LD36 August 26–29, 2016

First day

wip

Got the basic idea up. A tower defense game where you click on blocks to push them in so the enemies drop down so and get eaten by the snake.

Artifact Hunter

Since this is a bullet hell… I had to make it REALLY HARD! 😀

It also makes the player feel really awesome.

I added 2 artifacts with their own powers:

-Feather(NEW): Speed boost that uses stamina

-Tooth(NEW): Charges stamina 61.5% higher than normal, but halts movement

There are currently 3 things that can kill you:

-Bombs: Fall from the ceiling in all levels

-Bullets: Shoot from the side in levels 2-3

-Shurikens(NEW): Shurikens come from bottom and will chase you.

In this video, I cheated and skipped the first 2 levels, but I kept dying on the 3rd because I haven’t practiced. XD

I was going to make a 3rd artifact, but I decided to leave that until Post-LD and just make 3 levels for the LD.

(yes, 3 is enough levels)

All I have left is the title screen, a few sound effects, visual effects, and music. 😀

Kungo vs the sky

Right now im looking for someone to do the graphics 😛 but i keep progress on development any way. Well the game goes simple but fun. You are Kungo, a neandertal that can weild a hammer, move and throw rocks and fire up stuff with a torch, but most special, you are in charge to protect dinoeggs, those eggs hatch into baby dinos that helps you out to fight enemies, each one with their unique habilities. So is some king of tower defense and survival. Clipboard02

Progress day 1: Mechanics basically done

First time doing LD so I decided to make it fairly simple. It’s basically like those aim and power flash games except with a Roman catapult. You have knock over all of the targets with a limited amount of missiles and you will pass to the next level. So the mechanics and the animations are basically done.

To do:

  • More levels
  • Prettier interface (knowing how much power and the direction that you are pointing)
  • More varied environment and targets

 

NoMansPalette

If a hideously garish ultra-saturated palette is good enough for NMS, it’s good enough for me. 😛

Much of the game is working now which is cool. As you make radio contact with your lost species on other planets you’ll put together the parts of a song that will unite you all. Yay.

(edit – eww… dunno what happened with that last JPG, think my 3G compresses it…, PNG replacement)

nms

BinaryGame

Im working on a game thats about communicating with a binary system. Here are some pictures that will later help explain how the system works 😉

I hope that all of you made much progress!

throw splash

Progress Day 1

Progress is being made!!!

Maybe we should add variables next time…

Preview1Preview2Preview3

I’ve been real indecisive…

After going back and forth between Construct and Unity dealing with hang ups, I’ve finally settled back in Construct 2. I have the majority of the gameplay implemented so now it’s time to sit down with some graphics and start iterating and building levels. Decided to add a couple more ‘ancient tools’ that give you a fireball and double jump. We’re turning this bad boy into a classic platformer!

I’m definitely going to be cutting this one close! Wish me luck.

Our Game Idea

When your game is about channeling magic through apps on your “ancient” iPad and fighting robots with a charmander you know you are on to something good!

View post on imgur.com

 

Azymuth

Ok. I think that I can take a break, regarding what I have done today. I have spent many hours to create a dynamic sky so as to display a pretty mood. So I am developing a speed-platformer game in an ancient world – an vanished civilisation who knew how to built a city up in the sky. You must enable many artefacts – as quickly as possible. I use a free scoreboard online in order to allow a challenge. Tomorrow I will work on aesthetic and map. Have a nice day – friends. See you later ++

Azymuth

Chapter not-so-big-a-number-yet: Day 1 of 3

I’ve mostly been writing today, so my mode of working on a narrative game isn’t lending too well to visuals! Everyone loves gifs, but the playable bits don’t look too different from my earlier screenshots at this point. Nonetheless, a special event is all the more reason to track my progress with blog posts like this.

It’s the end of the first jam day. I have a script system in place, as well as the fundamentals of gameplay, but there’s little in the way of assets. Then again, I’ve planned to keep assets to a bare minimum anyway, if not amount-wise then surely effort-wise. The game looks so one-shotted and I embrace that – there’s a certain charm to not caring about pixel-perfectness for once.

