LD18 August 20–23, 2010

Mike Cann – Hour 0

Okay its 3:31am the competition started 31mins ago. I had originally intended to wake up at 5-6am then start coding but I couldnt sleep so I thought I would get cracking early then catch a nap later on when im tired.

The theme “Enemies as Weapons” is actually a better theme than what I was expecting “Technology in the wrong time period”. I havent got an idea yet but im sure something will come to me :)

Anyways, here is where all the magic will be happeneing over the next 48 hours:

I have ChronoLapse setup to capture a screenshot every 60 seconds so hopefully we will get a nice video at the end showing my progress (or lack of :P).

I will be updating at regular intervals throughout, mainly to break up the dev process a little as 48hours is a long time!

Wish me luck!

Tags: desk, start

Comments

Fiona
21. Aug 2010 · 00:59 UTC
Mikeeeeeyyy

Pam said Fred is ass balls

So my plan for ‘using enemies as weapons’ is talking shit about them to get them to do what you want. in other words, you get to be a sociopath :D

screenAI have some platforming and a basic ‘click on stuff to make sentences’ thing so far, and the different words are tied to their respective object or meaning, so ‘executing’ the sentence shouldn’t be too tricky, but may require a little AI, nothing too fancy though :)

Tags: insults

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Chassis Commander: The Idea

So here’s what I’ve got.

First, take Smash TV.

Now imagine you’re a dude who has a gun chassis. It’s not actually, like, a gun. It just has potential to be a gun. You could turn it into a gun, if you had parts for it, of course.

You also have a vacuum tube. It can suck up monsters. And turn them into gun parts! Random gun parts. Some monsters will have notifiers for what parts they’ll turn into, but if the parts you need aren’t around – like, say, you’re completely out of ammo – you might have to just suck up random monsters and pray. Sucking up a monster is going to be a bit difficult and leave you vulnerable, so if you have to suck up a bunch of monsters gambling, you’re in bad shape.

To make it worse, your gun degenerates over time. The various parts stop working as well, and eventually break entirely. You can’t use a broken gun so you’d better replace those parts before they fail completely, rather than after they fail completely.

Guns are currently made up of four different parts:

* Ammo – what you fire. Divided into three major categories, Bullet, Canister, and Energy. Ammo governs the behavior of your weapon – you might want to switch from Standard bullets to Penetrating bullets, for example, if you’re up against real big meaty monsters.
* Magazine – what stores the ammo. Also divided into those three categories. You can’t store ammo if you’re not using a magazine of the right type, and if you grab a new wrong-type magazine, all your ammo goes bye-bye. Magazines can also make your gun fall apart more quickly or less quickly, though of course the more conservative magazine types also have a lower ammo capacity.
* Feeds – what delivers ammo to the barrel. This changes how your gun behaves, from a standard medium-fire feed to a burst-fire feed, an ultra-burst shotgun-type feed, or a full gatling cannon feed.
* Barrel – what outputs ammo. This will affect how the projectile behaves when it leaves the barrel, including curved or homing shots, slow/fast shots, wide spread or narrow spread.

So it’s a frantic race to keep your gun working as well as possible while killing monsters with, let’s be honest, whatever you have handy.

Controls will be WASD for movement, mouse/clicking for aim and fire. That’s the plan. Let’s see if it works!

Comments

21. Aug 2010 · 08:21 UTC
Nice idea, I like this one… Could be interesting to add “special components” to the possible drops which would really modify the gun (turn it into a plasma cannon, or a flamethrower)

ITS FLUBBER

Somehow I got an idea. Let this MS Paint show you:
boing

Comments

juhkystar
21. Aug 2010 · 01:04 UTC
Dangit, that’s pretty much my idea.
21. Aug 2010 · 01:30 UTC
Idea is pretty cliché, but the graphical style looks good.

All plans are dust

Ahhh, the best laid plans…

My game idea is coding heavy and light on graphics. So I’m just probably going to try to get a jumpstart on the code tonight and start the graphics and then music tomorrow morning.

My setup

My setup

My video card unfortunately only supports one monitor, but I like my setup. I will not be using the 360 in the corner there. Nothing really special. I have a tablet, but I lost the pen :( Just a keyboard, mouse, headphones, and 23″ widescreen monitor.

The Idea

I finally got a good idea!

I’ll take a plane,  fly to The Bahamas and hide there for a while.

At least, I won’t have to think something original to go with the current theme :)

My brain is melting!

theme

So, I usually try to make games that don’t have enemies or weapons…

Screw your theme.

Back from voting! Enemies as weapons is a great theme. I can see myself coming up with something really interesting for that. But I have a better idea. I thought of something gnarley for “technology in the wrong time period” last night, so I think I’ll make one of those anyway. Who’s going to stop me, huh?

My plan requires a bunch of public domain government recordings as material so it wouldn’t have been eligible for the main compo anyway. Can’t lawyer the rules too much now that we have the Jam rules. But I’ll still gun for 48 hours.

