LD34 December 11–14, 2015

I am in, a bit late.

Here the “I am in” post a bit late.

Tools:

-Photoshop

-3DS Max

-Game Maker

Doing the game since morning, here some 3D models and in game pics

model002

model3

model001:

 

 

Hairy core mechanics in place~

So we decided to use growing hair as our take on the growth theme, and what better role model than Rapunzel herself?

Marte did do some work on personalising the classic character a bit nonetheless.

Meanwhile, I spent the day programming some swinging action. Will connect hair to head properly and so on eventually.

Tags: ava, grow, hair, marte, morten, rapunzel, swing

No fun at all; feedback needed

NoFun

Hello everyone, I’ve been messing around with my game for the last few hours. The idea behind it looked promising on paper but turned out to be NOT FUN AT ALL in reality. So I don’t know what to do next. There are still 28 hours left, so I could try to make something different from scratch… What do you think, is there anything that could make this one actually fun to play?

Description:

You are trapped in some sort of magic dungeon/labyrinth. You goal is to make it to the room 9,x (you start at 0,0). There are 2 doors in each  room. One of them will take you to a higher level room, the other one will bring you back to a random room of a lower level. Your goal is to find the way to room 9.x before you run out of lantern fuel. (FYI, All the assets are placeholders)

PLAY

 

Comments

commodoreKid
12. Dec 2015 · 21:56 UTC
I think you should just add more content and try to make it less random where you end up. Or it could be random but then this randomness shouldn’t make you lose. As content there could be some encounters with some characters or objects in every room.
12. Dec 2015 · 21:58 UTC
I think it doesn’t feel fun because it’s too random, the player doesn’t actually have any interesting decisions to make at all. I think if you were going to stick with it then you’d have to make it less random. Maybe offer some info about the choice of each door/route. Like one way extra lamp oil but might have a monster? I’m not sure though, you’d have to put in some form of conflict, although you wouldn’t necessarily need a combat system (maybe each thing you encountered take a certain amount of health?). You may not want to do any combat at all though. Some other form of resource other than lamp oil would be good, then you could maybe make trade-offs in the route you took? Hope my ramblings were of some help!
12. Dec 2015 · 21:59 UTC
it feels kind of random if I make progress or not by going through the left or right door. Maybe if you wrote a bunch of semi-cryptic puzzles that could be written on the walls as a way to hint players in the right direction? If my math is right, you’ve got about 50 rooms, and there are no shortage of riddles you can pull from the internet (Dungeons and Dragons players use riddles drawn on walls pretty often) to tickle players’ brains as they work their way forward.

If you have time after that, I’d say to try decorating each room a little bit. Just make like a couple torch assets, maybe a table, a skeleton depending on how creepy you want to be, and throw a couple into each room so they each feel a bit more unique.
chriiis88
12. Dec 2015 · 22:08 UTC
The reason for your game not (yet) being fun is that there is no real challenge. Guessing the right door isn’t much fun either. First of all I wouldn’t put the player back more than 1 or 2 levels or it quickly becomes frustrating. Then you could give hints at what the right door is (some sort of rune system? Walking through a door activates the rune printed on the wall next to it, three runes of a kind activate a spell?). The lantern is of no use at the moment, because it’s light as day in your labyrinth. Maybe do something with darkness. Or even think about doing something with the second theme of “growing”.
12. Dec 2015 · 22:27 UTC
I’ve tried your game, and your base idea is interesting. I like how I can move fast inside the labyrinth by just hitting left or right arrows. However, in its current state, the game is way too random to be challenging.

Cataclysmic Scene Editing

SceneEditing001

It’s dangerous work making games. You could get caught between a demonic meteor and a fire guardian…

Some plants

Core mechanics are almost over. I’ts pretty neat if you consider that I started like 5 hours ago. I am kinda happy with the result. You will collect sunlight and grow in order to reproduce and hit the plant count for each level. Now to add sunlight collecting stuff.

screen_1449956905.62

New Language New Engine New Challenge

Hi everyone! So day 1 I was going to be using Unity and making a 2D platformer game. But I found out that making collision detection and level design in 2D was hard in Unity.

