LD16 December 11–14, 2009

Mato

Löve Mato

It didn’t take me very long to come up with a game I wanted to clone, because I had thought about it before. I might skip destructible terrain, and the weapon selection will likely be very limited. I’ll also be trying out a gamepad control scheme instead of the classic keyboard controls. I’m calling it “Mato” for now. The screenshot should be pretty recognisable for anyone who’s played the original.

I’m starting out with the Löve game engine, but I haven’t actually used it before so I might scrap it if I feel hindered by it. I kinda do want to use scripts for defining the various weapons and stuff though, so Lua will most likely be a part of the project.

This entry was posted on Friday, January 22nd, 2010 at 9:10 pm and is filed under MiniLD #15. 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.

Yeah…I love the theme

Actually I just wanted to go to bed and checked a last time for news about MiniLD….

Argh…the theme was there ==> no sleep! Clone,…yeah! Always had in mind to clone once one of my favorite games of my childhood. So I started immediately. And of course as always starting with the content, hehe. May I present: the three protagonists.

Does anyone recognize the game?

mld15

Well,…my history in finishing games is not the best. Nevertheless I’m optimistic as ever to finish this time  😀

Stay tuned and good night

Comments

23. Jan 2010 · 02:01 UTC
Ooh, I love a rousing game of Hat Hat Brick.

Beasties

I’ve decided to clone Lost Vikings. The title of my game is Beasties.

The three protagonists are:

Krull – An Orc who has a shield and a claymore

Penelope – A Centauress who can run fast and jump and has a crossbow and dagger

Eric – A Dwarf who can move heavy things and has an axe

A few notes:

Krull’s shield protects from everything that hits it. It is made of “Orcish steel” that can deflect anything. Simple at that. And his sword has about 1.5x the reach of Eric’s axe.

Penelope has unlimited bolts for her crossbow, since ammo management isn’t part of the game. It takes about as long to fire as it takes one of the boys to swing their respectice weapons. Her dagger has about half the reach of Eric’s axe. When not running, she moves about 1.5x as fast as Krull, but when running, she moves three times his speed. She can jump about half the screen high and a full screen long.

Eric can lift heavy objects, break fragile terrain, and force heavy mechanisms. He moves at about 75% of the speed that Krull moves at.

I have yet to decide on a story for this thing, though, so stay tuned!

Comments

23. Jan 2010 · 00:35 UTC
Sounds like they’re all pretty good on the offensive. Just a thought. In Lost Vikings only Baleog had weapons.
MrDude
23. Jan 2010 · 11:48 UTC
This is true. :/

Clone?

I have no clue what game I’ll be cloning. Maybe a game about cloning or some such silliness. But I am going to clone/port/provide bindings of Allegro for the Tcl scripting language. A little mini-project.

More Exciting Bike

I don’t know how much I will be able to accomplish over this weekend, but I made a mess of graphics for “More Exciting Bike.”  It’s like Excite Bike with explosions!

excite_mockup_01

Comments

23. Jan 2010 · 01:27 UTC
Well, *I’m* excited!
23. Jan 2010 · 01:32 UTC
I am too, and my name isn’t even practically the name of the game!
23. Jan 2010 · 01:49 UTC
DOOD!
23. Jan 2010 · 01:56 UTC
That looks sweet.
23. Jan 2010 · 02:06 UTC
Thanks guys. I probably won’t start programming anything until tomorrow and most of the day might be spent doing stuff, so I’m not sure if this game will become a reality. Doing a back-flip off a jump while launching off a barrage of missiles would be fun though.
PsySal
23. Jan 2010 · 03:31 UTC
Best. Mockup. Ever.
23. Jan 2010 · 12:14 UTC
Agreed. I think it would be hard to beat this for hype.

Flip-Flopping – Ladybird

I’ve flip-flopped, and chosen a new idea.

The title of the game is Ladybird, and it is a Megaman clone.

My next post will have details.

—Mr.Dude

Comments

23. Jan 2010 · 13:58 UTC
Mega Man! \o/

So do you actually plan to have several bosses with different weapons and weaknesses?
MrDude
23. Jan 2010 · 15:45 UTC
It has eight “Robot Masters” and a final boss, as well as “Weapons”

Ladybird – Details and Plans

I’ve written up a design docs for my game.

I’ve posted it in its entirety after the break.

—-

Section 0 – Premise

In the, the play takes on the role of a Vulcan Industries Ladybird MKV General Purpose/Combat Android. Her name, for the record, is Luna.

Luna’s town has been attacked by eight Android Generals! It is up to her to save the city and be THE HERO!

