LD16 December 11–14, 2009

Shooting stuff…

12 hours of straight work, 22 hours of competition so far… Still so much to do, I think that (as usual) I bit more than I could chew…

Anyway, got shooting working, along with sinking of enemy ships, with some GUI elements…

Decided to use a particle system as the shot… Doesn’t look like a cannonball, but to be honest I missed the flair of the particle systems… have to try using one for the trail of the ship, might not look so crummy…

cannonball.jpg

When it hits the enemy ship, you get a nice display of how much damage you dealt:

hit02.jpg

The yellow number on top of the player’s ship is the ammount of gold he received from the kill… This will (hopefully) serve to buy shovels (to dig) and upgrades for the ship (better cannons, better sails, etc).

hit01.jpg

Also added a display for the ammount of gold the player has:

coins.jpg

Think I’m going to stop for now… Time to get some quality time with the missus, or else she’ll kill me! :)

Still missing:

  • Enemy shooting/AI
  • Home port (for buying stuff – repairs, sails, rudders, cannons, shovels, maps)
  • Walking around and digging stuff out of the ground
  • UI to check maps during navigation
  • Load/Save (the game might take a bit to finish, I think)
  • Logo/Splash/Menu/Instructions
  • Music and SFX

Wish list (stuff I’d like to do if I have the time for it):

  • Savages on islands
  • Typhoons
  • Kraken!
  • Game story (slideshow explaining the story)

So tired, frustrated

Ok, i am too tired to continue, but i have made very little piece of game during 10 hours. So i give up – i cant make anything playable to the deadline. Sadly, but things go unexpetedly slow.

What i have done:

-Ship flying in space with real physics. Engines are rotating. Can switch wings angle to use landing mode.

-Can land on planet and dispatch land vehicle. Vehicle have suspension, can drive around on planet.

-Some very basic placeholder graphics and sfx

-Thats all )

What i wanted to make:

– Flying in big generated asteroid field, fighting with space pirates and monsters. Scan the asteroids to find minerals. Land to collect minerals and manufacture new stuff on your ship. Goal is to find relict artifacts buried in asteroids (once they was big planet).

Good luck guys!

LD16 2009-12-13 02-42-38-73

LD16 2009-12-12 23-04-15-14LD16 2009-12-12 23-19-38-48LD16 2009-12-13 02-47-14-51LD16 2009-12-13 02-42-16-45

Comments

SonnyBone
12. Dec 2009 · 22:15 UTC
This looks pretty dang good. I look forward to this.
pb
12. Dec 2009 · 22:25 UTC
I’d be happy with playing what you already have now. Reminds me of an actually-3D Noctis.
laremere
12. Dec 2009 · 22:55 UTC
That looks amazing. I’m sure you can turn it into something!
12. Dec 2009 · 22:57 UTC
Wow!
Stalker_23b
13. Dec 2009 · 10:42 UTC
Thanks for comments guys, now i awake and have decided to finish an entry!

Saturday Night, I Guess That Makes It All Right

(you say baby, have you got enough gas?)

satnight Well, today was a huge bust.  I worked a little in the morning as my previous entry detailed, then it was off to a very distant lunch (about a 1.5 hour drive).  All told that chewed up 6 hours, after which I was home with a big headache and very tired, so another 2 hours spent napping.  Which of course made me feel worse, so popped some tylenol, ate some cake, and gradually recovered not doing much for a couple more hours.

At long last, I did some work for about 2 hours maybe, and now the game is basically what it needs to be, minus most of the content!  You begin with no abilities, and you can pick up the jump ability as advertised and use it.  The screenshot shows the second power, Shoot.  That’s not actually implemented at all.  Also, the enemies are harmless (but the evil OUCH zone is quite lethal!).  There’s no money to collect and spend on these powers like I wanted, but I think I’ll skip that, so I can just spend tomorrow making the actual game content.  Should be fun and easy!

Flixel seems quite limited in what sort of game it will manage, but it makes that particular type of game real easy.  If you wanted to make anything but a side scroller, I think you’d have to fight it so much that you’d be better off just making your own code from scratch.

Lack of progress excuses:

Tired

Hungry

Not an artist

These are all mine and completely unvalid, i’ve spent since the start time producing my art (all of which is very basic having been done in MS paint XP) thankfully i know what i’m doing and even with the difficulties i expect after the art is done it should get a little easier from there, this makes me happy :)

Time for Refreshing Sleep

Saldo for the first day:

map finished
engine finished
5 out of ~15 areas finished

I’m really happy about this progress. I’m quite sure I’ll be able to finish the rest of the areas tomorrow.

