LD18 August 20–23, 2010

Green Screen!

GreenScreen
Jumped off IRC (I’m lurking as spiridios there) to go to bed then decided I needed to at least get FPS showing to prove the game loop works! Working in Javascript/HTML because I couldn’t get Slick 2D to work as an applet (some kind of permissions problem).

Hm .. F**k

I wake up, eat somethin’, start the computer, “Enemies as Weapons”… Feck.

Oh well, I said I would do it and I am going to do it.

Ideas, Ideas…

Tags: You read the tags ? Beef sauce . Ludum Dare #18

Comments

Fiona
21. Aug 2010 · 05:23 UTC
Did you eat beef sauce?
Osgeld
21. Aug 2010 · 05:24 UTC
“I said I would do it and I am going to do it.”

A Strange Feeling – I Never Thought I Would

I have to say, moving into Flex and FlashPunk is a weird feeling for me. I never thought I’d develop in Flash, but I’m actually really looking forward to it.

At the moment, I’m trying to get AXDT (AS3 plugin for Eclipse) working so I can get to work on my game.

This is strange, but kinda cool.

Comments

21. Aug 2010 · 05:27 UTC
Unless you’re just attached to Eclipse, why not try FlashDevelop (www.flashdevelop.org)? It’s a pretty decent AS3 IDE, if you’re into that sort of thing.

Is this thing on?

Ok so this will be my first LD woooo!

with that in mind, I’m also working on another random game jam with a few friends! O_O;

I’m not sure how on earth I am going to get two game jams done simultaneously  but I think I’ll have a go 😀

A simple level editor

My simple level editor so I can make some levels, I suppose.

adeathfromabovescreenshot2

I guess I’ll try my hand at it.

I figured I’d give it a try. C# with XNA. Got my beautiful sprite moving about.

ludum1

Breakfast

“Enemies as Weapons”, eh? Fell asleep last night with that idea ringing in my head; woke up excited with an idea that I’ve been hacking on ever since. The trouble is that I don’t really like to do ‘enemies’ in my games, much less ‘weapons’ — I’m sort of a nonviolent guy. But I’ve got something anyway, even if it is a bit of a stretch.

Anyway, the real reason for this post: breakfast. It has been consumed.
Note: this does not double as a desk photo. That's my craft/writing desk, not my code desk.

Note: this does not double as a desk photo. That's my craft/writing desk, not my code desk.

Tags: foodphoto

Taking a break, showing off some screens

2 screens for the price of one!

2 screens for the price of one!

Two screens attached. So far I have the random map generation system, the player group generation, and enemy type generations completed. Art wise I have completed the first few of the background tiles. I decided to make them look like a board game tile (like Catan). Hopefully that will aid to my lack of art talent.

Hello

Hi everyone! It’s my first time entering the Ludum Dare. Still not exactly sure on everything to do with my game idea.
Code will be going up on github here, as I develop it:

http://github.com/grahamedgecombe/ld18

It’s written in Java and will probably be distributed via an applet or webstart.

And so it begins…

So, just woke up about six hours in and saw the theme – Enemies as Weapons.
Very nice :)

I’ve had the idea of doing a top down scrolling shooter for a stupidly long time, but never really sat down to get it done. This shall be the weekend it gets a prototype at least!

Think of Uridium as an 8-way scroller, where you additionally have a grappling hook to swing yourself around the super structure if you wish, or to smash enemies into one another, or collect pickups, or any number of useful maneuvers a grappling hook affords. That’s pretty much what I have in my head.

That means the main proponent of the game will be this sodding grappling hook, so I best get that done as soon as possible, especially as I suffer from “math fail.”

As LD18 has now started, and I have zero framework/engine available to work with, it’s going to be a “from scratch” entry with my trusty GCC, and SDL providing the brunt of the back bone.. and I may have a look in seeing how quick I can get some Lua scripted action going.

Now, for breakfast and work!
Good Luck, Everyone :)

Design the fast way

A very coarse design is ready. GUI is prototyped as you can see in the pic.

My Idea:

2 Bases sending out units. Every base can build towers to switch their enemies into friends and therefor use them as weapons. They can also be made stronger. But since the mind-controlling towers have a failure rate, it is risky to make units stronger!

Hope that will add to some tension and will result in a funny game.

AI will be the tricky part, I think.

Lets rock as long the coffee is hot!

Draft for GUI

LD48 is going to give me a…

title screen woo

This was such a terrible idea.

