LD17 April 23–26, 2010

Well, I added lots of stuff:

  • Camera control
  • Airship control (the airship is the  flat box with steering wheel in the screenshot)
  • Vertex colors
  • OpenGL fixed-pipeline vertex-lighting
  • A second island
  • Clouds
  • HUD display

screenshot2

What I’m still missing:

  • Gameplay
  • Collision detection
  • More and better models
  • Textures (won’t have time)
  • Audio (won’t have time)
  • Skybox (won’t have time)

End of Day 1

Man, what a day. This is my first go at LD, and nothing could have prepared me for it.

It didn’t help that I had to be out of the house for four hours – and the same tomorrow. I can’t even work into the night because I need to be up early.

So here’s the plan: Work like mad tomorrow, and right up until the deadline if need be. It doesn’t matter that that’s 3 in the morning, as Monday is my day off.

It’s been a lot of fun today. I’ve learnt all sorts of fun stuff – what bezier curves are, why the static keyword can be very evil, and just how bad my art skills are. I can’t wait for tomorrow.

A thing of beauty.

A thing of beauty.

my islands are hungry

so I got some McFatness++ stuff.
null

Along with that, some kind of concept art:

null
He doesn’t seem to approve of my meal.

Tags: concept art, foodphoto

Halfway to go

Here it is, I’m turning myself into a sleeping  Eli, and this is what it looks like after ~~10 true hours of coding throughout the day:

Islands in progress 1

As you can see, things are kind of blocky, but they are moving along. The protagonist is the intrepid Pale Yellow Square, as pictured in the center of the screen.

There may be an visual island theme, but the story is quite relevant. In short, your task is to make islands stop being islands.

Well, it is 2am now. I hope to conclude this successfully tomorrow.

ps. amazing WIPs so far!!!! You guys are unbelievable.

Tags: screenshot, wip, work-in-progress

Status: Procedural Generation Quite Lovely

Lakes, mines, trees, palm trees, dirt, and sand hooray! The final island size will be approximately 5-10x larger, but I’ve not done so yet because I haven’t made a way to scroll the map.  :)

Wish me luck! There’s still no gameplay yet. I hope to begin working on at least some gameplay tonight, finishing it up tomorrow.

(But I love the concept I have going here so much, that I’ll probably spend the week after LD finishing it up to my liking. Networked multiplayer is something I’m thinking about.)

Comments

AClockWorkLemon
24. Apr 2010 · 21:19 UTC
This looks surprisingly similar to a board game – The settlers of Catan. If you haven’t seen it, look it up on the web, you might get some good ideas from it :)
24. Apr 2010 · 21:41 UTC
Thanks for that — The name is familiar, but I had never actually looked into it. The planned gameplay is surprisingly similar.
Almost
24. Apr 2010 · 22:58 UTC
Tiles that are taller than they are wide with objects that appear to be seen from the side confuse me. And yes, this looks a lot like Settlers of Catan. I assumed that was the inspiration.
25. Apr 2010 · 01:20 UTC
The tiles are taller than they are wide because wordpress squished the image. They should be perfectly symmetrical in-game. Indeed the objects are viewed from the side, because I am not an artist 😉 I cannot normally draw different perspectives very well, and I didn’t want to try in 2 days.

UPDATE:

Even more functionality!

Now we have:

Bridge: solid, can be walked on and underneath. can only be placed to the left or right of something

Box : solid, acts as a platform and/or wall. has physics (aka, it falls)

Jump pad: can only be placed on floors. makes l’il dudes jump

Screenie:

Wheee!!!!

Wheee!!!!

Half way?

Untitled-3

Desert islands AND floating sky islands! Why not?

So, halfway in and my game is working, but it’s very short — and boring! Since I’m doing this with no fancy frameworks or basecode, I had planned to spend day 1 on the engine and day 2 on the content. Well, the engine’s done, and so is some of the content, so tomorrow I should be able to flesh this thing out a bit.