Therefore I decided to learn a different language and engine because I have the time to do so this weekend.

I in turn decided to go with html, Javascript and Phaser for the library. There are many great tutorials so making a platformer game should be easy. At least I thought.

I have had problems from figuring out how to switch scenes (Fixed), Loading in level design from Tiled (Fixed) and also some issues with players colliding in walls which I mostly fixed.

Now all I have to do is make animation, drawings, some kind of gameplay, and add levels and fancy stuff at the end.

So this weekend has been very productive for me! I wish good luck to everyone else and hope you do not give up!

Here is a picture of what I have so far!

progress1

Enjoying LDJAM 34!

So much art

So much procrastination :(

Screen Shot 2015-12-12 at 1.52.46 PM

First Dare

After scrapping my idea from yesterday, I’ve decided to start new and I’m loving the way it looks. Game is in a post-apocalyptic era and you have to try and rebuild (grow) your society. My 2 button controls are the mouse buttons and they move and attack.  Trying to put my hitboxes in for my attack animation right now. LD34

Level 0

I have finished the basic structure of the game: the player’s paddle, the screens she can traverse, and the level-world that starts a level when you enter and lets you out when you’ve finished it :)

Next on the list is creating a text format for the levels, so I don’t have to hardcode a class for every single one.  Also, trophies may become a thing if I have time.  And a friend of mine has alerted me that Z and X are terrible controls on the German keyboard, so I will try to add an option to change them.

I’d have a little video showing my progress, but none of the file formats I can convert to are permitted on the site :/

One ending done, two more to go?

I finished one route of the Twine text adventure. Now it seems there will be three endings, but I’m positive I can get them done tomorrow. Now to get some sleep. zzzzzz

Submitted game!

After watching other entries for 4 years while allways colliding with my exams, this year i game myself four hours to make a game. It is not much, but it is something. Finnally i can participate with voting on others!

I would have participated in the main competition, but as i have no idea on how to include the source code i did the jam instead as i do not want to break any rules.

 

Looking forward to play your games!

-TheGrandhill

It’s a thing!

After a few near-death experiences invoked by energy drink overdose, we are finally able to show you some early screenies of ourgame :)

Tools used:
– Xamarin Studio (C#)
– Our own game engine nginz

The first map ‘forests’ with some ugly debug collision boxes

The main menu. Subject to change :P

Needing a better name!

The name is Graveyard’s Warriors, but is a weird name.Any idea?name needing

Starting late

Flash Pro CS4
FlashDevelop
sfxr

Let’s gooooooooooo

Last update (for today)

Hello everyone.

I thing I have the complete gameplay for the game. Tomorrow I’ll add more buildings and such, hopefully some save feature, and then I’ll concentrate on some “quality touches”.

Good night and try a bit my game if you can!

Comments

12. Dec 2015 · 22:40 UTC
I liked it – took a bit to figure out what was doing, but it was fun (wasted a good 15 minutes. LOL)

First day progress

Sup!

We are working on small detective story here! Concentrating on code and storyline =)
We have no artists in our team this time so models are free models from asset stores =/

Hoping to get things done and working in time (for Jam)!

Progress

Oh, by the way. I’ve totally forgot to say that I’m in!

2 Roll

So, me and my friends gathered up to make some games for Ludum Dare, this is the progress we made on one of the three games that we planned:

leess

Tags: 2 Roll, ld34, Two buttons Controls, Unity 2D, unity3d

My Progress

I only had a few hours today but I’m happy with what I’ve done. The game is called Money Tree and the aim is to grow your profits as much as you can. Starting with a “small loan” of $100,000, can you become the next Donald Trump? At the moment only the stock market is done but I hope to add other ways of making money.

