LD36 August 26–29, 2016

Update Time!

So I’ve spent most of the day bug squashing (the bug in question is still in the game… It’s a very big bug, and needs a very big thing to whack it with.) and making the UI for this project. Which fora basic one I think looks pretty good.

I’ve also been working on tweaking the tile shader a bit for a more prominant flash.

Tags: unity, video

Update IX: Almost There!

I won’t lie, a little disappointed. I cut a chunk out even though I have 3 hours. I’m just, tired I guess. The only thing I can make now is music, so lets take a look at these last tracks:

This main menu one sounds pretty nice actually xD

 

Alas, looks like I won’t have time to finish anything with the chariot. Its a short story, lasting less than 15 minutes. I guess it works. Time for the final playtest!

Time is running out… OMW

Our time is running out and so much more to do.

Scene coming along very nicely now.

Well I finally have something to show.

catapult-v2

Asteroids!

Here is an update with some shiny asteroids that I painted.

View post on imgur.com

Just after them you can see two shields that will be permanent upgrades to the arsenal of the players space station.

There will also be asteroids that don’t have any “magical” and pretty crystals for the player to collect. The shards of these stones will be the currency in our game, so you can purchase things like exactly these shields.

To see more of Peter’s art, follow over at FB, Artstation or Twitter. More insight from the programmer Miroslav at Twitter.

I have finished

My first Ludum dare, the game is short yet fun, I’d totaly do it on a larger scale next time, really enjoied making the game, hope you enjoy it.

Scr1 Scr4

Setting Sail

The player’s trireme is now moving and the control panel is starting to take shape.

With under 3 hours remaining, a lot of features will be cut. This version will just be two triremes facing off in PvE.

Silence since my I’m in post, but I’m here with lofty ambitions and some progress!

Hey, so news!

Stuff came up and I had to cancel my participation, but then some other stuff uncame up and hip-hip hooray, I have half a Sunday and a Monday free!

So sadly, with so little time, I’ve fled back to my GM roots, and will attempt Unity next time.
But, I’m challenging myself by trying to make the game aesthetically pleasing technically too!

To aid me in this (i.e. by doing most of the work) my good friend is here to make my game bedazzling.

Here’s his LD Profile: http://ludumdare.com/compo/author/technicolour/

It’s to be a sort of semi-explorative dungeoneering Platformer where you have to light torches with your Great Flame, and doing so before it dies out. Using your magic spear attack takes a chunk out of the Flame’s life too, so you have to be conservativem, but you’ll be able to top up your Flame at specific areas.

Of course, I couldn’t end without a gif, so here you are, and best of luck guys!

Taha

(obviously, the player is drawn by me, wip)

LDGif1

 

First Ludum Dare Game: Survive a Little

Welp, this was the first Ludum Dare where I actually finished something!

I decided to make a survival game using GameMaker: Studio, similar to Terraria but a lot simpler. I rushed this one so hard and maybe should have picked something easier, but I managed to get something small and complete done.

Hope you find some enjoyment from it, and feel free to leave feedback and criticism!

s2

View the submission Here!

Update 4 — Done…for now

Although my game is incredibly short, only 2 very simple puzzles, I did get to figure out how to do things that I’ve never done before.

The main thing is a procedural puzzle level, you know where you have to finish one puzzle to unlock the next, so on.

I also began working on on hub level type thing, which I had to leave out because of some unforeseen extra time constraints, and I was unable to finish.

I threw in a little random bonus level at the end just to show a sneak preview of the end goal of the final product.

I’m done for now

I need to resign. I am very exhausted and I focused too much on art. The game play is almost done but I ran into an annoying bug. Therefore, I need to rethink my algorithm in my game engine.

Thankfully, this Ludum Dare gave me the opportunity to work on my bug fixing in the OpenGL side of the game engine and artwork.

I should’ve focused more on the gameplay instead of art.

I’ll do better next time!

 

progress

 

IgnisSheet

No Man’s Sea

So I started a LITTLE BIT late … But nevermind 😀
I wanted to make a homage to No Man’s Sky, so I present to you … No Man’s Sea!
It will be a game set in around the 14. Century, where you search for the treasures of long gone civilizations.
Those treasures can be found in the forgotten temples made by them, full of treasure and puzzles.
You can sail around in a huge generated world and find these generated temples, and othere challanges, figths or trading citys.

Early Version
Gify Link

(The game migth not include all features listed above in the final version, this is still a homage to No Man’s Sky, there is no other way.)