Comments

The Jahn
21. Aug 2010 · 06:32 UTC
woahwoahwoah an SNES rom?
GreaseMonkey
25. Aug 2010 · 03:20 UTC
On the contrary, I think that coding my entry for the actual Sega Master System (yes, with Z80 assembler) would have been a much better choice than what I did, because I had to wrestle with a partial emulator which I spent the first 26 hours *making*.

I’m awake!

…and gutted that Double Zombie Rainbow didn’t win, but the themes I want never win.

Anyway, having set my alarm to 3am so I could check the theme (I seem to get more interesting ideas when I’m only half-awake) and go straight back to sleep, I have my idea.  I’m currently reading Jeff Vandermeer’s ‘City of Saints and Madmen’, and obviously have fungus on the brain.  So the game’s going to be a kind of ambient sidescrolling shooter/non-shooter.  It’s set in this long cave that’s full of fungi, and the player’s job is to scan all the different types.  The catch being that the cave is also full of floating spores, and whenever the player collides with one, a toadstool grows on the hull of their ship.  A toadstool which shoots bullets.  Which destroy fungi.  And then the more fungi you accidentally destroy, the more the cave starts to fight back, with boulders falling from the ceiling, spores which kill you if you touch them, etc.  There’ll be two endings depending on how successful you were at dodging spores.

My plan of attack goes as follows:

Day 1:

  • Do the graphics for the ship, cave, rocks, spores, bullets, 5 or 6 fungi (I’ll be doing the graphics as watercolours).
  • Code as much of the game as possible.

Day 2:

  • Do the music.
  • Paint as many fungi as possible while still leaving time to…
  • …finish the coding.

And I’ll finish with a picture of my desk and my breakfast (porridge with honey and a little cinnamon; being still half-asleep I accidentally made twice as much as I intended):

Breakfast

7 hours of work

It’s been roughly 7 hours since I started working on my game, and it’s starting to shape up. I’m pretty happy about myself. I got the random level generation down and basic weapons. Tomorrow I do AI, and hopefully sunday if I have time more weapons and some polishing. For now, I figure 7 hours of sleep ought to do it.

7hours

Starting out… a bit late.

Sadly where I live Ludum Dare started early in the morning, I was asleep by then, but I’m off to a kick start with player sprites on my soon-to-be-named game, weapons are so far : Dual pistols, a bird, and a bomb with legs (no ripoff of mario lol)

More Progress

The Development is going along nice and fast. Next steps here are to make a menu system and maybe achievements.

ludumdare0

Progressing slowly

Ok, so my first LD and I’m not exactly off to a flying start.  I’ve managed to get an image loaded and moving about the screen, and that’s it for implementation 😛

Decided roughly on the game that I’m going to be making, and started creating a timeline on my company’s public website.

http://www.bitshiftstudios.co.uk/tiki-index.php?page=Kal_LD18

Not sure if that URL is going to show up correctly when I make the post, so if not, either:

  • Look for ‘Kalakian’ on twitter, where I have a link to the project site
  • or) In google, search for “BitShift Studios” – should be the first link.  Then, just select “LD18, Kalakian” from the projects menu

There’s nothing much to see anyway, but I’ll be uploading some concept and screenshots at some point :)

My Idea

A game in which zombies must destroy humanity

It is a puzzle game

Taking a “break”.

Why is “break” in quotes? NOBODY KNOWS…

Anyway, here’s more of my progress for those of you who are interested. So far I haven’t delved that deep into the gameplay side of things, I DO however have a nice platform engine programmed. It’s always nice to get things like that out of the way early.

Anyway, here’s some more screenshots! 😀


More of the conversation with “God” at the beginning. I should stop spoiling this but I’m pretty proud of the dialogue.


What is this? A cruise ship? … hmmm.


Oh boy, it’s the title screen!


The very minimal progress I’ve made with the first area.

Also, YES the gameplay will pertain to the theme. I had plenty of time to plan it out while I worked on the intro lol.

Comments

hdon
21. Aug 2010 · 06:38 UTC
Isolation was not the theme!

Beginning

Hi everyone.

Well I woke up not long ago and have spent some time brainstorming around the theme. I think it’s one of those themes where you either take it literally as intended or do something very clever with it. Not being clever enough, my current idea is simply a vertical shooter where you collect defeated enemies and fire them back. Something I’ve not considered yet is where that cycle begins – but I’m sure I’ll work something out.

Good luck everybody!

Tags: brainstorming, First post