LD17 April 23–26, 2010

First screenshot

Just a black screen for now

Just a black screen for now

I got the ogre framework code running, and I’ve already started stripping down the demo code. I should start making some progress now…

Tags: screenshot

Comments

hdon
24. Apr 2010 · 10:07 UTC
1315 FPS? Do you have *horizontal* tearing on each scanline?

B is for ‘Busy’. Also, ‘Bah!’

Turns out that everything is against me this weekend. Visiting people, and I have some assignments I need to finish for next week too. Bah! I’ll have a go at working on my game anyway, as I do have an idea I want to try:

Some guy, or a race of some guys, have kidnapped all the islands, which are thus illogically floating. You must fly your airship (yay, airship!) to islands, where you then battle some guys, stop the whatever-it-is that makes the island float, and it falls back in the sea with a satisfying plop as you escape on your airship again. Rinse and repeat.

That’s the basic idea, but there are a few ways I could go with it… Originally I was thinking trading between islands. Or maybe there’s a shop you need to go to to buy ammo/weapons/ health packs/etc. And randomised levels, but I always try level generators in LD and they always take most of my time and turn-out awful. 😛

I was gong to give Flashpunk a go with this too, which I have no experience in yet.

So yeah, doomed to failure. Good luck everyone else!

Tags: bah, busy

Ok, idea

No man is an island?

WRONG

Comments

hdon
24. Apr 2010 · 10:05 UTC
“ISLAND MAN” or “The Game About a Guy Who Actually Is an Island”

I still have no idea where this is going

but I find it looks quite pleasing. It’s just pseudo-perlin noise with a variable gradient map:

Procedural Islands

Tags: progress

Comments

hdon
24. Apr 2010 · 10:05 UTC
Looks good! I think I see The Great Lakes

Titlescreen and lunch

TitleScreen

I’ve got a title screen now.  I’m not entirely happy with how the watercolour turned out, but it’ll have to do.  There’s going to be clouds obscuring part of it, which will hopefully make things look a bit more interesting.

Lunch below the cut:

SaturdayLunch

Nothing special, just beans on toast and some Irn Bru.  You can see my Scottish Fairy Tales book though, which maybe gives you an idea of what I’m going for with the game.

Comments

24. Apr 2010 · 09:59 UTC
Cool, will the in-game gfx also be hand-painted?
edwardoka
24. Apr 2010 · 10:33 UTC
You sure about the clouds obscuring /some/ of the map? I’m pretty sure they never see the sun in the normal Outer Hebrides, never mind the Outer Outer ones :-)

Islands … that fly!

Islands concept art

Islands concept art

So here’s a quick concepty scribble with oil pastels.

I imagine a floating island piloted by a single warrior, attacking and scavenging stuff from other islands to make his island fly higher.

Let’sa go!

Comments

hdon
24. Apr 2010 · 10:13 UTC
Seems that we have a lot of floating islands. I wonder if anyone’s interpretation of “islands” will be a shattered planet with chasms that lead “all the way down”
24. Apr 2010 · 10:20 UTC
I think the whole floating islands thing gives more freedom
24. Apr 2010 · 10:39 UTC
I’ve loved floating islands ever since Sonic 😉

Power!

screen3

Power has come to the volcanic island!

It’s not scientifically accurate, but still works!

Comments

hdon
24. Apr 2010 · 10:14 UTC
Is it supposed to be a geothermal energy tycoon game?
pubby8
24. Apr 2010 · 10:29 UTC
It’s going to be a tower defense that feels like you’re building an island city.

Now I’m settled on a theme.

I’ve got the bare basics going. Selection and movement and combat all work, so now I have to get the actual gameplay going. I am coding in BlitzMax. It’s going to play just a lil’ bit like Euphoria when everything is set. I plan to enhance the graphics with more variety later if I have the time.

early screenshot

Pincer pickups

I now have pickups, but it isn’t enough to show that I’d make a screenshot for it. And I took some time to refactor how I did actor-to-actor collision – not to the point of being wholly generic, but enough so that now I call player.checkActorCollision() at the end of each turn and it handles all the player interactions – so I just repeat that template for each actor needing its own collision events. This’ll let me control the order of collision events pretty finely, which is good in a coarse, turn-based sim like this.

