LD17 April 23–26, 2010

My first ludum dare

Hi all,
I only just found out this morning (a couple of hours ago) what the theme was because of internet problems, and I am quite busy today (is morning here and we are having guests come over this afternoon), but I will see what I can do with the Islands theme :)

I haven’t gone in a Ludum dare before, but I If I get something working in time for the competition, great!

I might try some sort of island shaped 2d maze like game with a robot in it or something LOL
Good luck to all!!

cheers,
Paul

Pan and Zoom

For some reason, I just wasn’t able to get a good start yesterday. Starting to catch up now I think.

Click here for my in-progress builds (Requires Flash Player)

Sticking the rest of this behind a read-more tag, since there’s a bunch of images.

So… the general idea of my game is that there’s a group of islands, populated by an endangered animal (currently, a striped kiwi). An invasive species (not yet finally named) has arrived, and the player’s job is to eradicate the invader.

No idea why it’s a kiwi. I drew it and the invader last night before falling asleep. I probably need to re-draw both.

glomperkiwi

The basic rules- untested as of yet.. are
– The player can place traps, and walls.
– Traps will kill any animal that steps on them (good or bad)
– Walls will permit movement of the kiwis, but not the invaders
– Player gets resource points every second which he/she spends on the traps/walls
– Animals can walk on shallow water, but not deep water

Anyway, to explore the ruleset, I need to be able to visualize what’s going on. So, thus far I’ve been working on getting a map working. Much as I’d love to have procedurally generated islands, I could see spending all of the remaining time trying to get an algorithm to work. So I just free-hand(ish) drew some:
tilemap

I say free-handish, because I used the path and stroke tools in Gimp, to draw the islands, and then went back over the image with a pencil tool to ensure that the image only had 4 colors in it. More on that in a sec…

Now, I figured that map was too ugly to display to the player, so I screwed around with various filters and effects (mostly creating noise, and then using that noise as a bump map) to get a (slightly) more aesthetically pleasing map for player use.

prettymap

(I’ll admit to having the artistic ability of a year old turnip, but I like this map a little better) Now I have a scale problem… my island fauna are tentatively 32×32 sprites, which would be too large for my islands. I need at least one, and probably more levels of zoom, right?

Going back to the original 4-color map, I read that map in pixel by pixel using getPixel32(). The returned color sets each tile’s type (Sand, Jungle, Deep Water, etc), which is stored in a 2d map array. When the map array is created, it also generates a random offset for that tile, which is used to pick a rectangle out of a base tile to represent the terrain. This, for example, provides 50, 20×20 Deep Water tiles:
Deep25

This seems to work adaquately, though as you can see, I need to lighten some of the darker pixels in my first level of zoom:

v01FiveZoom

However, at this point I’ve spent way too much time on aesthetics (and explaining(!!)) so it’s time to get to populate my islands and get some dynamics working!

-TF

Progress Report #5

And the ball is rolling! The sprites are drawn (some anyway), and I’m now finishing off OBJ support in the PPU emulator class. Here is the sprite sheet I’ve just drawn up, see if you can guess where I’m going:

BRRRAINNNSS

BRRRAINNNSS

Update:

Well, i’ve got a good little HUD working now, which makes thing that much easier. Almost ready to make an engine release!

Hmm... few to many l'il dudes there....

Hmm... few to many l'il dudes there....

Comments

25. Apr 2010 · 00:19 UTC
I need to make a game like this when this compo ends, I love this concept!

In response to some helpful people…

I’ve tweaked the graphics, made the game a bit harder, and added more detail to the backgrounds.

Now not looking quite as bad...

Now not looking quite as bad...

Unfortunately I’m going to be busy tomorrow, so I’ll have to try and roll out the finished version soon. Oh, and HERE’S A NEW, UPDATED, SOMEWHAT AMAZING DEMO.

Comments

25. Apr 2010 · 01:35 UTC
Guess no one liked it.

Bath Time!

bath1

Okay, so I didn’t update you yet, but I have been taking pictures along the way.  This game is going to be done completely with photos, instead of the usual.  It’s pretty fun doing this so far.  ^ Here you can see how dirty our bath tub is…  This is with a single controllable sprite.

2010-04-24-152632_800x600_scrot

^ Here’s when I got some AI for the computer player and too many cannon balls.

2010-04-24-172154_800x600_scrot

^ Here’s the foreground effect in place (and some ugly water – which might just stay…).

Now, the game?  Plod around and shoot stuff with your cannon, so far.  I have a few directions I can take it, but I haven’t settled yet.  Treasure collection?  Cleaning toys?  Environment puzzles?  Save the captured toys?  One of those, surely.