Comments

madk
12. Dec 2009 · 22:23 UTC
I am still really loving how this game looks :)
12. Dec 2009 · 22:56 UTC
Wow, nice progress!

Logic Puzzles

So, I’ve made a python-brute-force logic puzzle generator.

 ('island', 'bonaire', 'port', 'north port', True)
 ('island', 'antigua', 'threat', 'hurricane', True)
 ('port', 'west port', 'threat', 'cannibals', True)
 ('island', 'tobago', 'treasure', 'rubies', True)
 ('treasure', 'pearls', 'threat', 'kraken', True)
 ('treasure', 'saphires', 'marker', 'rock', True)
 ('island', 'jamaica', 'treasure', 'gold', True)
 ('island', 'jamaica', 'port', 'south port', True)
 ('island', 'tobago', 'port', 'west port', True)
 ('island', 'tobago', 'marker', 'skull', True)
 ('treasure', 'pearls', 'marker', 'waterfall', True)
 ('port', 'east port', 'treasure', 'saphires', True)
 

.. Which could be solved using one of these grid things.

The question is, can I turn this into a playable game?
-Phil

Zombie Survival game

preview

Hi, it’s been a while since i sit down and do a game myself. So, I really hope i can finish this one in time;)

yue

Tags: maze, puzzle, RPG, zombie

Comments

12. Dec 2009 · 22:56 UTC
Wow! I don’t know what’s going on, but I love it. 😀
12. Dec 2009 · 23:24 UTC
Ooh. Pretty. Two-player coop/vs or just a screenshot collage? Wait… maybe FOUR players? I’m starting to lean more towards collage here. Crazy low resolution in that case. Please make it have music :)
wonderwhy-er
13. Dec 2009 · 07:17 UTC
Heh this looks interesting :) Probably judging by screenshots first game that gets my attention. It will be at least fun to figure out what’s happening there 😀

Milestone!

Well, I’ve come to the conclusion that I don’t have a clue what I’m doing when it comes to procedural generation. I should have had this done much sooner, but I’ve finally reached the stage where I have something which could be described as procedural dungeon generation.

I don’t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here’s a section of map 0:


# # # # # . # # # # # . # # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # # . # # # . # X # # # # # # # # # # # . . . . . . X
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . . . . . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . . . X . . . . . . . . . . . . # # # # #
# # # . # # # . # . # # . . . . # # # # # # . . . # # #
# # # . # # # . . . . X . . . . X . . . . . . . . # # #
# # # . # # # . # # # # . . . . # # # # # # . . . # # #
# # # . # # # . # # # # . . . . # # # # # # X # # # # #
# # # . # # # . # # # # . . . . # # # # # # . # # # # #
# # # # # # # . # # # # . . . . . # # # # # . # # # # #
# # # # # # # . # # # # # # # # . # # # # # . # # # # #
. . . . . . X . . . . X # # # # X # # # # # . # # # # #
# # # # # # # # # # # # # # # # . . . . . . . X . . . .
# # # # # # # # # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #

Once I’ve had some well-needed sleep I’ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah – there’s loads of time left 😉

Tags: dungeon, map, milestone, procedural generation, tilemap

Zeno Comfort

Okay, I think I’ve come up with something interesting and simple enough, but I am not sure it fits the theme quite well.

Don’t want to spoil it now but I’ll write down some keywords.

RPG, screen-by-screen, neon, weird, phobic protagonist, clubbing, city

Now making screenies.

Tags: tigs

Devlin’s Progress

Screenshot
You just know it’s going to be awesome.

Comments

12. Dec 2009 · 22:55 UTC
Dude!
scellers
12. Dec 2009 · 23:02 UTC
I’m really looking forward to this. Looks epic.
13. Dec 2009 · 00:17 UTC
How dare you sparkle at me?

News: @ is walking, simple level generator, save/load

Just 2 screenshot

001

main screen

002

ingame

Comments

mirosurabu
12. Dec 2009 · 22:48 UTC
hm.. I see nothing but text.
samel
12. Dec 2009 · 22:54 UTC
my game is written in bash, something like a roguelike but with a different gameplay

Coding problems, Panic, and the all-too-familiar 53 lines of code for moving your character (WTF?)

Yeah, with my current game, it takes 53 lines of code for you to move, and it’s just a maze game. No wonder I’m getting a headache! With the random generation system, it accesses a data structure about a million times, and sometimes it gives me errors because some spots on the data structure don’t exist yet! I’m running out of ideas and I’m panicking quite a bit, with only about another, say, 5 hours left of good development time to get it working. Then, I have to copy the code into the other 4 directions so you can actually move around the maze.

Then, I actually have to make a purpose to the game. <_> If I don’t finish, I might just make a simple preset maze, making the game much easier to make. But hey, what’s the “fun” in that?