(Why not another combat robot? Well, then Luna wouldn’t be the protagonist, would she?)

—-

Section 1 – Generals

Each android general’s equipment, once salvaged, can be turned into a new combat armor for Luna.

The Android Generals are:

-Lordi Kometo : Gives flight armor

-Craig Ballister : Gives gatling armor

-Matilda Kruhntch : Gives heavy armor

-Freddy Redrocket : Gives missile armor

-Viviana Tempo : Gives speed armor

-Ken Nirigatsu : Gives ninja armor

-Dr. Richard Pindt : Gives laser armor

-Cat Carlyle : Gives blaster armor

After defeating these baddies, Luna must face Reginald Fairlance, who will put her up against three levels of fortress, then all eight generals, then a couple more levels, then… THE FINAL BOSS BATTLE!

—-

Section 2 – Armors

The game’s nine (Including the default) armors are:

Ladybird Armor:
-Normal Stats
-Plasma Blaster | Grenades
-Jump Jets

Flight Armor:
-75% Defense, 125% Speed
-Machine Gun | Small Missiles
-Flight Jets

Gatling Armor:
-125% Defense, 75% Speed
-Gatling Gun | Machine Gun
-Jump Jets

Heavy Armor:
-150% Defense, 125% Ammo, 50% Speed, 75% Jump
-Heavy Plasma Blaster | Cluster Grenades
-Glide Jets

Missile Armor:
-125% Speed, 75% Ammo
-Rocket Launcher | Swarmer Missiles
-Jump Jets

Speed Armor:
-150% Speed, 75% Defense, 75% Ammo
-Laser Blaster | None
-Dash Jets

Ninja Armor:
-125% Speed, 125% Jump, 50% Defense
-Laser Blaster | Sticky Grenades
-Dash Jets

Laser Armor:
-125% Ammo, 75% Defense
-Heavy Laser Blaster | Pulse Laser
-Jump Jets

Blaster Armor:
-175% Ammo, 75% Speed, 50% Defense
-Chain Shotgun | Concussion Swarmers
-Jump Jets

—-

Section 3 – Weapons and Thuster Systems

Section 3.1 – Weapons

Notation:
-Ammo: (below) (type)
Energy: per-shot / maximum / charge-per-second
Bullet: per-magazine / reload-time (Seconds)
Explosive: per-salvo / reload-time | “Thrown”
-Damage: per-shot / radius (Splash) | (Non-Splash)
-Rate of Fire: per-second | “Reload”
-Speed: speed | “Hit-Scan”
-Special: flag_a | flag_b / args | …

Plasma Blaster:
-Ammo: 1 / 25 / 1 (Energy)
-Damage: 10
-Rate of Fire: 4
-Speed: 25
-Special: None

Heavy Plasma Blaster:
-Ammo: 5 / 50 / 2 (Energy)
-Damage: 25 / 25
-Rate of Fire: 2
-Speed: 45
-Special: None

Laser Blaster:
-Ammo: 1 / 25 / 4 (Energy)
-Damage: 5
-Rate of Fire: 6
-Speed: Hit-Scan
-Special: None

Heavy Laser Blaster:
-Ammo: 5 / 50 / 2 (Energy)
-Damage: 50
-Rate of Fire: 1
-Speed: Hit-Scan
-Special: Pierce

Pulse Laser:
-Ammo: 1 / 50 / 2 (Energy)
-Damage: 2
-Rate of Fire: 10
-Speed: Hit-Scan
-Special: Automatic

Machine Gun:
-Ammo: 50 / 1 (Bullet)
-Damage: 10
-Rate of Fire: 6
-Speed: Hit-Scan
-Special: Automatic

Chain Gun:
-Ammo: 150 / 2 (Bullet)
-Damage: 25
-Rate of Fire: 12
-Speed: Hit-Scan
-Special: Automatic

Gatling Gun:
-Ammo: 250 / 2 (Bullet)
-Damage: 10
-Rate of Fire: 16
-Speed: Hit-Scan
-Special: Automatic | Spread / 15

Chain Shotgun:
-Ammo: 25 / 1 (Bullet)
-Damage: 10
-Rate of Fire: 4
-Speed: Hit-Scan
-Special: Automatic | Spread / 30 | Shotgun / 8

Grenades:
-Ammo: 1 / Thrown (Explosive)
-Damage: 25 / 25
-Rate of Fire: 2
-Speed: 10
-Special: Thrown | Bounce | Timer / 5

Cluster Grenades:
-Ammo: 1 / Thrown (Explosive)
-Damage: 10 / 10
-Rate of Fire: 2
-Speed: 10
-Special: Thrown | Bounce | Cluster / 6

