LD36 August 26–29, 2016

The ancients had more technology than you’d think

Been making some nice progress on my game, but I won’t have much more time to work on it before the deadline. Things like autotiling will have to wait, leaving the game a little ugly. Still, I’ll hopefully get something playable out.

ld4

A little cluttered, but fairly readable.

ld5

For some reason GM doesn’t want to display text color correctly. Also, the spinners have decided to turn into wobblers for no apparent reason

 

No Man’s Sky 2D

Check it out! http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=11046

Title Screen!

Wow. Running out of things to do. Some nicer GUI for the game, a credits state at the menu, and possibly music, and that’s it. Crazy!

Here’s the new title screen!

title_screeeeen

First update for LD36

This is my first time participating in Ludum Dare. In the game I’m making you play as a security guard in a museum who is tasked with protecting the ancient floppy disc. Waves of thieves will come in attempting to steal the floppy while the player must fight them off while protecting it.

Hopefully this shows up correctly; a quick animated gif of my progress so far with placeholder art:

Runner 2016-08-28 11-31-57-36

 

Obviously still a lot of work to do. Will share more as I progress.

More eyecandy, more levels, more tweaks

So there weren’t really any gameplay changes today, we’re quite happy with the mechanics (what can possibly go wrong with them?). Well, unless you count fiddling with a few physics settings to amend the behaviour of different types of blocks.

We did, howewer, add a new background, changed the appearance of blocks, came up with a story (!) fiddled with menus and stuff – we’re actually polishing! Also, there are currently 6 levels.

“Screens!!” – I hear you scream. Or am I imagining things? Whatever the case, here they are:

pharablocks

pharablocks_night

Also, the game will be called Pharablocks, and should already be playable.

Surge, now with music and art!

Everything has been going to plan so far!
There is now 6 hours left, and so far I have added all of the Pixel Art, and even had time to make some oldschool tracker music!

Still to do:

  • Sound Effects
  • Font rendering
  • Title screen

If I find time, i’d love to add:

  • Another boss/enemy type
  • More power-ups

 

Comments

28. Aug 2016 · 20:23 UTC
Really nice! What did you use for the music?

Day 2 – Update

Well, it’s been two, hot, long days now and there’s still one more left to go for us. Unlike last time, which was a complete and utter disaster, this time we actually managed to get something going that looks a lot more like something of a game, even if it still isn’t much at that.

We started out with the idea of having some kind of very simple gathering/building game ala Dont Starve, Minecraft, etc. Being able to pick things up from resources on a plane and then building things seemed like a fair kind of scope to set for this time limit, especially considering that our home-brewed engine is still not really ready to make real games with at all.

We got most of that done now, actually! All that’s left to do is polishing, cleanup, adding more items to the world, and some missing assets. So far we’ve still wasted many hours on stupid bullshit that shouldn’t have happened had we had more experience and a more stable ground to work from. Either way, since we now have moved on in that regard thanks to the event, I’m happy to have partaken.

Hopefully by the next time we participate we’ll be able to focus on the actual game for 99% of the time, rather than still having to go back and look at core engine things 50% of the time.

For now, here’s a very short cutout from our stream that shows most of the features off very quickly:

YAPP (Yet Another Progress Picture)

A security guard bean with a revolver.  I don't think I'll be de-beaning them in time for the jam.

A security guard bean with a revolver. I don’t think I’ll be de-beaning them in time for the jam.

Actual gameplay other than console-puzzling is happening!  There’s now basic stealth mechanics (centered around light, primarily), and a goal: Get all the data in each level.  You’ll win the level if you get all the Core Data, but there’s bonus data you can acquire too.  Data is gathered in the form of papers; you can print them out from a computer, or find it on tables, etc.  There should be one playable level by the end of the day, and a second playable level alongside maybe a tutorial should be happening soon.  Then, music.  I really want to make some good music for this.

Progress Continues

I have a title now  — “Alien Construction Skills VR”

Progress continues. I now have 5 playable levels and the game is sort of fun. Now on to making it look good and stuff. Follow me on Twitter (@joeld42) for more updates.

Screenshot_Sun_Aug_28_12-13-00_2016

Screenshot_Sun_Aug_28_12-12-04_2016

This game will grind your gears

Sounds of Samos

Click to play.

“Sounds of Samos” is a puzzle game that combines music and engineering! Build your beat machine and jam away like in the good ol’ Pythagorean times.

Day #2: Everything is ready-ish

First day report

So we haven’t added any new mechanics today, we just spent the whole time polishing the core, adding all the art (coding different effects and UI stuff) and balancing the game.

-.This is how the day started.-

View post on imgur.com

-.And this is how it ended.-

View post on imgur.com

So what remains?

  • 4-5 small details that we’d like to polish
  • Menu
  • Music and sound
  • Help menu (displayed over UI instead of boring help interface)
  • Animals! (will probably just be eyecandy)
  • More polish!
  • Weather effects? (don’t know if we’ll have enough time)
  • Submit early (hopefully!)

Cq-doo8XEAEneuFn

(art drafts, we won’t include all those animals :-P)

View post on imgur.com

(this is what happens when you decide to have 4 plants, with several growth stages and four seasons)

And that’s all for today, we’re feeling pretty sleepy right now and we’re gonna hit the bed, cya tomorrow! Seize those last 24h!

Working to my first Ludum Dare entry!

Working with http://ludumdare.com/compo/author/pickensincorporated/ to make a game! I’m doing the textures and most of the art. :)

Gotta love them issues

I’ve been working hard to make sure when I mass level design it’s simple snapping. But my work is just very slightly flawed and I have no time to fix it. Each wall segment overlaps by .11001111 of a unit. I have no time to fix such a minor issue on such a large scale.

I hope for when this game is posted it doesn’t bother you guys too much, and yes, I’m working on a fix.