 

SS1

Mass Driver – Day 1 progress

 

mass_driver

First LD I’m participating in. This is what I have so far, fulfills both themes as your goal is to grow your ship by damaging and harvesting enemies (planning some special drops from them too). Engines are fired with RMB, shots with LMB. Your engine drains your mass.

Tags: Growing, ld #34, Two buttons Controls

Finally Getting Somewhere

It may not look much different, but things have changed a lot under the hood. Now there are falling acorns, and the gnome runs around picking them up. You can change the acorn he’s going after (the shiny one) by pressing a button (one of our two). I wish I had a decent workflow setup to put up a GIF so you could watch him run around and the acorns fall, but I’m loath to divert too much energy from the main task at hand.

shot4

Slow start but it’s going well

So my game starts with you as a seed and then you become a big tree monster and eat people

treemanSketch

grr monster

Right now the sapling form can hide from predators (that will be made later) until you can grow big and strong

(I removed the .gif because it was ugly)

Going to call it a day

Pretty happy with what I’ve got so far. Occasionally there were some struggles with my not quite battle-tested engine, but everything seems to be working now :)

Here’s a gif of some debug-exploration. Tomorrow I’ll try to add resources, buildings and a UI!

Update

Jumping, shooting and  spawning of landmines added.

AffineTransform

This is so annoying. I haven’t had any progress all because of this. I can’t figure out how to convert numbers. In Java, rotations are handled automatically and when you make the x go up, the image goes in the direction of the rotation. This is really annoying for collision detection. Can I shut this off?

 

Found a solution Thanks!

Improved my space ship

I like my basic ship, but it needed a better way to show off individual colour and team colour. (My idea is multiplayer.) So I added a bit more detail, inspired by Star Wars fighters. I think this is good enough for now, time to start coding.

 

Screen Shot 2015-12-12 at 5.29.37 PM

Our Pretty Little Protest Game

Hey guys!

It´s been a while since a posted a project in here, my last experience with a ludum dare project wasn’t very good, but here I am again! Today I will present a game that is being done by me and two other folks (Thiago Kozusko e Christiane de Vielmond) from a simple and small indie group called: Ludohood Studios.

Well, first let me show you guys what is our motivation for this project -> look this to understand the context of our game!

We are doing a art protest game (if we can call it that way hahaha) which aims to take you in a short, but deep, travel through our country (I´m brazilian btw) history. It will be a three act game:

  • Act I – 1800: Slavery.
  • Act II – 1970: Dictatorship.
  • Act III – 2015: Schools closures.

Initially you could think that the third act is far less “powerfull” than the others and, in a way, this is true. But, what we are going to show through our game is that, regardless what happened in each of this cases, they all share a same sad thing: They hurted the human rights. For reaching this far in the text, I´ll let you guys see a sneak peak of the work of our artist:

ocupajam

Now, begin to prepare yourself for a awesome short history, where you gonna learn that things don´t always goes the way we want. Keep an eye on our nexts posts to know a little more about our project.

By the way, we are covering the theme “Two Buttons Control” and using Construct 2, for the game development.

See you guys again soon o/

 

 

 

Tags: #BrazilianGame, artgame, Brazil, Construct 2, Curitiba, dictatorship, ld34, Ludohood, Protest, slavery, Two buttons Controls

Update 2!

This is starting to look much better now! Controls are pretty much nailed down, and Artwork is coming along great!

LD34 Update 2

I’m in

I saw a lot of people writing “I’m in” on the title of their post. Maybe it’s mandatory in order to validate a subscribtion or something, I don’t know. But just in case: I’m in 😀

So here’s a screenshot of what I’m working on (nothing really impressive):

s2

Tags: 2D, 2d platform, game, jam, Ludum Dare, screenshot

Onwards to animation

Rig is now working fine, ready for animation:

hero

Still haven’t started, will do in about 4 hours. Here’s my plan:

I’m going to work on making two different games for each theme. If I have to, I’ll only work with “Growth” and finish that game. I’ll be making a game about growing up and cutting down a anthropomorphic tree that solves puzzles by moving around. Part roguelike and part puzzle game.