Sticky Grenades:
-Ammo: 1 / Thrown (Explosive)
-Damage: 40 / 25
-Rate of Fire: 1
-Speed: 5
-Special: Thrown | Sticky | Timer / 5

Small Missiles:
-Ammo: 2 / 1 (Explosive)
-Damage: 30 / 15
-Rate of Fire: 0.5
-Speed: 20
-Special: Homing

Rocket Launcher:
-Ammo: 1 / 1 (Explosive)
-Damage: 50 / 25
-Rate of Fire: Reload
-Speed: 15
-Special: None

Swarmer Missiles:
-Ammo: 8 / 2 (Explosive)
-Damage: 25 / 15
-Rate of Fire: Reload
-Speed: 25
-Special: Homing

Concussion Swarmers:
-Ammo: 10 / 2 (Explosive)
-Damage: 5 / 40
-Rate of Fire: Reload
-Speed: 25
-Special: Homing

Section 3.2 – Thruster Systems

Jump Jets: Jump in mid-air at 50% jump speed once per second

Glide Jets: Slow fall speed to 25% and move left and right at 50% run speed

Flight Jets: Fly in any direction at 2x run speed, ends on collision, collision stuns

Dash Jets: Dash in any direction at 3x run speed, collision with enemy damages player and enemy, collision with wall stuns and damages player

—-

Section 4 – Stages

The stages are as follows:

Introduction: Ruined highway, simple enemies and collapsing terrain

Generals:
Kometo: Airship armada, lots of little ships and a few bigger ones. Some areas inside of big ships. Boss fight on the deck of a small ship.
Ballister: Arsenal, lots of turrets and many small enemies. Boss fight in ammo dump. Fairly simple level.
Kruhntch: Demolished buildings, lots of fragile terrain that can be broken with explosives, but none critical to progress. Boss fight in ruined factory.
Redrocket: Factory, lots of moving platforms and hazards. Boss fight in engine room, which has moving platforms.
Tempo: Gauntlet, moving platforms, moving hazards. Lots of pendulum hazards. Boss fight on floating platform with moving hazards.
Nirigatsu: Dojo, level consists of waves of enemies. Boss fight is last wave.
Pindt: Research facility, level consists of several mini-boss fights. Boss is in last room.
Carlyle: Bunker, lots and lots of enemies. Many traps, but not near enemies. Boss fight in command post, many places to take cover.

Final:
1: Area outside fortress. Sparse level, fairly easy.
2: Base of fortress. Many traps, but few enemies.
3: Arsenal. Re-fight all generals.
4: Lifts. Elevators with waves of enemies.
5: Final Battle. Control room with final boss.

—-

Section 5 – Enemies, Bosses, and Mini-Bosses

Section 5.1 – Enemies

Basic:
Mr. Fodder: Little treaded robot with plasma blaster, 10HP
Private Kenny: Android with a shield and plasma blaster, 50HP
Private Suzy: Android with a shield and grenades, 40HP
Sarge: Android with a machine gun, 100HP
Sentry Turret: Little turret with a machine gun, 100HP

Kometo:
Mr. Aviator: Mr. Fodder, but flying, 10HP
Private Reese: Flying android with machine gun, 30HP
Private Rachel: Flying android with missiles, 40HP
Drop Beetle: Flying android that charges player and explodes on death, 5HP

Redrocket:
Mr. Grenadier: Mr. Fodder, but with grenades instead of plasma blaster
Specialist Marco: Android with a shield and rocket launcher, 80HP
Jugo: Android with small missiles, chases player, 40HP

Nirigatsu:
No Basic Enemies
Chibi: Tiny, quick android with melee, 10HP
Inu: Small robot dog, charges player and runs away, 25HP
Tengu: Flying android, dive-bombs player, 15HP
Private Kendo: Android with beam sword, 125HP
Private Akane: Flying android with beam sword, 100HP

Section 5.2 – Mini-Bosses

Ballister-1: Defender Turret
Gigantic gun turret. Does not move, fires weapons in sequence. Destroy weapons to defeat.

Redrocket-1: Stinger Swarm
Bees that explode on impact with player, weapon fire, or any explosion. Fly around randomly, occasionally charge player.

Nirigatsu-1: Hachi
Robot dog. Charges player and runs away.

Nirigatsu-2: Toshi
Small android with machine gun. Attacks player at a distance.

Pindt-1: Laser Crusader Prototype
Slow-moving mech with huge laser and swarmer missiles.

Pindt-2: Security Measure Alpha
Fast-moving android with laser blaster. Attacks player at a distance.

Pindt-3: Assembler
Machine that spawns small enemies. Stationary.

