LD17 April 23–26, 2010

Screen concepts

Fortress Leviathan screen concepts

Fortress Leviathan screen concepts


I might have to leave these really rough, because I’m already behind schedule. Note that some of the panels are failures.

The left title screen has some potential, although it needs to be 960×512. I can keep the game over screen really simple (top one).

The creature refit screen is the most complex one and I haven’t quite nailed down the game mechanics there yet.

The game/shooter screen is pretty simple, just a static sky background with baked in power meters for heat and health. Clouds can go in the foreground. I might just do 5 quick islands which will scroll in. The water… maybe some animated tile. Doesn’t need to actually scroll. Only the clouds and island would move. I drew some sea gulls too.

Also, I ate a Wienerbröd for breakfast.

Comments

SonnyBone
25. Apr 2010 · 12:24 UTC
oh my

Is that spam?
25. Apr 2010 · 12:41 UTC
Thanks. I’m not sure if I’ll be able to finish this. It’s difficult to tell with programming because a lot of work can be spent on the seemingly endless amounts of game logic and misc funcs… and it seems like you’re going nowhere, then bam, you suddenly realize that you have very little work left.
25. Apr 2010 · 12:57 UTC
This is looking awesome man, the art as well as the concept. Keep it up and get us something playable 😀

Added a layer

I added a background layer (which is the same as the foreground, but mirrored) and tuned the colors some more. Not sure what to do at the bottom where the water starts.

screen shot 2

oh god oh god 1.5 hours left at most

Jesus christ. It’s been a rough day, but a damn fun one at that. It was nice to talk with some of you on IRC.  Hopefully it all works out in the end for those of you still flipping out about “my physics isnt even x at the moment” or “i forgot this what to do”.

Anyway, the game:

Currently, the player is a circle. he’s not on screen at the moment for the purposes of the shot. Other than that, there’s a lot of game left to insert. there is no menu. there is no points. there is no dying. this is practically final destination.

Breakfast blog

I would have taken pictures but I don’t have a good setup for that right now. Breakfast was bacon, turkey sausage patties, and a scrambled egg fried in the fat of the other two. Then a “Fiberful” fruit bar, and then my usual supplements(a multi, additional D, calcium, an Omega-3, and whey protein), followed by some green tea to wash it all down. This is food that makes me work well. Heavy carbs like beans+rice, potatoes or cereal just make me feel hazy, ill and unmotivated.

Day 2’s todo list

I’ve got an awful lot to do, but I’m confident of having /something/ out the door before the deadline.

My todo list for today (in order of priority):

– Improve map paging

– Biome parser

– Entity definitions

– Implement efficient scrolling

– AI

– Interface (at the moment there isn’t one, beyond keyboard)

– Create own tileset (I’m using the stock Dwarf Fortress one just now)

– Resizeable canvas/curses UI

– Resource management (food, grog, plunder)

– Crew management

– Weather / Day-Night cycle

– Dynamic vector field for wind direction

– Lose condition

– Town/Battle mode (separate game mode from the main “high seas” game. more traditionally roguelike – may not make the cut, which would be a shame if ship-to-ship combat was just like trad roguelikes but with blue tiles)

– Procedurally generated content (maps, biomes, entities, markov chains for town and people names)

Behold the teleport towers!

Oh really?

Oh really?

Yeah really!

Yeah really!

You can make you own little network of them, if that makes you happy. ’cause you know, it’s just a sandbox for now…

Tags: screenshot

Here be monsters… CMonsters…

LD48_17_4

Comments

25. Apr 2010 · 10:55 UTC
Do we play as the SMOKE MONSTER?! 😀
SonnyBone
25. Apr 2010 · 12:22 UTC
This looks pretty cool…

I feel dumb…

Just spend a solid 2 hours trying to remember my trig to make a compass to point the player towards theyre island, only to realize its always in the bottom left corner of the map, and so the compass pretty much just pointed south east, all the time. *facepalm*

Comments

SonnyBone
25. Apr 2010 · 12:21 UTC
OH MAN. lol

That sucks.

