LD16 December 11–14, 2009

Got the character spewing blood… I mean throwing flares.

Got my character moving around and throwing flares.  Going to limit my player controls.  So there is less work for me to do.  Forwards/backwards along the bridge, and throw flare up… throw flare down.  Now instead of a whip/gun or other attack, the flare will both be the weapon and the way to light up the level.  UP,DOWN,LEFT,RIGHT.

The rendering is still pretty bad. Not at all how I want it.

After I fix up the drawing… next will be to put in the BIG BAD code, make some lasers, then do collision detection between the particles and the BIG BAD, and also collisions with the cavern.

For lighting and shadows I’ve decided to have a lighting layer with per pixel alpha.  Which will just be an image that is blit across the whole screen.  It will be all black, except in areas where it will have parts taken away by lighting. So I will draw the lights onto this lighting layer, so that it leaves alpha at 50 or so, and instead of black an orangey color where the lighting is… the rest will be shadows.

So now to implement that… but here is a screenie of ‘Exploratio‘ so far…

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_13_14_19_16.jpg

The exit door!

1a9n

I’ve just made an ‘exit door’ for my game, which will be the goal. It feels good to have something concrete to aim towards, and hopefully I can get everything together and in place in time. :) I’m starting to feel much better about this game.

Comments

SonnyBone
13. Dec 2009 · 09:07 UTC
Looks incredible. I really like the style you’ve got going on.
13. Dec 2009 · 09:34 UTC
I love the combination of retro and 3D! Can’t wait to see the final product.
madk
13. Dec 2009 · 10:59 UTC
I like your graphic style, reminds me a lot of Animal Crossing
C418
13. Dec 2009 · 11:18 UTC
Voxelawesome.

Lost in gameplay land

Started working again. I have pretty much the game in shape, shame that I don’t have any idea yet about how to actually make this fun (in a reasonable time). So I guess I’ll keep changing stuff until something magically happens. :)

screenshot

Day 2 done and there is now a game

So, I think I got a lot of the actual game logic I will have in the final competition entry done today.game_day2

You can try the current windows build here (see final submission). And hopefully everything’s working.

The character will look towards the mouse and will walk left and right with A and D respectively. If there’s a branching path you can take the upper one by holding W. With the placeholder graphics the different paths are not entirely clear.

I think any game play will likely have to wait until after Ludum Dare 16. The character walking animations I drew actually look a lot nicer than I was expecting. Shrinking them down from the high scan resolution and scaling the frames to be a consistent size likely helped. I’ll probably spend tomorrow making some environment art and setting up something other than solid colours to explore. And if I have time I’ll look into adding sounds.

It’s time for sleep now though. Hopefully I don’t sleep in to late.

3:30AM, going to sleep

Well, the rule system for crew is working, I still need to work out the rule system for the weather because it doesn’t appear to be working.

What’s left:
– dynamic weather (a snap, actually!)
– fix rule system for weather, seems to be broken
– make sure rule system works for crew intelligence, etc.
– add “camping” play state NIX IT
– add “shore leave” logic NIX IT
– sell ship and retire at lisboa
– return to england and get a score
– death conditions
– some nice graphics for weather, etc.
– descriptions for the berths, camps
– sound effects, music? why is this always last for me? =)

Quite a bit I guess, but the game is really working well! I’ll probably nix it. I have some nice ideas for making good weather graphics, would work well with sound effects there. At this point I should nix the shore leave, provisioning, and camping stuff.

Whew, I’m too tired to think!

Against insurmountable odds

Iso_Editor2I’m still making progress. I actually made a new year resolution this year that I would finish something. Is this it?

Here I’m trying out the new more silent terrain bits (less dots) in conjunction with the more busy ones.

I might skip making instances for the enemies and just make them terrain objects of sorts. They wouldn’t have any real stats this way. Instead they could die based on a dice roll. The player would have health though. This is a cheap way out just in case I don’t get to making the buckets and linked lists for the enemies.

Comments

13. Dec 2009 · 08:43 UTC
Messed up spelling and uploaded the wrong screen shot. Edited it now though :/ Getting tired.
SonnyBone
13. Dec 2009 · 09:06 UTC
AMAZINGNESS. I totally dig this.
C418
13. Dec 2009 · 11:19 UTC
Yes, you should make smaller games more often.
13. Dec 2009 · 12:23 UTC
This isn’t a game though, just a too small graphics set and an editor… which now can load and save! I just finished making the map. Starting on the actual game now. I only have 4hrs before I black out, so it’ll have to be real simple!

Doing alright

Breakfast…

breakfast

mmmmm

And progress:

screenshot_2009-12-13_001 (Small)

The steps/foots is calculated using a simple manhattan algorithm, if I got the time I’ll use a modified version of bresenham’s line algorithm making it look nicer and making it easier to move. Next up is treasures!