Pindt-4: Security Measure Beta
Three robot dogs. Identical to Nirigatsu-1, but takes turns charging.

Pindt-5: Security Measure Delta
Faster-moving version of Pindt-1, laser is less powerful, but has 2x health.

Section 5.3 – Bosses

Kometo: Android with Flight Armor. Attacks from a distance. Calls in flying minions.
Ballister: Android with Gatling Armor. Attacks from short range, retreats to reload.
Kruhntch: Android with Heavy Armor. Stomps and makes debris fall from above.
Redrocket: Android with Missile Armor. Attacks from long range.
Tempo: Android with Speed Armor. Attacks relentlessly from close range. Stops to reload.
Nirigatsu: Android with Ninja Armor. Attacks relentlessly, then retreats.
Pindt: Android with Laser Armor. Attacks from long range. Occasionally charges player.
Carlyle: Android with Blaster Armor. Attacks from long range, then takes cover to reload.

Fairlance: Android with Chain Gun, Rocket Launcher, and Dash Jets. Cycles between general tactics.

Comments

23. Jan 2010 · 15:56 UTC
Looks like a lot for a weekend Mini Ludum Dare. It might be a good idea to design the game with a fraction of that in mind then later add onto it if there’s time. I would be interested in seeing how this game turns out.
23. Jan 2010 · 16:30 UTC
Wow. You’ve thought of this before, haven’t you? 😛 Looks like a really thorough plan.

Digging holes

Digging in MatoHey, this actually is kinda like a game now. I can move around with the red worm and dig holes. Well, I guess I’ve got the destructible terrain covered already, even though I thought that would be a really difficult thing to nail. Frankly, I expected the simple approach of modifying the image on the fly not to work fast enough, especially because Löve is using OpenGL behind the scenes, so I basically need to upload the fullscreen texture to the GPU every time I modify the terrain. I guess the real hard part will be making the different weapons.

Tags: clone, liero, Love, lua, mato

Comments

23. Jan 2010 · 18:43 UTC
Yeah, looks quite cool already.

Plague

Ok…finally I will call my game “Plague”. So far I have my character in game, moveable with keyboard-controlls. Still lots to do but I’m on the way.

mld15_2

Btw: For those people how don’t know about the game I want to remake (and I think this might be 100%!?) here a screenshot from original:

Comments

23. Jan 2010 · 19:18 UTC
That looks like it could have been a Commodore 64 game. I don’t know what it is though.

Day 16: Shooting

mato-shooty2I’ve added shooting and aiming to Mato. I’ve also added gamepad controls, tailored for an Xbox 360 controller. The game currently has just one weapon, similar to the chaingun in Liero, but I’ll be adding more as I go on. The aiming is done with the second analog stick, while you can use the first analog stick to move left and right as well as control the direction of digging, so you can dig straight down, for example. The gun has analog control over the firing rate, with a maximum firing rate of 8 bullets a second. The clip is infinite right now, but that will change for the final version.

One thing I’ve noticed when writing Lua code is that it’s pretty easy to write horribly bad code. I don’t have to define classes, I’ll just use create an ad hoc table with the necessary fields. My code is a horrible mess right now, but I am going to refactor it eventually. It’s kinda nice to just make a mess of it all and write quick hacks.

Tags: lua, mato, shooting

First Day’s Work

I got a late start today, so not much got done.

I wrote the design document (Which I posted earlier), first of all.

I also wrote a base class for game entities, and got most of a game agent class done. I’ve laid out a bit of other code, as well.

All in all, a slow day. But there’s still tomorrow.

For tomorrow, I plan to get the game agents and weapons working at the very least, and possibly get a basic level in place. This will involve making some artwork, which I look forward to doing. It will also involve some sounds, which will also be fun.

I’m happy to finally have something compelling to work on. It’s a nice change.

—Mr.Dude

Monkey Kong Title Screen

Super Game Boy changed my life.

Super Game Boy changed my life.

Progress:  Spent WAY too effing long in Photoshop.  It’s way too easy for me to get distracted tweaking pixels.  I have an intro that I’m really happy with, but no gameplay at all yet!  Time to focus on that now.  Definitely NOT time to play my copy of Umihara Kawase DS that arrived yesterday.  Focus, Mike.

Comments

23. Jan 2010 · 19:15 UTC
Comic sans is awesome. I don’t care what anyone says.
23. Jan 2010 · 19:17 UTC
Looks great. It reminds me a lot of when Donkey Kong ’94 is playing in the Super Gemboy — which was likely your intent. :)
23. Jan 2010 · 19:54 UTC
That’s lovely!
Mag Roader
23. Jan 2010 · 22:14 UTC
I know from personal observation that ExciteMike plays a very healthy amount of Donkey Kong on Super Gameboy.
24. Jan 2010 · 02:49 UTC
I like the title. That’s what my daughter calls Donkey Kong.