I am a lazy lazy laggard

It’s now time for bed, again, and all I’ve achieved since last night’s bedtime is adding a player object with the ability to jump from “island” to “island” (just pretend the white circles are islands, ‘kay?), and thus create rigid connections between the islands.

Which isn’t nothing. But it’s a lot less than I needed to get done if I wanted this to turn out like a proper game. The cause? I simply haven’t put enough time in today.

islandrepairman2

Here is a screenshot of me (the bluish streaky comety thing) jumping towards the final unconnected island, having knitted four of the islands into a nice solid triangle + one that’s just kind of hanging there. Reaching the unconnected island without hitting any of the red circles is the win condition. Or at least it will be, once I’ve added code to check for that.

It looks a little better in motion… but not a lot better.

Things I don’t have, and should:

  • Game-y elements: Win condition, lose condition, lives counter, level progression
  • Proper physics balancing. Notice how many of the circles are pressed up against the edge? That can make gameplay really annoying sometimes. I need to increase the force that pulls them back into the centre (or solve the issue in another way). But make the centre-pulling force too strong and everything bunches up, making the game impossible to play. And it needs to be able to cope with arbitrary numbers of circles, as that’s the level progression mechanic that I have in mind. Hmm, maybe I should remove the collision between circles, then it wouldn’t matter so much. Would make it look uglier though, especially if I make the graphics less abstract.
  • Graphics that don’t suck rotten eggs.
  • Sound. ANY sound.
  • A public build. Need to remember to statically link the VC++ runtime so more people can run it.

None of this is terribly complicated, but I need sleep now and when I wake up I’ll probably only have about 3 hours to the deadline. 4 at a pinch. Sigh.

The worst part is that I don’t even care that much. So unmotivated. LD was supposed to solve that problem. :-(

Comments

chrisp
25. Apr 2010 · 10:52 UTC
“Solved” my physics problem using ghost copies of the circles, but that creates a nasty performance problem. Release mode and reducing the FPS helps, but now my physics is all out of whack. I thought I was being framerate-independent, but I guess not.
chrisp
25. Apr 2010 · 11:03 UTC
Set back up to 60 FPS and performance is magically okay now. Not sure how I managed that. Oh well. Gift horse, mouth. Maybe I can pull this off tomorrow after all. It may not be pretty, but there’s a game in there somewhere. Maybe even a good one!

Gameplay complete!

Super Island Colonizer is COMPLETE!….

gameplay wize..

Now i’m going to see if i can get some sound into it before the deadline, and maybe pretty up the graphics a little bit..

but now…. time to relax for a bit and play some submittions.

I hope you all had/are having fun :)

Water

I’m working on making it look like these are little islands in the sea, still needs some waves.

screen shot 3

Comments

chrisp
25. Apr 2010 · 11:06 UTC
Looks more like mist than water, with the gradient. Nothing that can’t be fixed with a harder edge and some waviness! :)

Welp

I’m pretty much done but I was thinking of adding more enemies and a boss (if you’re crazy enough to last that long). Anyways, here are some pics:

 

Title Screen

Title screen o’ doom!

screenshot105

Don’t let them hurt your island!

screenshot104

Lots of enemy chaos!

I’m out :P

I’m out of LD#17. Hate to do it, but I hit a massive wall with scripting in general. I’ve been reading up on unity script for the last couple of months and I thought I could wing it over the weekend … I was wrong! 😛

However, thanks to a lot of help from rptb1, I managed to solve a lot of initial problems in the script and then even go on to actually debug my own script which was very rewarding.

Good luck to everyone else and thanks again rptb1 for all the help! :)

Comments

25. Apr 2010 · 11:00 UTC
You’re welcome. Sorry it wasn’t enough!

starting with gameplay

Ok, added collision. It’s really buggy but as much as can be done with just a polygon soup imported from Blender and no 3d engine. I also realized the external camera might not have been a good idea without an engine either… not that the camera glitches could make the game much worse 😛

Anyway, the game ideas is, you are the blue guy who is an airship taxi driver and has to drive customers (the yellow guy) from island to island.

screenshot3

Comments

chrisp
25. Apr 2010 · 11:05 UTC
Sweet homebrew 3D goodness!