Comments

25. Apr 2010 · 17:03 UTC
Haha! That’s a great twist on the theme. Bathtub. 😀

Morning update

Morning update

So, here’s what I’ve got this morning. I’ve changed all of the textures because I was using some stock textures that ship with Unity. I was expecting my new textures to look really bad, but I think they’re actually ok. The grass is kinda weird though, so maybe I’ll work on that more later. I’ve also adjusted the lighting so it’s much brighter now. I also almost have gameplay now, as you can build houses. You can build them on any island instantly without a limit, so there’s still a lot of work left even on just that basic feature. I think I really need to start thinking about what the necessary core features are and focus on those.

Sweet Blocky Blocky Pixels

Ok so as usual i spent way too much time tweaking how this draws and not actually making characters. My player is still an axis, and he can walk on water. Blah.

screeny3

Ironically, I spent a while getting the “pixelated” edges to blend smoothly but not blur out to mush. And to top it all off, this is still tmp art. Why did I draw a tmp plant?? why?? I’d really like to get depth map shadows in here, but I don’t think there’s time for that, at least if I want to have any gameplay.

But I’m pretty happy with the drawing, it’s using 4x FSAA and 4x oversampled textures to get crisp yet blocky 16×16 tiles, epic overkill of graphic hardware. :)

Comments

Jpfed
25. Apr 2010 · 01:14 UTC
Overkill though it may be, it looks really cool!

The “Story” Thus Far

I’m Nate Wiesel, and this is my second attempt at a Ludum Dare game. During Ludum Dare 16 however, I couldn’t finish soon enough due to lack of programming knowledge at the time. However this time, I have a bundle of fresh new ideas! (Freshness of ideas may vary.)

With the theme as ‘Islands’, I wasn’t quite sure what to do at first, but eventually after a lot of experimentation, I came up with making a platformer. My game, now called ‘Island Escape’, has 5 hand-drawn levels (and a final “boss” level) about a nameless guy who washes up ashore on a deserted island, and wants to build a boat to escape. It’s not the most original idea ever but I’m trying to pull some unique concepts out of it and make it at least somewhat enjoyable. I’m usually used to taking my time with projects so it’s a bit tough to do this kind of thing under time constraints, but hopefully I’ll pull through.

Here’s a little bit of what I’m working on:

Gameplay Footage 1 http://www.youtube.com/watch?v=KOG-HH_Et9A

Original Character Sprite http://i.imgur.com/kZKZs.png
Animating Character Sprite http://yfrog.com/9e3hpp
Level Concept http://yfrog.com/1n33vp
Map Screen http://yfrog.com/0kzfup
Bouncy Good Fun!!1 http://yfrog.com/0p257fp
It’s Just You And Me, Palm Tree http://yfrog.com/5jfklp

I hope you all like it when it is done!

Comments

SonnyBone
25. Apr 2010 · 01:44 UTC
RAD STAGE SELECT

Forgotten Isles: Level One Complete

Well, the past few hours haven’t been that productive. I think my main blocker has been the simpleness of this game. I’m putting off “level design” because I want to get more of the code done, but the truth is that the coding is actually finished. Events, game logic, etc are all done.

So, I’m happy to announce that Level one is complete.

I’m going to draw out the other levels (4 or 5), make sure they’re challenging enough and that the story makes sense, and that’s the goal for today.

Tags: screenshot

Update/Engine Release:

well, i’ve got the game engine sorted now, now all i need to do is design the levels.

Screenie:

Wheeee!!!

Wheeee!!!

D/L Link:   http://dl.dropbox.com/u/4410179/LD%2317.zip

EDIT: oh, yeah, you can switch block types by clicking on the icon in the HUD or using the mousewheel.

Comments

SonnyBone
25. Apr 2010 · 01:42 UTC
NIFTY. I launched dudes onto spikes for quite a while until I figured out how to properly use the bridge.
AClockWorkLemon
25. Apr 2010 · 02:24 UTC
heh, that’s all explained in the tutorial i am building :)

Isometric madness

I am using Python and Pygame for this compo. Ok, so as of now I’ve written an (Really pathetic) isometric engine for my game. I don’t know how it’s gonna turn out, but I have a penguin who may swim from island to island. Right now I can’t figure out how to layer the character and the tiles right.

screenshot3

screenshot2

screenshot

So I might be busy tomorrow, and might not finish.

Usual Hour 24 Panic

It’s about that time where I start thinking my game idea might be crap!  I was thinking I’d have you grabbing passing ships and using them as weapons to throw at other monsters, but now I feel like this guy just wants to swim around and have a good time.  Probably chase things around the cluster of islands.