First game screen

Hello everybody! Yet i have a first game screen. My game is a remake of an old russian game about a frog jumping on nenuphars

(guess what it is!), i’ve called it “funnyfrog”. It is written is java using the lwjgl library. graphics are made with inkscape and gimp.

funnyfrog

funnyfrog

plague: dumb and dumber

I finally implemented NPCs. Well, they are dumb as hell, but they are moving from their own will. It is quite funny to watch them trying to break the wall! “YOU WON’T SUCCEED, LITTLE BLACKHAT-GUY!” 😀

mld15_3

Comments

23. Jan 2010 · 22:43 UTC
This is starting to look pretty good. The train model is sweet.

AllegTcl “0.9”

With just enough Allegro bindings to allow for a simple point-and-click game, AllegTcl 0.9 is usable. Check out documentation.txt in the zip!

Road Tron Rash – MiniLD

I thought I’d like to make a Road Rash clone, cause that game was awesome. I was going to style it like road rash 3 and do everything fake 3d style. I wasn’t sure how to do the road in fake 3d though.
Then I remembered Away3D, a 3D engine for Flash I was looking at before and decided to give it a try. It’s a pretty complete engine, but Flash performance is still not the greatest so I can’t use all the pretty things like ‘shaders’ or ‘correct z-order rendering’ or really most anything that makes doing a 3d game worthwhile.

I did get a kind of demo for how it might go though at
http://thegup.com/samples/flashy/lolbike.html
I also had to learn 3d modeling so my bike is kinda.. jaggy. And the textures didn’t load propery in MilkShape.
early screenshot

which leads me to maybe making a tron clone .. simple if any textures..

If I can get billboards working and scaling right then I might actually be able to make a game

Progress up to this point

I don’t have anything to show for my effort just yet, but I’m nearing the point of being able to demonstrate something.

Right now, I’ve got the world code mostly finished, and I have the majority of the code for the generic game agent.

I don’t have any artwork, and the first “Playable” thing I submit will be filled with colored blocks. Oh well, I want to get something I can play with, then I’ll worry about art. I was hoping to have the art for the default armor all squared away and have some baddies to blow up by the end of today. This is taking longer than expected, though.

By the end of today, though, I should have something playable. Don’t know that it’ll be pretty, but it’ll be playable.

Here’s hoping…

—Mr.Dude

Current Progress

excite_demo_01

Still need to add missile launching, enemies, crashing, exploding, mayhem and destruction.

Comments

24. Jan 2010 · 16:31 UTC
Incredible…looks really cool!
24. Jan 2010 · 18:55 UTC
Awesome teaser gif. 😀
ippa
24. Jan 2010 · 22:04 UTC
very cute! 😀
25. Jan 2010 · 02:01 UTC
I’m still enjoying that animated gif.
25. Jan 2010 · 19:00 UTC
Yeah, this is better than Youtube.

Ladybird Shelved – Where To Go From Here

I fell into an old trap. I put backend code before playability. As I’ve worked, I’ve gotten further and further from a playable demo. It’s a shame. I liked the concept, but I’d have to start over at this point.

Given that, I’m still going to be doing a game. It’ll hopefully be playable by Tuesday (That’s my personal deadline for having something done), and it might well be complete by then.

My concept this time around is much, much simpler. It’s a Rampage clone set in a fantasy/medieval world.

Instead of requiring mountains of hand-made content, this game will only require a moderate amount of it.

Each level will center around a castle that needs to be destroyed (The player, being a giant monster, needs to destroy these things, after all). Around that castle will be various towers (Including wizard towers), houses, and forts. The player will be assailed by wizards, cavalry, and footmen wielding all manner of weapons.

There will be three types of castle: White, grey, and black. White castles will have lots of cavalry, grey castles will have wizards, and black castles will have lots and lots of footmen. Also, white castles will be much bigger and have no houses outside (They will all be within the castle walls), grey castles will have smaller castles on the sides, and black castles will have numerous forts.

The player will have four monsters to choose from:

-Gregor – A hill giant with a club and big rocks

-Helga – An ettin with a hammer and big rocks

-Reginald – A dragon with claws and fire breath

-Alexis – An amazon with a sword and bow

I have lots of other ideas in my head, but this will do for now, I think.

Comments

ippa
24. Jan 2010 · 21:31 UTC
I love rampage! :) this sounds like a fun and (decently) simple idea