LD16 December 11–14, 2009

Plan of attack.. and tea.

I haven’t used Flixel since the first beta, so we’ll see what I’m up against. I have a fairly solid plan for the game, with a few details to work out yet. It’s going to be a huge cavern exploration thing.

I don’t think it’s cheating per se, but I might use some algorithms I developed for an iPhone roguelike I’ve been working on. I don’t think it’s cheating because all of that code is in Objective-c and I’d be rewriting it in actionscript just for this compo.

Also, here’s a picture of the French press full of Lapsang Souchong tea that will get me through tonight’s coding:

Lapsang Souchong

Lapsang Souchong

Conceptualizing

In the end I’ll probably be going with a real-time 4X design. I wanted to do a space trading-type game, but supply and demand economics would have taken quite awhile and the asset load would be about the same. I can almost certainly do RT4X better and quicker than trading. Right now I’ve just cooked up a subset of the assets – will be going for lunch and then start on the code.

screenshot1

3:43 am

so far come up with an idea,  by idea i mean rough outline….. still some important factors to iron out like NPC’s

what i’ve done so far:

Basic outline

first Graphic

drank 1 can of relentless

botanic quest – first draft idea

ld16 botanic quest first draft

This is my idea, you control a char that have quests to explore the map and find vegatables hidden in different places, under rocks, from trees, in the soil just click on the place to gather, but your bag can only handle 5 itens.

Each npc will give you a quest as you click on, a ballon with the item image will show and you have to bring the itens to the quest giver, you will equiped with bombs and a knife, during the exploration will face some agressive npcs that will try to kill you, you can use the bomb or the knife to attack then, to buy more bombs use the coins received from the vegetables gathering.

vegetables from the soil will be in the soil :) and fruits from trees.

when you are full of items in the bag you will not able to gather anything else, until you deliver the quest, or click on the item to remove from the bag and destroy it.

any time you will be able to save the current state of the game. now that i finished the idea will allow myself to have sleep :)

Tags: botanic quest, gathering, ld16, plants, soil, vegetables

Progress!

Got a little dude who can walk around on the screen. Considering I’ve never used Lua/Love2D before, I consider this great success. Now to give him something to explore!

oh hi LD

This is my first LD, oh joy!

My plan is to make an Oregon Trail style game in which you are searching for the lost city of El Dorado.

I will be using my trusty ‘ol favorites: C++, HGE, Box2D, Photoshop, beer.

Here is a picture of my design doc

Comments

scionkiller
13. Dec 2009 · 14:50 UTC
I approve your choice of beer provider! Granville Island beer rocks!

Inspirational music

Anyone looking for some good music to get you in the 8-bit mood, be sure to check out Pterodatyl Squad. Most of it is in the Creative Commons too, so if you’re not planning on going commercial with your entry I think it should be ok to use.

My personal favorite album up there is “Ecospheric Escape” by Skip. Oh yeah, pure 8-bit joy :)

Enjoy!

Comments

SonnyBone
12. Dec 2009 · 02:41 UTC
WHOA. Thanks. I won’t use it for my game, but it’s rad to listen to while making my game. I thank you.
erik
12. Dec 2009 · 06:55 UTC
Just a heads up from the rules wiki:

Let there be occasional darkness

screen0

Umm, just testing an explored/not explored concept. everythings black at first, but then as the light moves around the stuff starts to appear.

Yeah, I’m still not really sure what I’m gonna do.

First idea…

The first thing that I came up with was a multi-level game, where you have to explore a dark cave and all you can see is what right next to you 😛

let’s hope it works xD

no pictures yet

Got an idea – Explore the Fridge


The idea is to explore the fridge and find the cheese. You can stack up to, say, 3 levels of grocery in each layer of the fridge.
I’ve got no idea where this will be heading to, but it’s working so far.

I also have very little time, because the kids need me today…

Comments

12. Dec 2009 · 02:44 UTC
Actually what I said was “I like this!” and wishes there was a thumbs up button.

Keeping it simple this time.

Second time in LD48. I like to think I learned a couple things from last event… Like, if noone can run your entry, it won’t be very popular (thanks to peeps who actually did run it). I’m going to try the SFML library and get a Windoze binary out this time.

Using: Debian Linux, C/C++,  SFML (OpenGL). And yea, timelapse and webcam.  *cheese*.

Time to get brainstorming on some game mechanics. Good luck and have fun everyone!

Here to crash the party >=3

Im gonna try my best, its gonna be hard! Hope to have some fun and learn something with this.

First night progress update

I decided to make a Roguelike. That’s exploratory, isn’t it?
Besides, I’ve never finished a roguelike ever, so this is the perfect opportunity!