Baby Leviathan squirming around.

Baby Leviathan squirming around.

demo/status page here

Tags: baby leviathan, panic, screenshot

Comments

25. Apr 2010 · 17:01 UTC
Dude, that’s awesome.

Day 2: Night, Light, and Pirates

Finally got pirates done! all the mechanics for night are in place, now i just need to make it switch from day to night. Have a screeny of the three things in the title!

LD17_seven

So, some more info. There are 2 types of pirates, the orange ones, and the red ones. The orange pirates throw daggers at you when they’re right beside you, and the red ones throw bombs every now and again which destroy blocks. They both have a fancy AI for getting around the rugged terrain. Night time is a little laggy with all the dark tiles, but as you progress and get more light tiles it should get better.

So, all i have left now is:

  • Day+Night timer and transitions
  • actually getting hurt by pirates
  • making pirates come out of the pirate cave at night
  • making the inside of the pirate cave
  • having you die when you fall out of the screen
  • Having a consequence for dying
  • Having a way to win

It seems like a lot, but most of it is small stuff. i should be finished most of it tonight then have time tomorrow for music and stuff.

also.

ld17_eight

Pirate cave sealed at day, Pirate cave open at night

so yeah!

Comments

Almost
25. Apr 2010 · 01:27 UTC
It looks very cool.
SonnyBone
25. Apr 2010 · 01:37 UTC
I agree with Almost.

AGAIN.
AClockWorkLemon
25. Apr 2010 · 01:38 UTC
Out of all the entries I have seen in the making, this would have to be the one i am looking forward to the most! CANNOT WAIT! 😛
Praetor57
25. Apr 2010 · 01:44 UTC
That looks awesome! Keep it up!

I think i will call my game…

“4 islands”, since “archipiélago” is alredy taken.

tried to make an island text adventure

and failed miserably. Just wanted to take a break from Unity and all that fancy 3d. But, it was fun to mess around TADS3 for a bit. There’s a few things you can do in the game, but nothing too interesting. Will probably come back to TADS3 one day and make a proper text adventure. Now to finish my real entry.

windows build + tads3 source code

Tags: fail, islands, not fun, tads3, text adventure

Comments

madk
25. Apr 2010 · 01:49 UTC
“I would not want to miss Lopez Tonight”… that’s prime material.
KavuDX
25. Apr 2010 · 03:21 UTC
I want to throw all my work away and start using the TADS3 right now…

Oh god, if only I had met you sooner…
25. Apr 2010 · 04:09 UTC
pick up coconut

give coconut dog

get dildo

wield dildo

attack swayze

get knife

remove dildo

wield knife

carve swayze
Fiona
25. Apr 2010 · 05:04 UTC
TADS owns.

Good color choice makes everything better

I’ve officially switched from the common and boring sandy beach and pale blue water style to the deep green ground and slightly green water. It looks much nicer.

Also, I have a fancy draw lots of trees as blobs thing, which I think is ok. I’ll probably do something similar to make the ground a more interesting shape/color.

The units/colonies are all placeholder graphics right now. The only really interesting thing with them is that each one is made up of two different images, one drawn normally and the other one tinted red or blue depending on the team.

take3

There’s still a lot of gamelogic to be coded if I intend to finish this, and I’m not really feeling inspired enough to work fast.

Tags: screenshot

Mmm… Hoverberries…

Alright, I’m done.

Mmm... Hoverberries...

Mmm... Hoverberries...

LD Page

Comments

Thores
25. Apr 2010 · 09:07 UTC
Very nice atmosphere, cool ambience. Is there more than one way the game can end or did I actually just beat it?

Progress

Here’s where I’ve gotten to so far with “Viking”. I’m actually really very surprised by the size of the map I’ve been able to shoehorn into this thing without it complaining too much.

I’ve used a 600×600 version of the heightmap on this post to populate the world data, there is also a JSON file that contains entity definitions and locations and another image map that maps cells to biomes, but those aren’t hooked into it yet, hence why there’s only the four types of tile at present. If I have enough time, the image maps and entity JSON will be fed in by a PHP script that will do the procedural generation.

Next stop, bed.

vikingscreenshotlevel1-height

First Screenshot of No^Man

First puzzle completed.  4 more to go.  Now, the fun part:  puzzle and level design.

No^Man is inspired by Daniel Benmergui’s ‘Today I Die’.  http://www.ludomancy.com/games/today.php

Still needs:  music, main menu, animations, better player sprite, backgrounds?

firstss