(I know I’m not going to win any originality points for going with floating sky islands, but they’re just so cool!)

The Early Bird

Due to limited time this weekend, the basics of the game are working but I haven’t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.

The puzzle loader working for the first time

Another screamshot

fydo-ld17-screen2

A few more fun things going on here. :) Looking forward to spending tomorrow polishing things up. Fun times! 😀

Tags: island, screenshot

Not quite done.

I’ve finished making all the levels, made the sounds, plus a beginning and an end screen. So why am I not done? Well, currently the game takes about ten minutes (at most) to beat. Also, it’s kinda boring.

I’m not sure what to add, so here’s a demo.

Wow! You can even jump!

Wow! You can even jump!

Try to escape the giant floating island! Go!

Please let me know what you think.

Comments

pubby8
24. Apr 2010 · 21:34 UTC
It ran at like 10 fps.
SonnyBone
24. Apr 2010 · 21:57 UTC
Ran perfectly on mine.
Almost
24. Apr 2010 · 22:53 UTC
Well, I plummeted to my death. The use of enter for teh title screen only and Z for the information text only was odd, since it wasn’t mentioned ingame that those were the keys to use. “any key to start” and “any non arrow key” for the text would’ve made more sense to me.
SonnyBone
24. Apr 2010 · 23:30 UTC
I agree with Almost.

Your particle effects are nice.

They’re very simple, but add a ton of ambiance to your little world.

progess

I havent reported in yet today so yea, things are going smoothly, almost done with my map view after that its some simple path AI and balance the number system, the birth of a game

Screenshot-3

Comments

Almost
24. Apr 2010 · 22:28 UTC
I can’t tell what’s happening, but it looks cool.

Twisted and Pygame

Twisted provides a network reactor framework for Python that simplifies network programming down to implementing methods on a class that inherits from one of their base classes. You can have an arbitrary number of classes and instances of those classes managing the chatter with a particular connection.

My current problem with it is that it doesn’t seem to provide an API for adding more sources of events to be handled. Pygame is equally uncooperative in this regard. I can’t, for instance, tell a Twisted reactor to listen to another arbitrary file descriptor and how to handle it. Glib has “GSources” which encapsulate this notion, and are abstracted well enough for applications which have to poll for data readiness that is unrelated to a file descriptor. Rarely in a *NIX environment will you ever have such a thing, but platforms like MSWindows have a whole slew of data sources which you can’t select() on. (That may be out of date. It’s been a long time since I’ve done MSWindows API.)

The compromise I’ll have to make for LD17 is to use a timer-driven callback which pumps my Pygame event loop. The Twisted API for this is the callLater() reactor method which accepts a timeout and a callback function as arguments.

Anyone know anything better?

Comments

ickylevel
24. Apr 2010 · 21:36 UTC
Twisted is cool but wtf ? Multiplayer ? Are you insane ?
hdon
25. Apr 2010 · 15:37 UTC
It can be done!

One Day Lost

I’m going to start just now (it’s midnight here), after a full day of helping other people with computer-related problems. I still don’t have an idea, but one thing is for sure: ASCII.

I think I’ll do it with Python this time. I’d really like to upload something that gives at least a bit of fun 😛

PSnake

hLSO, Everyone!

Well, I’ve been thinking about joining Ludum Dare for a while now, but because of my almost terrible game creation skills, i’ve resisted for a while.

But here I am! I’ll try to join the next ludum dare, but until then, good luck?

Comments

pants12
31. Jul 2010 · 20:35 UTC
lol i know you will be great 😀

also thanks for my approval…

Floating Islands – update 2

The game is playable now, I have added new images and finished the basic gameplay. I want to upgrade some things like the movement using some physics engine maybe.

I have a new video of the game, the game has sounds but I recorded the video with the game muted.

Here are some of the assets of the game:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ island01 island02 island03
island04 jumper

Graphics WIP

Fortress Leviathan WIP graphics

Fortress Leviathan WIP graphics


I’ve been working on some the graphics. Not sure if I’ll have time to finish them. They’re pretty quick to make, but I have about half left, then I need to arrange onto sheets, load into the engine and make sure stuff animates properly.