Main goal this weekend is to finish a thing with Unity. I haven’t done a lot with it so I’ll be working with some tutorials and junk given to me by my good bro allen. I’ll also probably be using Audacity or Goldwave, PSP7 and 3dsmax.

Good luck, everyone.

Comments

21. Aug 2010 · 01:14 UTC
And i thought of something great for skyscrapers, but i’m gonna do that anyway. only after ludum dare :)

More progress

mockup2

Got a basic palette picked out and started throwing things into the flash editor and so here is mockup number 2. This is going to be what the first playable prototype will look like as I seek to get a playable game ASAP. Then it will be time to swap out all these simple shapes for final art once it is tuned and fun.

The 5 sided shape is the player, the circles are the collectible targets (only score when enemies hit them), the pink squares are seeker enemies (think homing missiles) and the orange spikes are proximity shooting spikes that launch in a straight path.

Tags: design, flash, mockup, prototype

Overhead procedurally generated RTS

Ya. The basic concept I am running with is an RTS where each enemy type is based in a material, much like Pokemon or other element based games. Upon defeating enemies, the player can then build weapons based in their material type. Uh, thats about it for now.

Initial Game Idea Sketch

Yay first idea sketches.

Yay first idea sketches.

So I think I’ve got an idea. It’s a overhead arena shooter thingy where the player has to ram into enemies to send them flying into other enemies. And in order to gain more energy to boost/ram, you have to “catch” bullets and rockets in the rear of the ship. Then add lots of environmental factors like spikes, saw blades, energy shields, lightning barriers, explosive barrels, and destructible walls, and you’ve got a room of massive retro eye candy.

Hopefully.

Tenuous First Steps

I’ve seen many other people doing these posts, so I thought I should too. So uh, hi, my name is Dylan, and I’m an al-

Ever since I was a child I’ve always wanted to make games, yet I’ve never managed to maintain enough motivation to keep on keeping on to see a project through to its end. Truth be told, I’ve barely seen a project through to its start!

That said, last weekend I attended the Freeplay Independent Games Festival in Melbourne, Australia, and like most other attendees, I left the two day event charged with motivation, and it was there I decided I would finally do something. Ludum Dare was conveniently just around the corner, so here I am.

I’m not much of a programmer (if at all), so I’ll be using Construct as my tool of choice. GraphicsGale will take care of any pretty things I need to make, and sfxr will go quite nicely for all things audio.

So that’s me. I hope I can stick out the 48 hours and come out the other end with something! All the best!

Comments

nyarla
21. Aug 2010 · 01:22 UTC
yay! good luck dude. 😀
21. Aug 2010 · 01:37 UTC
my name is Dylan, and I’m an al

That made me laugh 😀

Context Free & Me

So this little gem is not so easy to jump into and make what I want. Originally I thought it would be great for background images, but as it turns out I wont be able to figure out the language quickly. Too bad since some of the art from this app is beautiful.

Anyway, I found an example that rendered an item of interest and tweaked it to give a starry background (looks way better 2000×2000 pix):

stars_500x500

recycling robots – first draft idea

recycle robots draft

The idea is to control a robot that will look like a little tank, and collect energy and bullets by recycling from from the destroyed enemies, each map will have different types of enemies.

The controls will move to the sides, and control the direction of the weapon, the key E will collect energy from the dead enemy, and B to collect bullets.

Tags: bullet, recycle, robots

Concept Art

I’ve got a solid concept, probably the fastest I’ve ever choosen an idea.  I’d would have been faster but I was messing with setting up a GitHub.com repository, which I have never done before: http://github.com/MrPhil/LD18

Concept Art for "Enemies as Weapons"

Concept Art for "Enemies as Weapons"

Hour 1

Okay I have had an hour now and I have spent it trying to come up with an art style and game ideas. I have chucked a load of screenshots down into a google doc here: https://docs.google.com/drawings/edit?id=1W7ILlCI3mODPue3oW25gb0maryxfTIo7XZRv8XlXbHM&hl=en&authkey=CIO9wIcM I think I have a rough idea of what im going for.

I really like the World Of Goo art style, plus im hoping the shilloette like style will be much easier for my poor drawing ability 😛

As for gameplay, “Enemies as Weapons” instantly reminded me of the flash game Boom Stick for some reason. So in that game you shoot enemies flying by overhead with your shotgun. You then run around and pick up ammo that drops from them. You then use that ammo to shoot more of them, simples!

The great thing about this idea is that I have done work in the past on LieroXNA and Worms 2 Mobile so hopefully I can use some of the experience I have gleamed from doing those games to make this one :)

With design out of the way now, I think im going to setup my environment and get cracking!

Tags: art, design, heli attack, liero, shilloette, world of goo, worms

Pro Tip

A hot shower does wonders to put the thinking machine into production mode!

I settled on doing a shmup,  so lets see what happens!

First hour and half

I’m going to do a star-control-like-battle-game.

Every weapon will be a combination of 5 parts.

You will 1v1 a random opponent.

The hardest part will be writing a playable AI.