the basic physics, gui, map, bg sets for levels and all the enemies in the game (there are a lot but its lucky I was designing an enemy ai engine so I know what to do). At around 2am or 3am (I live in the UK) I’ll go to sleep for about 6 hours and during the last design all the levels for the game.

Coincedently I was thinking about making an exploration game so It was pretty easy to come up with an idea. In the game you are a robot who has been locked in a crate and thrown in to the ocean. A couple of days later you arrive on an island. I won’t tell you guys the rest. Hopefully everyone else isn’t doing as bad as me.

Explore the cave…

Still working on it, but basically you wander around explore a cave.

LD16, as if you did not know...

LD16, as if you did not know...

Defeat.

I give up. I’ve made far too many mistakes over the course of the last 24 or so hours to continue on with this thing. Too glitchy and unplayable to waste anyone’s time judging it.

Next time will be different. Next time I’ll be prepared. Next time I’ll have something I didn’t have this time: a thirst for vengeance. The Gods themselves will tremble at the codes I will unleash.

Here is my rapid decline documented: http://ld16.neithermachine.com/

Good luck all!

Late participation is late

Just to indicate my attempt to develop a game for the compo. I most probably won’t have any time twomorrow, and I had lots of things to do to-day (like packing all my stuff for the travel, back-up a bunch of things on the server, and so on, and on…). But hopefully, I’ll at least make something playable, yay ☆

Things I’m going to use:

Language: Javascript (yep, pure browser javascript)
Libraries: Prototype, Scriptaculous and Lily (my work-in-progress gaming framework that has almost nothing anyways)
Editors: The old’n’good SciTe
Graphics: Fireworks, maybe Inkscape or GIMP.
Sounds: sfxr
Music: Melody-raiser? I guess…
Work recording: ChronoLapse

Well, I think it’s about this. Now to the game I have in mind. While I did the obligatory-stuff-number-1 I thought about several kinds of gameplay (I even did some research at every little break), and came with a turn-based exploration game. It would be a mix of turn-based strategy (divide & conquest), with a sort of dugeon crawling set on a maze. I was going to use a proper dungeon, but it’s a heck more simpler to write a procedural maze generator.

So, the player is a stream of consciousness that’s trying to recover a lost memory, and to do so it can divide itself into little functional parts (namely Destroyers — which will take care of any enemies, — Guardians — which will protect the player, — Collectors — which will collect the fragments of memory, — and Explorators — which will search for the exit). At each turn the player can choose between divide itself, or walk around. The functional parts are indivisible, so they can only be dragged around.

To win, one must collect the fragments of memory (which should unfold some sort of story I haven’t thought of yet) and find the portal that leads out of the current maze. Sorta simplistic (maybe not all that simplistic, but I just have to worry about the core anyways. UI and rendering are already coded for me =D)

First level

background
Haha, first level done. :) Well not really. This is just an image. I will draw this on the background, and add some nifty objects over it. But I guess this is it for day 1.

Still have a good felling about this one. I am gonna make it. 😀

Tags: day 1, level 1, number 1

I suppose i’d better post something…

I’m doing something. It has fog of war. It has sparkling vampires to kill. It involves exploring(and not tentatively)

There will be boats for exploring. There’s a Sword and a Lantern. Both are needed for exploring.

It will be awesome.

Getting sleepy!

First some food…

delicious pie

delicious pie

yummy desert

yummy desert

Then some actual development, this is how it currently looks

screenshot_2009-12-13_004 (Small)

That is not a horribly drawn santa, he’s a brave explorer with a backpack!

Next up is treasures, better movement and hopefully some computer/human controlled explorers, but now… sleep!

Tags: foodphoto, progress

end of day one

gotta go zzz

reduced number of areas to 10, six done now

meanwhile have these screens

again with the bonks

again with the bonks

bonk on

bonk on

Comments

12. Dec 2009 · 21:40 UTC
Oh cool! Is this an ASCII platformer? :)
SonnyBone
12. Dec 2009 · 21:54 UTC
This is one to look out for.
madk
12. Dec 2009 · 22:04 UTC
I adore the graphics style you’re going for
Frimkron
12. Dec 2009 · 22:45 UTC
Can’t wait to play this one.

Bonk!
MTM
12. Dec 2009 · 22:48 UTC
Bonk!

Yeah awsum!

(yeahs)

Wakey wakey.

No new pics since the last update. I’m now rethinking my design.

The original design was very much along the lines of Sins of a Solar Empire mixed with a more traditional RTS and a dash of MOO (special planets). At this point, though, I’m really not confident of pulling off an enemy AI in the time I have left, and it was kind of going off-theme. So here’s the new plan – a dash of SAIS, a pinch of Sins, a smidgen of Star Control, and a liberal sprinkling of MOO2:

– The player is on a mission to this star cluster to find the Relics of the Ancestors. When you bring them together, something is supposed to happen. 😉

– The player can colonize planets with a colony ship. I may remove the idea of building up the planets. Possibly the number of cities on the planet merely increases over time, leading to faster production and more income?

– The relics can be found by exploring the star cluster and conducting archaeological digs on planets with Ancestor ruins. First you must colonize those planets.

– Some planets are defended by hostile giant creatures (Space Crystal, anyone?). Those planets usually have good stuff and/or a relic.

– The player’s steps are dogged by these nasty aliens who drop out of a pocket dimension now and then. They will start arriving when the player reaches a certain level of power. The alien attacks come in waves which get stronger over time.

– Normally, each wave will contain a Virus Bomb – a special alien ship. If allowed to reach a player-owned planet and re-enter the atmosphere unmolested, the bomb will destroy all life on the planet, returning it to an uncolonized state.

– I may raise the stakes by turning the Virus Bomb into a Planet Buster that not only destroys all life but turns the planet into a molten wasteland – it can still be re-colonized but will produce no income.

– The aliens may also have other tricks up their slimy sleeves…

Will be going off to church in about an hour – good to clear my head. When I get back I shall have to go quite frankly nuts.