Also, since I’m required to release the source code, I’m commenting it to help clear up my head, and that of anybody who wants to take a shot at fixing the darned thing so it works. This is really giving me a hard time.

But hey, no worries! I don’t have to submit anything, now do I? 😛

At the End of Day 1 – The Story so Far

Hokay, I’m ready to call an end to day 1, since I’m tired and can no longer concentrate on work.

Here’s what I have so far:

  1. A generic game agent class with reasonable movement that can move toward a goal heading
  2. The beginnings of an object factory that can currently manufacture player characters and wall segments. Wall segments are automatically fitted according to given neighbor pieces.
  3. A large part of a world generator, though it is completely untested. This is the part that I am least sure about. The logic is there, but I’m still a little nervous.
  4. Most of the sprites for the player character

Here is what I still need:

  1. Full set of sprites for wall pieces
  2. Last few player sprites
  3. Sprites for baddies, items, and props
  4. Full world generator (This will be the hardest part, I think)
  5. Doors
  6. AI with A* pathfinding (Ugh, I think this’ll be a tough one, probably do it once I’ve got worlds being generated)
  7. World area serialization/deserealization
  8. Full player class with stamina
  9. Start screen
  10. Cut-scenes

I think, though, that I can pull it off. I think I can…

Here’s hoping…

—Mr.Dude

23 Hours of progress

I’m making some sort of dungeon exploring game. I have a randomly-generating dungeon now and it is explorable. Now I need to populate it with something to make it more interesting to explore.

DungeonProgress

Comments

12. Dec 2009 · 23:19 UTC
Ooh! I played a game like this on an old 486 once. It was a huge empty maze that took forever to navigate, then suddenly around one corner BAM! a ghost appearad right in your face. That was evil.

23 hours down, 25 hours to go

I JUST got the inventory system to work ok, meaning you can pick up items, drop items, and equip items. They automatically go in a suitable free slot if there is one.

Monsters drop loot when killed, scaled to the difficulty level of the level, and loot can have prefixes that add bonuses, like “Golden”, which adds 100% to the selling price of an item.

Still to do is implement more item types (armor, helmets, pants (PANTS!)), make the powerups from the items work, add shooting  and ammo, make some proper monster types, add level transitions, and think of some kind of ending to the game.

Oh, and I should probably make the different jobs actually behave differently as well, and perhaps make the stats matter in some way.

With 50% of the time remaining, I’d say I’m about 30% finished with this game.

Midpoint (Or nearly there) Screenshots

Here’s a screenshot.   Right now there is zero interaction, but the idea is indirect control of your little explorer.   I’m not sure exactly how his is going to work, my original idea was like Magestic (Or whatever that game is) where you attract explorers then send them into the dungeon.  I don’t think I’ll have time to fully implement this, but we’ll see how I do.

Screen2

Hopefully I can find some gameplay to implement…..

Tags: screenshot

Somewhat playable

Well, I haven’t implemented any of the core gameplay, actually. Just the most basic of the engine and the procedural level generation. And it works 😀

Well, it's something at least :D

screenshot

This is what the first level looks like currently, still need to fill thouse black areas before i can really crack on with the game proper

12 hours of work

What this image shows is what I managed to do in 12 hours of work:

12 hours worth of work

Absolutely nothing.
It’s two squares that don’t collide and you can control one of them though all it does is fall too fast for you to do anything.
I need to setup the collision system and I’ll be able to start making the game logic.
For the past 8 hours most of my time programming was absolved by pretentious bugs, which upon fixing revealed even more bugs. But at least I’ve fixed them all!

This has put me behind the time and most probably I won’t finish my game. Still I will submit my source code, because at least the engine part will be finished! And it’s a good one.
Still I hope I can at least make two or three levels for my game just to have something to show when someone asks me “so how did that 2 day game competition went?”.

Being a programmer with the attention span of a cat next to a yarn ball isn’t helping though.

Devlin’s Foodpics dump for the first day.

Because I want to be working all day, my food pics will be posted at the end of the day.

Although i’ve been a bit bad and had my lunch and I forgot to take a picture of it.

Although here we go…
For breakfast I had toast. I was barely awake and couldn’t see very well, so no picture.

For Lunch, I had a teapot of Earl Grey and meatballs :)
Teapot!

For my tea, I’m having my special recipe spicy noodles with added hot sauce 😀 and a nice mug of Earl Grey to go with.
My Tea!

I’ll see you near the end of tomorrow with the last of my food pics

Tags: foodphoto

Comments

13. Dec 2009 · 09:02 UTC
Mmmm. Teapot AND metaballs. A true coder’s lunch.