It always feels kind of ugly to me to figure out which actor a collision event should occur on – since even though the events always involve two actors, only one of them has to initiate the tests. (even if you have a generic shape-testing system – or in my case, a Roguelike point-testing system, you still have to find a place to do all that “what type of actor, is it invincible, etc.” stuff…) Something I’ve got a few ideas swirling around for. Well, that’s enough writing for now.

Comments

hdon
24. Apr 2010 · 11:23 UTC
I usually do something like this if I only need two things to collide at once:

Hello, world!

According to http://www.ludumdare.com/compo/2010/04/21/ludum-dare-tips/ I’m supposed to post my “Hello world” here. Not sure why, but here it is!

Ludum Dare 17 Islands — Hello WorldExciting, huh?

Comments

hdon
24. Apr 2010 · 11:24 UTC
The world says hello, back!

Off to some kind of start

Not sure if it is going to be a good day or not. I have stripped out some code from my last Ludum Dare entry and am now starting on the prototype for what I had in mind. I see that some people aren’t having the best weather, so I thought I would share a view from my front porch here in Portland, Maine.

Tags: LD17

Comments

hdon
24. Apr 2010 · 11:23 UTC
Gloomy and rainy here! *jealousy*

More progress!

Got my supercool XML level loader up and running now. I’m almost certain that I’m doing something wrong with it, but meh, I suck at XML and it’s working, so that rules, I s’pose.

Wait, what?

Wait, what?

Tags: flash, progress

Comments

hdon
24. Apr 2010 · 11:25 UTC
looking neat so far!

Run Forest Run

forest

My forest went wrong!

Comments

AClockWorkLemon
24. Apr 2010 · 10:27 UTC
Ohai hempuli, good to see you here as well!

~ACWL
hdon
24. Apr 2010 · 11:25 UTC
That looks really cool! Have some of those trees gone for a swim?

Bedtime…

Well, its 10:15 here in Sydney, and i’m off to bed so i can start earlt tomorrow.

Here is a timelapse of the 7h or so today

Ludum Dare #17 Timelapse Part1

Comments

hdon
24. Apr 2010 · 11:26 UTC
Wake up, Neo.

ahhhh the morning smell of sea…

yaaaaahhhh good morning brain ! had a busy night hã ? will feed you with some crackers and grape juice, and now make the fingers move and lets code this game, that you spend the whole night thinking about.

crackers with grape juice

Tags: food, foodphoto

“Food” photo

I was too excited to follow through on my “sleep normally” plan.  Because I’m down with the sickness, there will be no solid food for me.

Nectar of the gods!

Nectar of the gods!

Tags: foodphoto

vienna on screen

Got a map on screen. You’ll be fighting for support in those districts by doing actions at the locations (red circles)

map districts locations

I already wrote quiet some simulation code for the serverside – next step: make the GUI react to what the simulation says :)

Comments

hdon
24. Apr 2010 · 11:27 UTC
Is the client web-based?
24. Apr 2010 · 12:58 UTC
This looks awesome.
24. Apr 2010 · 13:19 UTC
yeah it’s going to be browser based multiplayer. the graphics won’t get much better and i’m thinking text only input – you are kinda tweeting tasks to your characters.

Almost 12 hours, and a working demo

Most of the features aren’t implemented, but if anyone wants to try it, it is working…

http://www.box.net/shared/7y9dcpyj8m

Comments

hdon
24. Apr 2010 · 11:30 UTC
Hope these comments help:
Tyler
24. Apr 2010 · 22:46 UTC
Thanks for the help! I already fixed the Start and travel window issue, but I don’t know enough about your Linux error to even know where to start. As long as its not a gamebreaker, I may just have to permit it to stay…