My other game will also be a roguelike, but with only two directions of movement using two buttons. There’ll be a twist, though, where you can switch which plane of view you are in providing different strategic options.

If I can do both, I’ll allow the player to switch freely between them and solve puzzles in one that helps the other move forward.

Anyways, off to work! Good luck to you all!

Not sure if going to make it, but trying

status

Trying to do WebGL and Dart again, and it has turned out to be a bigger task than expected. Everything has to be done from scratch, but nevertheless WebGL is a really powerful tool. I now got the rendering working after a long and tedious battle involving stuff like depth buffers, and I can finally render simple shapes (such as cubes in this test, using placeholder textures from a previous project). This is my first time making a 3D game, so I’m really not sure if I’m going to submit it. There isn’t even a game yet.

Tags: Google Dart, webgl

End of First Day

I did a lot today.  The actual “Game” is done.  Now all that’s left to do is make a title screen and add some crappy good music. :)

end

 

Progress one

So I’m finally really getting started, which is a bad sign considering we’re almost halfway done AND I need to stop early this dare. But we’ll see.

In this game you’re going to control a giant skull that devours candy and good things while avoiding something I haven’t really decided. You can’t move but you can use one button to grow larger and one to grow smaller.

I just finished the growing and shrinking and also the spawning of different items (although they don’t interact with you yet)

Next up is making meaningful gameplay states (doing well or doing poorly)

After that making things spawn in interesting patterns

Then we’ll try to see how good we can make it look and feel before time’s up.

progress01

Sup’

Not much to show yet, but here’s a viking dad.

pepepe

Comments

Wezzlok
12. Dec 2015 · 23:15 UTC
Viking dad:D I like the idea

A little character

hello

He’s a pig. Super radical.

 

Comments

Gordo 8bits
12. Dec 2015 · 23:12 UTC
Cool!

End of Day 1

Today has flown by and although I feel like I’ve achieved a lot, I’m going to be busy tomorrow. Going to call it a night and get started early as my brain is lowing down considerably.

The game now starts in the water and moves to land and then sky with each level having three phases that introduce new enemies. After each phase you can improve your speed or defense to help out in future levels. Below is showing the land phase with the three land enemies, “Planta”, “Speeda” and “Stompa”.

LD34 SS_002

 

I’m a terrible artist so I decided to just go with the flow and create whatever came into my head and although I’m probably the only one, I quite like the way they’ve turned out. Derpy doesn’t even come close to describing them.

swimma birda floata muncha

Really enjoyed looking at the other posts and the #LDJAM twitter feed during my breaks, some great games out there.

Tags: day1, ld34, screenshot

Progress

I decided to make a game called What Plants Crave.  It’s a plant growth simulator.  So far I’m just working on the statistical modeling.

I’m happy with the weather modeling.  Here’s what I came up with:

  1. My code starts with a base 50% chance of rain.
  2. Every day it doesn’t rain, the base chance increases 20%.
  3. If it rains, the amount of rain is determined by the chance of rain on that day, multiplied by a random number between 0-1.
  4. Every day it rains, the chance of rain halves.

Simple, elegant, works pretty good!

I live in Ohio, and to check the reasonableness of the sim-weather, I looked up our annual rainfall.

According to this we get around 30″-40″ of rain annually.

My sim-weather reliably puts out around that much!weather sim is good

 

Some Progress

First Ludum Dare!  I’m not much of a coder, but it’s been a ton of fun so far.  Here’s where I’m at right now before I take a break and go to a Christmas Party for a bit.

Progress!

Hello everyone! Last Ludum Dare I was really late and only had 3 hours to create my game, thus I ended up creating an unbeatable satirical parody game.

