LD16 December 11–14, 2009

Half-Way Point

Almost at the half-way point. I’m fairly pleased with where I’ve gotten.

The core gameplay tech is implemented and I’ve been able to iterate on it as I go.

I’ve rewritten my tile engine to use a .csv file instead of XML which has allowed me to use Excel as a level editor. While this took a good hour to do, it’s proving invaluable as I iterate on my level designs.

In Build 007 Levels 1 & 2 are playable at a prototype completeness level.

Playable version here: http://www.refrag.com/gamedev/ld-16/

Build007

I’m on-schedule. My plan was (and is):

  • Friday: Prove Out core gameplay tech (done)
  • Saturday: Build the game. Make it playable start to finish. Get to functional Alpha.
  • Sunday: Polish, Polish, Polish. Add gfx and audio as time permits.

Comments

scellers
12. Dec 2009 · 23:30 UTC
This is a really awesome game! I’m very excited to see the final version. :)

Screenshot #2

screenshot_02

Looks a lot like the first screenshot. =/

Comments

evenenders
16. Dec 2009 · 19:29 UTC
but there’s the big ole hunk of cheese and the doors are spiffed up! :)

Tower Quest – 1day and some ammount of time-ish

gasp! orange enemies!

gasp! orange enemies!

well it’s safe to say i’m almost done, and with most of tomorrow ahead of me, it’s also pretty safe to say i will finish my game!

Progress:

since my first post, i have:

  • finished all 15 levels
  • added money/points (your points turn into money when you beat the last floor)
  • added 5 types of enemies
  • added FoW-ish stuff
  • added a shop, with three (almost) purchasable items with descriptions and prices
  • added saving and loading
  • made it so you have to press space to go up a level when you’re at the staircase
  • set up some variables for eventual game-modifiers
  • added a treasure at the end of the last floor, each treasure will eventually allow you to unlock one of many game modifiers.
  • Made the character move, instead of “teleport”, around the grid/rooms
  • added lives/dying
  • added menu+fancy cursor 😀

there’s probably more but that’s what comes to mind right now.

tomorrow i hope to finish up a few things and if i have time, maybe make some more detailed graphics

1 = 0

So, I’ve been working on that game, and I’ve definitely made headway on it. However, GameMaker must think that “1” = “0”. I’m using string_char_at(“0101”,4), and it returns 0! What on earth?

Comments

Deepflame
12. Dec 2009 · 23:52 UTC
Usually indices are 0-based. Check string_char_at(“0101”,3) instead.
Cosine
12. Dec 2009 · 23:53 UTC
I already know it’s 1 based, I’ve used it before and it worked fine. I also tried switching, and it just made it worse 😛

big guy

Here is a boss.
enlarge the small enemy to make a boss
The text beside the health bar is the name and health of the boss.
Yes, I died after I took this shot.

Streaming Stars

Pixel Stars
ship in the stars
Explore the endless supply of pixelated stars at Clicky Clicky
*currently there is a bug where if you go to negative coordinates, your endless supply of stars ends*

Spent pretty much all day working on what comes down to a fairly simple server app. Planets and solar bodies are persistent and tracked on the server in a database. Flash periodically requests a map refresh from the server and creates the necessary sprites. If you go in a positive direction it works fairly well. When you go to a coordinate where the server does not have any stars, it generates somes, saves them and returns them, thus endless until either the client or server crashes.

I wanted to be working on the planetary exploration by this point,grr. Wasted 3 hours fighting with Python/AppEngine before just making a Perl script. Haven’t slept, so 24 hours at my desk trying to code.

Cruising Along

Well, it’s coming along.  I have treasure and some other small things working.  Now all I need to do is make a few other kinds of treasure, put them in the game, finish the ship, and hopefully add some more sounds.  A current screenshot, and playable after more.

W/S – Forward/Backward

A/D – spin couter-clockwise/ clockwise

directional keys – Look and turn

Go forward to find the start of the ship.  A box that can be nocked around and a tophat that can be collected are on the top of the ship.

[WP_UnityObject src=”http://dl.dropbox.com/u/3472941/ocean_02.unity3d” width=”560″ height=”420″/]

Comments

SonnyBone
13. Dec 2009 · 00:18 UTC
This is really rad, but I have no idea how to move around efficiently.

24h to go

With hearing the theme “exploration” my first thought was cave exploration… As I always wanted to create a platformer it decided to do something that should be a bit like pitfall in caves, or so…. Still my biggest problem is that I get stuck in too much details and it was quite exhausting to create some kind of engine that let me create the in blender.

I think I have now a more or less good base to start with gameplay tomorrow. Here a first screenshot:

exploration_day1

Usually I planned to publish the game (if it will be one) as java webstart. But actually it does only work for me from the commando-line at the moment. It would be nice if someone could try to start this from the browser (I didn’t succeed).Nevertheless I think I will have to provide it as downloadable archive….

Browser: http://thomas.trocha.com/games/exploration/exploration.jnlp

left/right :  a/d-key

jump : right shit

Command-Line:  javaws http://thomas.trocha.com/games/exploration/exploration.jnlp

But now I need some sleep. Adios and cu tomorrow,

ToM

A half finished derelict..

Well I’m getting there.. slowly but surely.

