First screenshot

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

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
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!
No man is an island?
WRONG
but I find it looks quite pleasing. It’s just pseudo-perlin noise with a variable gradient map:

Tags: progress
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:
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.


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!

Power has come to the volcanic island!
It’s not scientifically accurate, but still works!

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.

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.
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!
Exciting, huh?
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
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?

My forest went wrong!
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
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!
Tags: foodphoto
Got a map on screen. You’ll be fighting for support in those districts by doing actions at the locations (red circles)

I already wrote quiet some simulation code for the serverside – next step: make the GUI react to what the simulation says 
Most of the features aren’t implemented, but if anyone wants to try it, it is working…
http://www.box.net/shared/7y9dcpyj8m