Anyway! This time, I am prepared! Here’s a gif of a potato doing things! (In-game)

PotatoGif

This is by far the most fun game projects I’ve ever done, it just feels so achievable and I’m having a blast, I’ve already added 3 easter eggs! Anyway, I hope you’re all having a great time and good luck everyone!

 

 

What I got after 20 hours

  • A platformer engine
  • Lots of C++ debugging experience (yay header files)
  • Some graphics and some gameplay 😀 now to make it into a real game

Not just moving, but evolving

Some cells are erased, but the new ones developed a new look. The strange creature now has graphics (and even the environment has them). Try the next demo if you like, but dont burn yourself. Well… atm you may burn yourself, since there is no loose condition yet 😉

ScreenShot0.3

 

Better late than never!

Unfortunately for personal reasons I had to start the jam a little late! Meaning I only got around 3 hours work in today.. but I suppose that just adds to the challenge!  Got my base engine running, my idea and design planning down and have been working on some art.

 

Here is a taster of what’s in store!

bg

Saturday Progress

As stated earlier, I thought Ludum Dare was next weekend, so unfortunately I’ll have to cut my time working on this short today, but here’s a pic of my progress so far:

Mattrified_LDJam38

I also have a playable html5 demo using Unity WebGL stuff:

http://recipes.mattrifiedgames.com/demos/ldjam38/

Essentially you just use the left and right mouse buttons.

Goals for tomorrow are

  1. Allow it so any 2 buttons can be assigned for movement
  2. Make it an actual game somehow…
  3. Content, content, content…or something.

Tags: screenshot, unity, unity3d, update, wip

Comments

thedashdude
13. Dec 2015 · 00:22 UTC
What are the controls?

Scope Creep

Rooms

 

I have the base of my procedural generation in place to create rooms. Now I need to get them to connect to each other.

Also, the scope for this game is going to be impossible, but I don’t care, it’s fun to make procedurally generated roguelikes.

I really just like doing Ludum Dare’s for the experience. Maybe I’ll end up doing the Jam this time around to give me that extra day… we’ll see!

Time for bed!

It’s almost 12 here, so I’d better get some rest. Here’s the progress:

iso9

I’ve pointed out the main difference between this and my last screenshot- wind/tidal farms! These can only be place on the south-facing coast and can be upgraded to earn money faster.

The aim of the game is set- the first to reach 10,000,000 (10 million) wins. If the CPU wins, the rocket sets off and you lose. If the player wins, then I’m not sure what will happen. Maybe the rocket will explode and the entire city will be reduced to ruin whilst psychopathic penguins fly out of the aftermath riding robotic sharks that shoot lasers out of their eyes or something like that. Y’know, ordinary game endings.

Things to do:

Finish scenery, add sounds, add menus, add end game, and tweaking!

Winter (Build 2)

Download and play here:

Winter 002 (Windows)

You are the Wintershaman, and you must defend the village from a growing demonic meteor. Call upon the ancient guardians with LMB or Z and dash lightly across the snow with RMB or X.

I’ve made very good progress for the first day. All the basic gameplay and a lot of the artwork is in this build already. Tomorrow the main focus is extended gameplay, music and the other things like UI and intro screens.

Sorry for the bad video quality!

Progress of today

Well… We have a lot of things to do. But here all our progress:

LD34_Progress_Today

I’m in

I started off with another idea but thought, I always do the same type of thing so let’s do something different. Using Unity 5 this time around.

Theme: Growth.

Summary: Turn based grow a tree.

Screenshot:

Screenshot

Progress So Far…..

Looks like things are going well :D. I guess or may be not. At least I have a title screen.

Screen Shot 2015-12-12 at 6.38.36 PM

Making levels now but they are still a mess. Need to polish a lot. Tons of stuff to do. Super fun!