Comments

28. Aug 2016 · 22:50 UTC
No Man’s Psy (No Man’s Sky + No Man’s Lie)

Our Progress So Far

Hi There, it’s Sunfury!  :)

We didn’t post anything yet cuz we were hard in the developing proccess,
To sum up, we could be in a way deeper progress of a game. (everyone says that? ><)

Our force for this ludum dare contains:
Rom and Tom-Programmers sitting next to each other and working non-stop (full time)
Artur-Pro Designer (when he doesn’t work)
Ilya-Pro Designer (when he doesn’t work)

Our First Day:

We thought about making a physic game using levers/swing as ancient technology, this is what we came up with:

Kingeat by HealTheIll

Shootexample by HealTheIll

All tough it came up kinda fun and funny, we saw no potential in keep developing it (it may be too repetitive)

We reconsidered our options, thinking about more ancient technologies and we came up with pulleys (video) .
We decided to take the risk and test those pulleys.

after wasting  like 5 hours thinking about these pulleys and how we gonna make them intersting we crashed.
Day 2:

We wasted most of day 2 testing and trying to implement the most fun yet realistic physics and gameplay.
Working with Game Maker using Box2D, we tried using built in pulley  joints, but we found it too basic for our needs.

after hours of work in the end of day 2, we ended up with this:

Wegotsomthing by HealTheIll

You play as a well-known architect in Egypt, you’re there to solve their problems and well, mainly help them build their pyramids.
you do it by stretching ropes through the map.
The more we played with these mechanics the more we saw what a great potential this game has, hopefully we will think of some great puzzles tomorrow

Day 3 Plans:

-polishing (physics, effects, sounds…)
-challanging puzzles
-combining designs

hopefully, we’ll finish this game and make it somthing we’re proud of and hopefully somthing you’ll like too  !

if you guys can think of any interesting ideas to make our game better we would LOVE to hear them and give you credits of course if we use them  :)
Yours truly, SunFury

check out our Twitter/Facebook/Tumblr 

Tags: ancient technologies, Ancient technology, box2d, funny, game, LD36, Ludumdare, physics, pulley, ropes, sunfury

Nearing Day Three

And things are coming along semi-smoothly. We’re having some discrepancies as to what mechanics do what and to be honest, we’re getting a little ambitious. But this ought to be good either way, even if we have to finish this outside the dare. Getting it in on time is still within the realm of possibility!!

Check out these decorations I drew! http://i.imgur.com/qZvpVJ6.png

Progress

a screenshot of some progress on my game “569400 hours” (65 years) of film editing for the blue guy in the corner. (game takes place 1941-2006). Basically growing a television company from 0 to omega simulator.
Screenshot (2)

Well, I’m out.

It’s been fun, and I’ve learned a lot – buuuuut there’s no way I’m going to finish in time. Aha. Cheers everyone, best of luck! 😀

Comments

Zeriver
28. Aug 2016 · 23:18 UTC
Even if you participate in Jam? It gives you 24 more hours.

I finished Conveyor belts

Conveyor belts (title screen)

If you like tower defense games and rhythm games, Conveyor belts is (maybe) for you! Will you manage the four simultaneous views on this ancient machine:

Conveyor belts (gameplay)

What a pleasure to submit a game after 48 hours of effort…

Play Conveyor belts

Tags: compo, finished, LD36

I don’t have a game, but i have a tutorial

Well, yeah. I couldn’t add enough working gameplay, but at least with tutorial it looks like a game and not a spreadsheet :)

screenshot

Also, there is some story, of course. And i might be able to add more of it or more of gameplay in those last hours. But i probably won’t and will continue polishing instead.

Chapter n-1: “Holy shit, there’s a lot of content”

As I reach the night of the second day, there’s 4 more-or-less playable chapters. The fifth one is an afterword without extra assets, so it’s just appropriate to leave for the last stretch.

Despite speaking about chapters in these posts, I’m thinking of losing that concept in the game itself. Some of the cut-offs are weird anyway: chapter 1 is way longer than 2, but the only way to solve this would be to treat their interlude as “chapter 1b”. Perhaps problems like these are not very critical to the player, and I think a game like this might work best as one long ride.

You could say character “arcs” are a better split. There’s 6 main characters (ranging from moderately silly to very silly), 1 side character and some throwaway ones.

A gazillion hours of work on this sprite alone.

The format already lends itself to dealing with one character at a time. Well, except for the bits where everyone you’ve met comes together and they just babble over each other.

Having turned plans into things on the screen, I have to say there’s some actually pretty funny stuff. If you’re not laughing at your own script, you’re doing humor wrong.

Basically I’m just copying the script over to the code, creating assets and new functions as I need them. It turns out to be a rather organized approach without being restricting creatively. Of course, when recycling stuff, it also becomes smoother to add new content as the work progresses. Working like this, the usual anxiety about the final product is significantly reduced.

I’ve done most of the heavy lifting by now, and I don’t think anything left on the list is overwhelming as such. The gameplay segments are gonna need some more effort though, hehe.

Aah, pretty tired. Gonna wake up early tomorrow and have one more of these fun LD weekend days.

Tags: good night

Comments

28. Aug 2016 · 23:18 UTC
Images aren’t loading for me. When I add https:// to the front they work though.