There’s work done on 4 chapters, with one of them being fully playable (well, it’s just a short intro/script demo), and another partly so. I kind of have to write everything down first, just so I can tell what I need to work on! This two-pass system leaves enough room for both improvised content and showerthought additions, without me having to rework stuff that’s in the game. I’m operating with the mindset that everything programmed in is final. At least it’s way easier to expand things afterwards than to remove or modify them.

Seems like an intro + 4 chapters is enough to tell the story without overstaying its welcome. I initially thought up a fifth one, but that can be replaced by an outro bit in the final chapter, or more likely thrown out altogether for Ludum Dare’s purposes. Each chapter serves to somehow bump the storyline forward and introduce a new gameplay element. But that probably doesn’t matter as much to the player as to me. It makes this more manageable to have distinct components in the script instead of staring at a PBBFLLLTLPLPT of text.

One thing is clear: I’ve gone off the deep end in the way of silliness. I mean like, I thought it would be a fifty-fifty split between making a point and fooling around, but now some 90% of the script is absurd dialogue with audiovisual gags. It keeps happening.

But I’m gonna let it happen if that’s what’s coming. Too often I’ve blocked the seeds of good ideas by judging them too early. I can just trust that everything has its place once thrown in the melting pot, and so far the story’s pretty much written itself that way. Unexpected connections emerge, and there’s constantly some fresh directions for this mess to head towards.

Speaking of seeds, I think I’ll give you folks a piece of advice for sticking through a post with such a distinct lack of images.

Whatever your game is like, sow those seeds early. You don’t have to finish a major feature or a whole bunch of assets on one sitting, but later you’ll be glad to find that you’ve started out. Hop around on your to-do list to keep up the variety, it gets you psyched the right way. Don’t treat play like it’s linear work.

Tags: a PBBFLLLTLPLPT of text

First Jam, progress yoooo

so, working with a fellow in my team, an were powering through this sucker 😀

SeeTheAtDawnGif_2

Slow Progress

So, I’m 16 or so hours in to making this little piece of junk diamond in the rough.  Welcome to “Curator Carl”, a puzzle game about managing the ancient artifacts sent into your museum in hopes of making excellent exhibits.

Capture
(Oh man, i really suck at art, expect this to get better, maybe)

Most of the odds and ends are in place, just need to spruce up the scoring mechanisms, oh and figure out a better way of keeping objects tidily in their respective display rooms.  Making this in Game Maker, first time i’ve used it.  I’m more used to just working from scratch with libraries rather than with a pre-built engine so it’s a little weird, ahaha.

Anyways, feeling a little burnt out at this point, gonna take a break to rest a little and come back to figure out the mechanics for the rest of this. Hopefully i’ll get this finished in time for the comp, but at the least this should get done for the Jam.

As for the rest of you bozo’s currently taking a look at the LD page, get back to work! :)

Updated Art

With some assistance from Unity Asset store we’ve upgraded the art

From

Cq5MDrQUkAEmNU_[1]

 

To

Unity Assets

 

I hope no one ever underestimates the value of a skilled artist. We hope next time we can have an artist on our team and not have to rely on Unity Asset Store. Thank goodness that Unity offers free assets.

Comments

27. Aug 2016 · 23:14 UTC
I don’t know, I think the original looked pretty good. Based on that one picture anyway. :)

End of Day 1

so this is what i managed to do what do you think guys?

 

First time streaming!

Never streamed before, making an arena survival game using ancient weapons in the colloseum fighting weird monsters, lemme know what you think: https://www.twitch.tv/callgage/

Screen Shot 2016-08-27 at 4.02.14 PM

Day 1 Progress

day1progress

Now I’ve just got to make some pretty graphics and work on some progression!

So we’re close to 24 hours of work




…and Jeff is now eating oreos out of the garbage, Poly is nurturing his own space program in Unity and we learned the sum of all real numbers.







Also we have like a third of a game I guess.


punchbot

Have a spritesheet!

Comments

AlceX
27. Aug 2016 · 23:41 UTC
A very curious about how those Oreos got into the garbage…

Mouse Only Game Part 2

After doodling around in Pico-8 I decided to use HTML/JS instead. Turned out as a clicker-game without the clicking. Day 1 is done, more to come tomorrow!Screen Shot 2016-08-28 at 01.12.28

Comments

CottonKitty
27. Aug 2016 · 23:22 UTC
A purrfect minimalism :3 I’m in love with clicker-games.