Tags: ld34

LD34 Update #1: Playing around with movement

I finished some basic movement for the player and enemies. It’s pretty fun to play around with, not sure if I should keep the enemy working that way though. The way I have the movement working it’s somewhat difficult to adjust the exact speed at which the enemy moves, but I like the effect. I’ll see how it works when I add in other souls to distract the enemy ones and possibly some kind of drag from the river’s flow. Maybe some kind of variation in their strength against the current to keep things interesting… At any rate, back to work!

Tags: hope, jam, ld34, Ludum Dare

Coming along nicely

Compiling to HTML5 using LibGDX is very tedious (it takes about 5 minutes). Certainly not the best framework for that, but I’ll have roll with it. I’m pretty happy with these particles though :)

Progressing very well.

Game mechanics have all been implemented, AI has been programmed, Art has been drawn, all I need now is levels, main menu, and some way to better discuss the plot. Good luck everyone

Animations are hard

I managed to get almost all the game logic in today, that could be called an achievement imo.

Trying to get animations to work is harder than it looks, lol. Hopefully I’ll be able to finish them by mid-day tomorrow and I can start working on juicing the game. The fighting stage is in works too, on the bright side, that’s a static image!

idle

making progress

I am trying to make a gardening boardgame where every decision each of the two players makes can be treated as series of binary decisions. So you pick one of two cards, then pick an orientation (giving yourself one side of the card, and the other player the other side of the card). Or you can only choose one of two directions to move. I think it is going to be a kinda hand management / press your luck type game. I am not sure though, I still need to make sure it is fun.

IMG_0293

Tags: board game

The Seed (or Empty Sky)

After one day, I am very happy seeing the first visual and gameplay of my project – a little game called The Seed or Empty Sky (I don’t know which one is the best). I need to work hard so as to increase aesthetic and mood. However, and for the first time, I have something – which seems to me solid – before sleeping. I added a funny GravityGun, a platform control and many other features. I hope that all is good for you as for me. I wish you the best. Bye friends ++

The Seed

“Switch Simulator 2000”, basic game play done

GIF

I’ve finished the basic game play. You all the dials and switches working. I’m off to bed now but tomorrow I’ll be working on some victory conditions, sound effects and a bit more polish.

P.S. thats a GIF above, click it to see the switches… err… switch

Project sandtree

A structure with some trees.

A structure with some trees.

My game is about exploring structures to find seeds. The player could use these seeds to grow a tree. These trees grow in realtime and the player can get blocks from them. The player is able to explore newer areas with the use of the blocks.

Realtime tree growth. (GIF)

Realtime tree growth example. (GIF)

There are two buttons in the game, the left and the right mouse button. The player can walk with the right mouse button. The left mouse button is used to move objects in the world. The player could use this to move blocks, so that new areas can be explored. But it could also be used to plant trees as is shown in the first GIF.

Moving objects within the game world.

Moving objects within the game world. (GIF)

I’m planning to add the following features:

  • Adding a few smaller handmade structures
  • Adding a random generator which generates places of interest/ objects
  • Adding DNA based trees, so that trees from the same batch of seeds have similar features
  • Adding ambient sound

You can find smaller updates via my twitter account: https://twitter.com/NotAGameCompany

Tags: gamedev, indiedev, ld34, procedural, structures, trees

Ughhh, I just realized my game isn’t remotely fun to play :(

Lol now what do I do!?

Comments

13. Dec 2015 · 00:01 UTC
Finish it! You might not think its fun but other people might. Its a good exercise in project completion either way.
Team_Friendship
13. Dec 2015 · 00:21 UTC
FINISH THE FIGHT
Micah Goodhue
13. Dec 2015 · 00:40 UTC
Unless you’re doing Compo, you still got 2 days left! Either finish that game, or get to work on a new one! 😀

First day is over for me!

Day1Progress

The idea is to use size as health and ability points at the same time – you shoot at squares at enemies, then eat them and collect powerups.

