LD36 August 26–29, 2016

Some progress

The game still haven’t named yet.

I’ve added some features, and some easter eggs here.

Some progress

The game still haven’t named yet.

I’ve added some features, and some easter eggs here.

Day 2: I can make spaghetti

Previously, in LD36…Event queue and debug statements

The design is simple. The mule creature in the center is basically a bio-mechanical caravan housing a family of post-apocalyptic pilgrims. (Mmm, bio-mechanical. What a sweet word, Mr. Giger.) Things happen to your people along the way — think FTL without real-time elements. The main challenge for the player will be resource management.

I made an events queue system. The game will be divided into days, and each day will be divided into time periods. Each of these time periods will constitute a turn. On each turn, an Event will take place. Events can be added to the queue as needed (e.g. if a trader appears, queue up a Trade event) but only one event will be played on each turn. If there are no events in the queue, a NoOp event is created, and the game renders that as “Nothing happens”.

Events can be flagged as “major”; major events are immediately moved to the top of the queue. This is essential for critical events such as character deaths — after all, if you’ve got a bunch of minor events queued up and a character falls into the furnace, you’d want to get notified for their death as soon as possible rather than watch them burn for multiple turns as the queue empties out.

As is typical of game jam entries, this is all driven by a GameManager god class. It looks deceptively clean for now, but I know what’s coming. The bugs are out there, waiting to sneak into my haphazardly written, tightly coupled, singleton-oriented spaghetti code. And I shall let them in, in the name of progress and speed, and in the hope that a few of them manage to transcend their cursed nature and reveal themselves as… features.

Day 2: I can make spaghetti

Previously, in LD36…Event queue and debug statements

The design is simple. The mule creature in the center is basically a bio-mechanical caravan housing a family of post-apocalyptic pilgrims. (Mmm, bio-mechanical. What a sweet word, Mr. Giger.) Things happen to your people along the way — think FTL without real-time elements. The main challenge for the player will be resource management.

I made an events queue system. The game will be divided into days, and each day will be divided into time periods. Each of these time periods will constitute a turn. On each turn, an Event will take place. Events can be added to the queue as needed (e.g. if a trader appears, queue up a Trade event) but only one event will be played on each turn. If there are no events in the queue, a NoOp event is created, and the game renders that as “Nothing happens”.

Events can be flagged as “major”; major events are immediately moved to the top of the queue. This is essential for critical events such as character deaths — after all, if you’ve got a bunch of minor events queued up and a character falls into the furnace, you’d want to get notified for their death as soon as possible rather than watch them burn for multiple turns as the queue empties out.

As is typical of game jam entries, this is all driven by a GameManager god class. It looks deceptively clean for now, but I know what’s coming. The bugs are out there, waiting to sneak into my haphazardly written, tightly coupled, singleton-oriented spaghetti code. And I shall let them in, in the name of progress and speed, and in the hope that a few of them manage to transcend their cursed nature and reveal themselves as… features.

Mid progress POST-pause update

We might have said something along the lines of “Everything is fine.” and “We know excactly what we’re doing”, but it seems things have gotten slightly out of hand.

LUDUM

Belated statement of in-ness

Hello Ludumites, I am IN!

I’ve actually been in since this morning but didn’t make a great start to the day and so have only just about arrived at a solid design that might make a decent game. Really pleased with the theme this time, basically lets you do any type of game with no constraints on the genre or mechanics!

Will naturally be using Unity3D and targeting WebGL first. But as the idea I’m currently going with feels like something ideal for touchscreens, I will be trying to get an Android build together this time as the ultimate goal.

 

The BUG FORGE!

Hey guys! I want to share some progress with you, I’m really enjoying what I’m creating, even though… if this is a forge, it only can be a bug forge, so sick to code this one hahaha

Clocks

Making a platformer about clocks.

Gameplay Video

When things are going well in your first ludum dare, you can only be happy!

 

So i decided to “show off” my project!

 

“Gravity”

 

 

Comments

ward_Placed
27. Aug 2016 · 17:16 UTC
congratulations!!!
g_o
27. Aug 2016 · 17:39 UTC
thomas was alone meets the bridge.

I’m waiting to see how it goes.

Progress

We have made a decent amount of progress. There really is no gameplay, yet. I’ve been doing all the basic code we need to add in more content, while my teammate has been making more sprites than I know what to do with!

Screenshot

A… stealth game?

It’s my first time and I had no idea what to do with the theme, so I opted for a top down stealth game set in the ancient Rome empire! Don’t think it fits well though. Too bad!ld36scr1

 

Incinerator progress

Some ancient technology needs incinerating
incinerator preview

Cosmic energy

Main ancient base in my game get health power from cosmic energy

LD36

Comments

27. Aug 2016 · 17:25 UTC
Looks interesting at first glance! Can’t wait to try this one!
TeamPoops
27. Aug 2016 · 17:35 UTC
I’m not sure what’s going on, but that looks sick! Can’t wait to see the final product

A playable physics thingy

So, we’re currently on something which could be called a break, thus I decided to share what we’ve made so far.
Admittedly, there’s not too much to be seen, apart from (a little unstable) physics and a gorgeous slingshot.

ludum36

Not the best progress ever, but it’s also not too bad if you ask me…

You should be able to actually play it here, if you’re interested.

By the way, it’s kind of a funny thing about gamedev, that sometimes you purposefully search for images like this:

Some Progress

So far all you can do is bounce around in a impossible maze:

ld36-2