Tags: foodphoto, progress

Another screen shot

Screenshot2
We are getting there, I hope. This little bugger took me a good 3 hours of work, but he is walking around and happily humping air, when there is nothing else to do. (Yeah, the idle animation sequence didn’t turn out quite the way I wanted it too).
For a puzzle game, I have an alarming puzzle deficiency. Looks like I won’t be able to put together more than 1 level, but already It seems this game’s quality is far beyond my usual entry (if I get one together).
Also I would need some nature themed sounds for this thing. :S

Start of the last push

Good morning. Got a decent nights sleep so hopefully I can finish the game today :). As the game itself will be quite simple, I’m planning on getting the gameplay thing down fairly quickly, then focus on making it at least look pretty, if nothing else. I’m planning on heading the post processing route (with possibly deferred rendering). But we’ll see what The Time allows. Now it’s time to take the dog out and then start whipping out some code.

MindExplo(ration)sion

Aprox. 20 hours from last post. Almost all of the time spent on debugging and deleting things that didn’t worked out like i thought they will and discovering posibilities of flixel. But at least, the biggest bug was found, triggering actions kind of works (even if it needs some changes) and i can start thinking about ‘level design’ and actions needed to be done. 2 hours ago i didn’t hope, that i will be able to finish at least anything, now i have some hope, but am affraid, that it won’t be that much fun as i hoped before.

In the evening i needed to pause searching bugs for a while, so i started to think about the main charakter(s)…

ludumPixelsFound out what size the characters should have and used this measure for another debugging session…

ludumDebugWithout greater success i tried to eat some chocolate and when it didn’t helped, i fell asleep.ludum6

Taday i’m a bit further, even if it doesn’t look like that from this screenshot…ludumDebug2I’m 12 hours after my optimistic schedule, so now i have decided keeping the programming part simple and trying to get at least some graphics working…

Woke and ready to go

My "overly" organizated desktop :3

That’s my desktop. There’s not too much thing there, as my books and mangas and other stuff stays on the shelf :3 Anyways, there’s still work to do, and I hope I can finish it to-day 😀

Map’d

Starting to see a little progress!

Tags: screenshot

Particles for the Win! (PFTW)

Got some particle system lighting coming from the characters flare. All the darkness should give a nice dark atmosphere… and a sense of exploring the caverns.

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_13_16_36_38.jpg

A new source release here if you wanna have a look (requires python/pygame/numpy):
http://rene.f0o.com/~rene/stuff/exploratio-0.1.1.tar.gz

Or check it out with bzr…

bzr clone lp:exploratio
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This entry was posted on Sunday, December 13th, 2009 at 9:40 am and is filed under LD #16 - Exploration - 2009. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Awoken

Ugh. I’m awake – honest. Z Z z z z z z

Right I’ve got 24 hours to catch up on. Today I’m going to throw a game together!

Tags: awake, catch up, zzz

You are feeling sleeeeeepy

Procedural galaxy generation gone bad:

galaxy

Comments

13. Dec 2009 · 11:22 UTC
I lol’d.
13. Dec 2009 · 11:29 UTC
did you divide by zero!?
13. Dec 2009 · 11:33 UTC
zzzzzz…

Input is flowing..

Wheem, just got DirectInput up and running, so I’m getting mouse input now.. Now to combine it with the tunnel renderer to form some sort of game class with interactivity =).

Comments

gimblll
13. Dec 2009 · 15:40 UTC
Go go go, you’ve got our companys reputation to uphold since my entry is going to be shit. :)

Too Much Sun!

My lovely workplace!

Tags: desk, deskphoto

Comments

Akunate
13. Dec 2009 · 14:04 UTC
I spy a twilight poster! Poor 10Print was all ready to do a twilight fandom.

Lunch break

Stopping for lunch and, incredibly, the core game’s finished.  All I’ve got to do now is the sound and the AI player.

guiElements2

So there you can see the 3 buttons and the amount of food the player has (top left).  Each movement/garrison costs 1 food.  On the map there’s a garrison to the right of the blue player, which means nobody can move onto that space until its turn limit is up.  You can also see various spaces with food in them.  These appear after someone forages in that space, so you can see how much food can be got from which spaces.

I keep forgetting to post my pictures of my food, but here’s my lunch:

SundayLunch
Beans on toast, and a goblet of Irn Bru. You can just about see the original map in the pile of paper to the right.

Comments

edwardoka
13. Dec 2009 · 10:49 UTC
Irn Bru? A fellow Scot are we?
Hempuli
13. Dec 2009 · 10:55 UTC
Amazing!