I’m still figuring out the weapon types though- you can shoot spikes at enemies now, but htat seems not really effective, since i want this to be a close combat game.Maybe some teleport slashes or something would work.

Also, i still didn’t figure out a name for this. Suggestions are welcomed!

We’ll see it tomorrow! Good night everyone :)

commit: ui for scores

i really enjoy when ui is a part of the world

ui

LudumDare34 game update: Planets

Planets has an update!

In the game, you play as a civilization on a planet.  You have to progress through the stone age, bronze age, iron age, etc… and grow your population.  As you go on through the game, you will experience things such as disease, alien invasion, and more!

planets

lose

 

mlgsun

There are a few easter eggs you can get in the game, such as: typing MLG while playing will make you MLG.  Typing SUN, MOON, or EARTH will change your planet.

 

http://www.twitch.tv/lolgamer65youtube

Day Uno

Scrapped idea number 1, moving on to idea number 2 (which incidentally is sort of similar to what I was originally thinking before number 1…) anyway. I’m not really sure what this is, but we’ll try to make it into a game in the morning. Good luck all, you guys are looking good right now.
GIF!
thewithfor

Running into SUPER huge WebGL issues

sorry folks, going to have to stick to WebPlayer this time, it just works flawlessly.

i cant figure out the memory problems with webgl, so im going to pass on it.

the current iteration of my game is at, http://jcmcomics.com

the games name is called place holder.

hope webplayer doesnt cause any issues for anyone. :,(

Only a few hours left in day 1 – progress update

So the idea is to collect amulets and defeat enemies to make your hero bigger or smaller. Once you are the right size you can fit through doors to get to the exit! I think I’ve made some incredible progress for day one, much better than in my previous LDs so I’m excited for this game’s potential!

Obligatory recording: http://recordit.co/HAFaTW7J6a

Progress! :D

 

 

 

First day went pretty well for me. :) Started with some ideas and eventually made a prototype from scratch which I liked and knew was doable. Currently all the basic functionality like movement, collision, random object spawn and animations are done so tomorrow I can spend the whole day adding new obstacles and and setting the game pace.

Here is a gif where you can see my game! You simply press left and right to dodge objects and if you do well enough you will increase in size.
Current_progress

Tags: python

First update

The core mechanic of the game seems to work. It’s a lite-shmup with some color-matching elements. I’ll be out for the rest of the day. Also, a screenshot.

screen

Compo Day 1: Status for today

I call it a day .

Tomorrow Round 2

Progress so far:

http://orzedowski.pl/games/ld34/

13-12-2015-01-20-10

Still Plenty to Work on:

TO DO:
More Enemies
Add More Weapons
Add Power Ups
Add JUICE!!! (Screen Shakes, SFX, Camera Effects, ETC )
Add Welcome Screen
Add Bye Bye Screen

Iterate until Awesome :)

Early Gameplay

Nobody can tell what is going on in this game. Here are the basic rules.

  • Your enemies defense grows every turn.
  • You can play up to 3 cards each turn.
  • If you drop a card on the friendly unit it will gain +attack.
  • If you drop a card on the enemy unit it will gain +defense.
  • If your attack is = to your enemy’s defense at the end of the turn you will not take a counter attack.
  • If you go over your enemies defense during your turn you will loop back around with your attack and take a 2 damage penalty.

Does that make sense? I’ve also started adding other cards but it might not be a good idea because the game is already complicated enough to teach haha. Here is a gif.

Early GamePlay

Tags: card-game, is that really fun?, math, turn based strategy

Comments

Thembi
13. Dec 2015 · 01:16 UTC
You have gryphons. That alone is enough to make me love it.

Day 1 Over!

So, the first day is drawing to a close, and I’ve got a fair bit done. Under the working title of “Station Modular”:

Day 1 Print Screen

I’ve got the GUI elements designed (most are not functional yet XD). Spent a load of time hacking away at the code to instantiate the new modules onto the station, but I finally managed to sort it out! Now that the fundamentals are getting there, the next step is to begin implementing game logic (money in/out, different module type effects etc.).

