Starting to look like a game.
Finally, I’m getting somewhere. The game mechanics are getting fine tuned and are nearly implemented fully. Time for some sleep, progress will continue in the morning.
https://i.webfreak.org/fYKAuE.mp4Finally, I’m getting somewhere. The game mechanics are getting fine tuned and are nearly implemented fully. Time for some sleep, progress will continue in the morning.
https://i.webfreak.org/fYKAuE.mp4So the day started with an idea I came up with before bed. The idea was to take the theme’s easy choice and make a game where you played as a ship flying around a planet shooting enemies. The ship could shift to different shapes with their own stats and abillities. There would also be a kind of upgrade system where you could upgrade the different shapes. But if you upgraded one shape more than the others it would be very costly to stay in that form. This is how far I got with that:

Then I stopped liking the idea and decided to make a brawler where you played as five shape shifters. When I finally finished an ok idle animation I realized that I’m still extremely slow at doing pixel art and that graphics would end up eating all my time like it did during LD33. Here’s the idle animation:
I kinda decided to do something completly different #LDJAM #pixelart #animation #gamedev #indiedev pic.twitter.com/ryOdURbgg0
— Kryptarchy (@Kryptarchy) April 16, 2016
At last I decided to do what I did last Ludum Dare and stick with simple shapes. The game idea now is to make a platformer with the same shape shifting and upgrading mechanics as the first game idea. So far I’ve finished one form and the other two I should be able to complete rather quickly. Then I’ll probably add som quick AI, get some sound effects and juice and lastly polish it. Hopefully I’ll have the time I need.
First form is pretty much done! #ld35 #ldjam #ludumdare #gamedev #indiedev #screenshotsaturday pic.twitter.com/gRU0BKpeV3
— Kryptarchy (@Kryptarchy) April 16, 2016
Time to get some sleep!
I’m back baby, after 5 months without dev anything because things
Ok, sadness of the lonely dev cave, now I’m back with two friends!!! Yeeeeeyyyy
Some concepts and dev screenshot!

Concept of the main gameplay

Hello Construct2 my old friend…

Concept art!
Tags: concept, concept art, Gamedev #ld35, LD35
I have all the architecture and mechanics implemented. Just have to make levels and work on some shiny bits.
But I’m getting tired. Brain feels like jelly.
I kind of doodled something. It’s crappy, but I eanjoy it so much I’ll probably use it in the game.

This game is seriously giving me headaches. Four hours spend on reworking math, debugging missing brackets and somehow unclosed handles in OpenAL. If I am aiming for the compo, I seriously has a little chance to finish everything I wanted. But still, my littlespace craft can navigate through a solar system, jump to a few others, ship’s AI is communicating and basically that’s that. If I wouldn’t have enough time to make a formidable enemy AI, I’ll put all my effort into better planets and exploration stuff as a whole.
Either way, here’s some screens from various versions. I also wanted to include some audio, but since WordPress doesn’t allow WAV, OGG or FLAC, I guess I’ll rather go get some sleep.
It’s my first Ludum Dare and my first published game (if I finish it)! Started late and almost gave up.
Here’s the progress that I’ve made:
First day over #LDJAM pic.twitter.com/5cMjD056pc
— Pidox (@carlusthegod) April 17, 2016
Second shape #LDJAM pic.twitter.com/a3NCXovomx
— Pidox (@carlusthegod) April 17, 2016
Third shape #LDJAM pic.twitter.com/iOm3lOzKId
— Pidox (@carlusthegod) April 17, 2016

After struggling a whole day to come up with ideas for LD #35, I finally settled for one that I feel has some potential to be at least a bit interesting. Above is the first render (using PIXI) of a paper cutout that is to be one of the building blocks in the game.

Build A Dinosaur! (from littlefamilyfun.com)
I got the idea from the picture above. Creating creatures from simple shapes seems like a neat idea and “just” by adding physics to the joints they will come alive just like that. Now, I wont probably have time to allow for creating this awesome and walking dinosaurs, but there will be some kind of joints with movements.
You can checkout my progress here http://johntu.github.io/creaturecutouts/
So I’ve stayed up way to late twiddling and tweaking with stuff that no one will ever see. Calling it for today and will be back on it for at least a few hours on Sunday. Still missing the core game play 

Basic rotate the pieces to match the goal object little puzzle game. Got the level structure and basic presentation functional, not time to build the art for a number of different puzzle shapes. Ok progress, but would like to be a bit further at this point. Still not sold on using physics hinges instead of directly manipulating rotation transforms, think that decision is going to come back to bite me.
So, we’re half-way through the compo. I’m really happy with my progress at the moment. The game is mechanically … done! There’s maybe some fine-tuning to do, but everything that needs to be in place is there!
Give it a whirl … you can play it here!
Tomorrow I will be adding sound and music (Brace yourselves for an absolute cacophony!). If I have any time left over, I’ll be adding as much extra juice as I can squeeze out of these cucumbers!

The sprites are still just placeholders. There are buttons, doors, boulders you can push and the green circle is the goal. When you reach it nothing happens 
I am quite happy so far. The remaining big tasks are improving the visuals and adding some interesting levels. I may skip SFX.
It’s playable here: http://cdietze.github.io/quads/

Hiya! So my game is running along well, I have the general mechanics done, expect it to be a crappy 20 minute game that has a tiny story, and a small amount of rooms. Anyways, I’m excited! Good luck to everyone in the jam! ALSO: I should be adding all the content tomorrow and polishing it on Day 3! Hope you guys like it.
Here’s some screenshots!




Hey guys, Ryan here. After a day of creating a failed platformer with my friend Thanh, we decided to just stop working on LD for the night. When I was going to sleep, I had this idea of a boss that constantly shapeshifts to make a hardcore boss fight. I think this could be combined with the platformer mechanic. I’ll try to post pics soon!
For my Ludum Dare entry, I took to the piano and improvised 31 different songs!
If you’d like to listen to these songs, please go to https://soundcloud.com/chaseplaysmusic/sets/mimic-ost
I hope you enjoy!

This was a really busy day. Finding an idea and getting it into the first “shape” 
Finally we have some progress that hopefully will tomorrow get into something show able. So We are out for some hours now.
Have fun and keep your head were you left it! 😀
Finished the necessary level design and traversal code for the minimal viable gameplay. Now for IA and actual gameplay.

Ever feel like you may have bitten off more than you can chew? I imagine this guy can chew a lot…
Now I jus gotta pick up the pace a bit >.>