The game mechanics are very simple, just a drifting blob which shoots on other drifting things. Not sure how long this game will take me to code. Tomorrow I might have to budget 6hrs for the code, 6hrs more for the art, 2hrs for tax declaration :( and 2hrs for surviving.

It’s approaching bedtime here. I’ll have to get up at 12 tomorrow… today.

Comments

Cosr
24. Apr 2010 · 21:49 UTC
Looks great, of course. The little city buildings on the leviathan’s back is a nice touch.
SonnyBone
24. Apr 2010 · 21:51 UTC
As always.. this is beautiful.
rob
24. Apr 2010 · 21:59 UTC
Those are beautiful. I could almost eat your sprites.
hdon
24. Apr 2010 · 22:17 UTC
Looking nice!
24. Apr 2010 · 22:20 UTC
I continue to covet your drawing skills.
Ariel Yust
25. Apr 2010 · 02:40 UTC
Good Graphics what tablet are you using? =] I’m on inteouse4 med =]
25. Apr 2010 · 09:05 UTC
Thanks!

Space Islands!

asd

(Click for bigger version)

So, alright, this is it for day #1 – its “space islands” aka asteroids something. Bascially this is going to be a RTS in which the player has to harverst ressources, build stuff and defend against some kind of aliens. I really dont know yet – the art is mostly temporary right now, except for the abstract icons, this is the style I really want to go for. :)

The green polygon is some kind of indicator for ressources, the blue icon is a mine/harvester, the red thingy is a factory, and the box is a storage

Progress!(?)

Here’s what I’ve done so far. It’s not playable yet, but the framework is in place. Saving/loading of maps and configuration. I think it’ll become a turn based strategy where you conquer territory and battle the ally over the territory? Maybe..

Who knows where this will go :)

intromain

Comments

24. Apr 2010 · 22:08 UTC
Nice. :)

Looking forward to playing it.

A short essay on sleep dep.

sure the shadows are kinda cool...

sure the shadows are kinda cool...

So, I stayed up till about noon today working on this. Eventually I passed out, largely due to sheer exhaustion, and largely due to the fact that I was no longer capable of writing code, and all attempts at writing music came out as weird drones and the sounds of cats making love. This is unusual, given I have a much stronger musical background then anything.

The interesting thing about it, is after playing my game, the effects sleep dep had on my sanity where instantly apparent. Check out the screenshot.  You can actually watch me loose my mind from lack of sleep. The player sprite (the weird ethereal looking chick,) was the first bit of game art I did. After coding her movement, I decided I needed to add in enemys, and came up with the first game enemy, the weird shadow ghosts, at this point I was kind of tired, but the results are actually pretty neat. Im happy with them, despite them being kind of horrible from a pixel art standpoint (They are MADE of jaggys, nothing but jaggys… wtf?)

The point I wish to draw your attention to are the clouds. Sometime around 10 am I decided that this game needed some sort of bg (totally acurate, it did. Flying around a blue screen doesnt really convey much sense of motion.) That being said, look at the second one down from the top right, that cloud is made of squares. In my sleep addled brain, square clouds made perfect sense to me. Square. Friggin. Clouds.

The really funny bit, is they just may make it into the final build.

I also need to optimize so much code from last night its amazing.

Comments

SonnyBone
24. Apr 2010 · 22:17 UTC
lol square clouds

A late start

Island Hermit Hop!

Island Hermit Hop!

I didn’t have any ideas when I saw the theme last night. This afternoon I decided on a little island-hopping platformer. So far I have a guy who can jump around and swim. I think it needs sharks.

Comments

SonnyBone
24. Apr 2010 · 22:17 UTC
looks neat
PsySal
25. Apr 2010 · 01:05 UTC
gogogo this looks awesome! reminds me of smb2 for some reason…