Tags: DevSocYork

Having Fun So Far

There’s not much more to show but I animated the possum, made it grow, and added sound effects. MUCH more to do but at least it feels like I accomplished something. I pretty much completed the engine so there’s not that much to do there, except for optimization. I’m probably 40% done, the todo list is still pretty long though.

Todo (In order of priority):

  • GUI
  • Working food bowl towers
  • Possum stats (health, money reward, speed?)
  • Food bowl towers decrease in food amount, spend money to replenish them
  • Different maps to choose from
  • Graphic effects (explosion, shooting, food smell lines(?), etc.)
  • Different food types
  • Cash system
  • Menus

Screenshot (11)

Finished Early

Well, I guess that’s that for me!

I decided to participate in this LD even though my PC died and it was a busy weekend, so I’m pretty happy just for making something. Regardless, I’m pretty proud of the game anyway!

After playing the lovely Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist by the newly founded Crows Crows Crows collective (which, if you haven’t played yet, GO! NOW!), I wanted to make something with the same level of (or at least some) charisma, and I think I’ve succeeded! I’ll stop now, so no spoilers.

I also wanted to make use of Indigo, a C# game framework based on Flashpunk, made by a friend of mine. Check.

I had planned to submit the game to the Compo, but used 30 seconds of a CC track, so Jam it is :(

If you have 10 minutes, please take a look at The Idea Button and let me know your thoughts!

Crashtroids

Crashtroids <- Not sure why this .gif isn’t working 😛

A few more powerups, a black hole or 2 and a boss battle to come, but you get the idea.
Definitely fun to play 😀

scrn2 scrn3 scrn4

Thinking of porting it to Android for the simple controls after Ludum Dare’s over 😀

Background Art

 

Making progress on backgrounds. The game is going to center around airships so, as the artist/designer of our pair, I’m going to be spending a lot of time drawing clouds :)

8abb592d79ce3f5a855cffb4c9b2f24a

Tags: art, clouds, Sky

Procedural roots thing

So here is my progress so far:

I’ve made procedural root generator, and it’s main root direction controlled by left/right arrows . So I’m aiming for both themes =D.

It’s far from anything, but it’s a progress. Still thinking on how to use it right.

Samples below:

More progress

Gameplay is starting to come together

You can get shit and scores and combos can change.

Not very entertaining yet but I’m working on it.

I’m trying to leave a LOT more time for graphics and sound than I did in my last game, by making the game concept itself a bit simpler. Because, (if all goes well) the main appeal of this game will be that it looks nice and has lots of graphic juice.

progress02

What I’ve made today (WIth screenshots)

Ok, I started the game very slowly (whole morning for the basic mechanics and level selection), but in the afternoon I got a lot of things done. To the brobots mechanic I added some colour switches to make things more interesting (and difficult).

brobot screenshot 2

Level 1

brobot screenshot 1

Level 7 (last for now)

If I continue in that pace, maybe I’ll have 20 levels for the Compo. If I have more time, I want to add new esceneries and elements to the game.

Day 1!

View post on imgur.com

Aaaand.. day 1 is done!  gameplay its almost done, just needs some polish and balancing and its a wrap!

Milestone 5: the mystic tree

View post on imgur.com

A couple hours and a dinner later, I have a much more functional system.  The game has all the major mechanics in place. The mystic tree is now rooted in the background, changes colors as souls are sent above or below. I’ve filled in the sides and bottom of the game area. I’m hoping that tonight I can get the rest of the gameplay finished up so I can focus tomorrow on polishing the game.

o/` It’s always winter but never Christmas o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add end game
  10. Add lose game
  11. Randomly spawn souls?
  12. Draw MC
  13. Draw mystic tree
  14. Draw each level’s variation of the mystic tree
  15. Draw souls
  16. Draw backgrounds
  17. Polish