It’ll run as an applet, and will have basic tiled graphics (basically just a glorified custom font). The perspective is that weird ultima 6 perspective since it tiles really well.

Here’s what I’ve got so far:

screenshot1

Comments

12. Dec 2009 · 02:41 UTC
Awesome progress 😀 Very stylish approach to a roguelike too, and using a font is a good approach!
12. Dec 2009 · 03:57 UTC
Wow, you’re FAST. Nice job!

Night 1 already over for me

I did some planning, got Flixel downloaded and a shell of a game running. Nothing to show yet, but I need to sleep on my idea, do some family stuff tomorrow and then pull an all-nighter.

I’ll be pressed for time, but I can feel it in me.. I shall prevail!

placeholder enemy graphics ahoy!

Did you know that I love placeholder graphics? I also like placing them in a random spot in the game as an easter egg.
So anyways:
rawr
Enemies that can shoot bullets (the red x things), health display, score display (top left corner), and some gold circles which give a random amount of points from 1-13.

Comments

mortar
12. Dec 2009 · 02:54 UTC
huzzah for placeholder graphics!
Almost
12. Dec 2009 · 03:01 UTC
rawr
Blackduck
12. Dec 2009 · 03:01 UTC
This game is missing Boboil, please filled out this missing field!
12. Dec 2009 · 03:13 UTC
Boboil will be in.

Not a damn thing

Three hours in, still nothing working to show for it. I’ve been toiling with an idea, napping, dreaming, then trying to compose what I dreamed into my idea, and hopefully I have a solid direction to go by now.

At first, I had this huge idea of creating a random world each play where you must traverse it in order to find an objective, then escape alive from wherever it is you went, all without draining a constant stamina bar before you finished, so the idea was to explore smartly, and not be lead into traps or detours that would waste your time. Scratched that for the comp, so I narrowed it down to a static overworld and 2D sections, to blend action and my knack for board gaming together. Also too ambitious.

One nap later, ~2 hours off my time. I have something. It should consist only of the 2D section stitched together, with the simplest elements of what I’m trying to get across. Anything else is just butter for now, but I could come back to it later. I didn’t have to make it replayable, after all. I just have to prove a point to myself.

Well, now that I finally have a rock solid point, I’m going to go get some root beer. Here’s hoping that isn’t depleted, either.

This is why I will not finish

Three and a half hours in and I now have the art for a walking animation and am writing my first post. And I have made the foolish decision to try and draw it all by hand.

dude_walk01

dude_walk02

This is going to look terrible animated as my drawing is far to inconsistent. Things change size drastically from image to image. And I realise now that I didn’t finish his pack on the last frame in the first image.

As a not-very-good artist it also takes me far to long to draw things. However, since my idea is adapted from the idea I had for Isolation (a theme I suggested) it thankfully won’t involve any other entities. Though I would like to add more animations for this character. Sadly my idea is probably to large in scope for Ludum Dare. It will likely turn into something I’ll work on after Ludum Dare 16 is over.

Anyways, now on to cleaning up these drawings into somethign I can actually and making a game with them. I figure I’ll be using C++ with SDL.

Comments

Akunate
12. Dec 2009 · 03:45 UTC
It’s better than I can draw… would have taken me the same time just to draw the first frame of the animation.
SonnyBone
12. Dec 2009 · 03:48 UTC
Wow. Looks pretty cool, actually. I look forward to whatever you end up with.

Hi there. This is the first official ludum dare I’m entering. I’m sort of stoked, seeing as I’ve wanted to make a game like this for a while, but didn’t have the inspiration. This is what I’m working on now, a retro-ish space game.

It’s going well.

Comments

SonnyBone
12. Dec 2009 · 03:47 UTC
That looks rad already.
winferno
12. Dec 2009 · 03:59 UTC
That space helmet looks rad!
ianh
12. Dec 2009 · 06:19 UTC
This artwork pleases me.

Write up and mock ups of Deep Field

So this LD I’ve decided I’m going for the smallest scope I can possibly get away with, to try to make an actually complete game. My game is going to be (like many others I assume) a space exploration game. You’ll fly around a small cluster of solar systems, asteroid fields, nebula, etc, collecting resources as you explore. Collecting resources will be accomplished through a series of minigames that run when you encounter each different type of object. I’m using the mock up for my old idea for Mini-LD6, which I never ended up making, for the fuel collecting minigame. To collect fuel, you collect plasma from a star. I haven’t come up with the other minigames yet, but I have to hit the hay. Gonna be up bright and early tomorrow for coding :).

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Plasma collecting minigame Plasma collecting minigame Map Map