Player Interaction

The clock thingy says 13 hours left, so I think I’m in decent shape. Unfortunately, I’m starting to feel the time pressure & starting to feel tired. I’d rather have one or the other…

Player can now place objects, and the Glompers and Kiwis interact correctly with them. Screenie:
interactionScreen

Playable build here.

It’s kind of funny– I originally planned for the glompers to only be visible 1% of the time. So part of the game, was to figure out where they were and build defenses to keep them away from the kiwis. But unless I slow everything down, that just doesn’t matter.

The other problem I’m seeing is that the Glompers reproduce just way too fast. So, instead of having them spawn every time they eat a kiwi, I’m going to require them to eat a specific number of kiwis. (I’ll define as a constant, and tune as I work on other stuff). This -might- give the player a chance.

Another thing that might be better, would be to have the walls stop both Glompers and Kiwis. This would let the player create a preserve of kiwis.

ToDo:

  • Game Reset
  • Win Screen
  • Lose Screen
  • Title Screen
  • Lots of Tuning
  • Implement Hunger
  • Life limited traps (like the trees)
  • Sound (ha,ha,ha,ha…)
  • -TF

    Back from lunch

    The music’s done.  It’s not quite what I was aiming for (I was going for a slightly eerie feel, but it’s more cheery than eerie), but it works fairly well.  I’ve also done a quick watercolour wash for the background to the cut-scenes (waiting for it to dry before I can scan it).  Lunch was pretty much the same as yesterday; Irn Bru, beans on toast, and ice cream:

    SundayLunch

    Now I’ve got some cut-scenes to draw…

    Spritesheet!

    well, no real progress over here. at least i got this funny spritesheet to show

    chicken

    Comments

    chrisp
    25. Apr 2010 · 11:08 UTC
    Love it! Especially the ones of him getting bonked on the head.
    25. Apr 2010 · 16:57 UTC
    nicely done

    Don’t play with fire.

    Hello, Skynet here, connecting your islands faster then you can say Terminate.

    SkynetHasYourBase

    Comments

    chrisp
    25. Apr 2010 · 11:09 UTC
    I was scared that you had used “from __future__ import skynet” but then I realised it’s Flash, not Python.
    Mstrp2ez
    25. Apr 2010 · 11:11 UTC
    It’s in the sky, creating nets.
    25. Apr 2010 · 12:53 UTC
    I love how “dragons” is a resource apparently 😛 Keep it up, I wanna try this out!

    The Floor Is Lava — Milestone: Actually Playable


    7-ish hours in, and nearing completion. Just some stylistic and gameplay tweaks to go. The music certainly isn’t my best work, but it sort of works as a minimalist-ish thing, I guess. Waffling over whether the kobold-speak in the text is charming or annoying.

    Try it out here.

    Where are my islands???

    Well its seems I wont be able to fully complete something in less then 12h, but I’ve learned some valuable lessons for next time 😉

    – Use tools/API you are familiar with and check that you have a base code running before…

    It seems I didn’t respect this at all, as I went with SDL (I’ve used it in the past on my Windows box for doing GP2X development, but never used it on OSX with Xcode, oops got many surprise there).  And didn’t have a base code running (well I was finally able to get sound running late yesterday and still no graphics pfff!).

    – Make sure its not a monthly production week-end at work…

    Well I knew about this, but since the last few month they were never got any problems so the guys doing the support never had to call me on week-end.  Of course guess what happen? Yup got a call at they were some several errors with processing data in the data base, so had to connect via VPN debug the crap :-(.

    – Verify the schedule for family events…

    Well yesterday had 2 important family events in our family, first it was my wife birthday of 40 years old (an important year), 2nd we were also celebrating the 50 years old marriage of one of my uncle and aunt and came back late.

    Here a little screenshot of what I did so far ahaha in the few time I got ;-).

    My Ludum Dare #17 desktop