I waited up for the theme last night, then went to sleep to think on the theme, so I didn’t start till about 9am GMT this morning.
Most of the day has been design, and getting some base assets down.
Code-wise, I’ve implemented a camera system, and a slightly insane map loading system again – something which wasted a huge amount of time as I stupidly based it on the Moons of Subterrane loader. which was designed specifically for it, and not for scrolling at all. This got rewritten twice, because of my stupidity.
More importantly, you can move your marines about ( though can’t choose the starting classes yet,  the menu systems are in there ready for it though ) and it recognizes doors and entities separately from the rest of the map on load.

Now, a screen shot.. then bed for a few hours sleep; tomorrows plan is finish most of the code by lunchtime, then work on assets and tidying till Midnight, which gives me two hours to port and package the final submit ( no bugger ups this time! )

Excuse the nasty hashing, I may fix this tomorrow with better art… if I have time!

First progress

Well finally got the basic rendering up & working. This screenshot contains all debug colors and normals/shading is not working and so on. I think this game will be very simple, gameplay wise. The plan is to populate the tunnel with different sized blobs and what the player does, is turn the automatically moving camera with the mouse. Game ends when you hit something and your score is the distance traveled.

First image of the game

I was all ready to give up

…But then I shoved a really rubbish dialogue system it. It’ll do. It took 3 hours of frustration though! Argh!

I think I’m going to design the rest of the levels (level design is a bit shonky) and then… to bed! One level is completely finished though, so it’s not so bad.workinprogress02

I hope I get time to do music. :/ It’s looking unlikely at this stage, unfortunately. (Again, argh!)

Comments

Cosine
13. Dec 2009 · 00:45 UTC
I love it when an h looks like an n.
SonnyBone
13. Dec 2009 · 00:49 UTC
This is my favorite game so far… and I haven’t even played it.
13. Dec 2009 · 00:53 UTC
Cosine – Nah, sycophants. :) The main character has the unfortunate position of being a suck-up XD
PsySal
13. Dec 2009 · 01:06 UTC
Haha, whatever the hell this is it looks awesome.
13. Dec 2009 · 01:11 UTC
I absolutely adore the look. Keep up the goods. :)
edwardoka
13. Dec 2009 · 01:11 UTC
Take note, Infinity Ward. This is how you do writing for games.
13. Dec 2009 · 01:22 UTC
I think that looks exxxxellent dude. Hope you don’t give up.
13. Dec 2009 · 04:17 UTC
Yay! I’m really glad you’re still doing it!! 😀

…and I was all worked up to solve a hard maze!

Anyhow, I got my maze generator working. I still have to make a possible path to the end possible at all times, as evident by this picture…

...not

Comments

PsySal
13. Dec 2009 · 02:02 UTC
This one looks tricky.

T-23 Hours

Finally finished my town *has a party*

Left to do:

Character

Music

Second Room

Objective

Reason to explore

I’ve finished the game mechanics/score and pretty much everything besides the procedurally generated sound of the echolocator and a decent map. I’ll have to keep it *very* simple to finish on schedule since I will have very little time to work on this tomorrow, if any time at all.

If I don’t finish it was fun anyways, I went from zero experience with Flash to making an incomplete game in a day.

Time to go to sleep.

Foundations

I have most of the foundations of a game (probably more than I really needed), but nothing playable yet.  Actually, I don’t even have any player controls.  However, with what I do have I’m sure I can get a game together pretty quickly tomorrow.  I’m going to have to simplify a lot of my ideas, but it might still be fun.  I hope I can pull it off — it’s going to be challenging.

explore_someThere above screen shot doesn’t well represent the work I’ve done.

Comments

SonnyBone
13. Dec 2009 · 01:04 UTC
Good luck. Your Viking is way rad.

more progress

So, game’s concept revolves around an idea I had for drawing first-person hallways. It’s a cool idea, it fakes everything, and is super CPU intensive. Here’s what it looks like now, with my placeholder graphics:

progress_002

Comments

razzberries
13. Dec 2009 · 01:31 UTC
heh, that’s pretty cool looking.
Cosr
13. Dec 2009 · 01:41 UTC
You may say they’re placeholder graphics, but they are sort of appealing.

Hahaha More Screenshots

So, I complain about Gameplay… and what do I do instead?

PER PIXEL DIFFUSE POINT LIGHTING….

Yeah

Screen3

So… This will be fun to watch, probably!

Tags: screenshot

Comments

SonnyBone
13. Dec 2009 · 01:26 UTC
INTERESTING!
13. Dec 2009 · 02:05 UTC
Heh, did that already with my tools. Although I’m not really using it much.

New Screenshot

When you’re balls deep in Trogdors, you know you’re pretty much f****d.
balls deep in trogdor

Comments

TenjouUtena
13. Dec 2009 · 01:13 UTC
Nice Retro look.
PsySal
13. Dec 2009 · 02:03 UTC
That’s true in real life, too.

22 hours, 46 minutes, 17 seconds left

Another couple of screenshot!

003

INVENTORY! and …

004

You can equip item!

005

Now i’ve only to add some gameplay 8_(

I lOvE bAsH ! 8ppp

Comments

13. Dec 2009 · 01:22 UTC
You might want to upload the screenshots in a format more compatible with web browsers. Most browsers don’t do TIFFs. Try PNG instead.

Almost Done

textbox system

I’ve finished up pretty much all the programming, apart from the enemies and the ending. I’ve just got a little more to go, and then I can call this finished. I didn’t sleep much last night (although I didn’t work on this during that time)… :)

Comments

SonnyBone
13. Dec 2009 · 01:53 UTC
SUPER RAD. Can’t wait to play it!