Progress

My maze generator is starting to actually make interesting levels!
My idea is to make a dungeon crawler where you equip your defeated enemies. For example, defeating a Vampire allows you to equip his fangs, and so on.

My maze generator is starting to actually make interesting levels!
My idea is to make a dungeon crawler where you equip your defeated enemies. For example, defeating a Vampire allows you to equip his fangs, and so on.
Forgot to put up pictures of my breakfast, so he’s a double value food photo post:

On the left is my second breakfast (the first was cereal, it was a long morning okay, OKAY?!). On the right is my lunch, chorizo + caper pasta, lovely 
Work on the game is going pretty well too. There’s a build containing most of the core game mechanics that I’m planning to use (but very little gameplay) up at http://jonathanwhiting.com/ld/18/build02.html
I’m really pleased about how well the shot enemy rolling thing turned out. With a bit of luck I might be able to make the game feel really punchy. For now, back to work I suppose.. There’s still loooooads to do.
Game is called Leave Me Alone, is about when life is overwhelming and you just want to be left alone.
Tags: leave me alone

Yes, placeholders, but enemies can explode and take out others (and the player, the burnt green square in this shot). About 10 hours worth of code behind this, looking forward to actually putting some levels together tomorrow.
Tags: progress, screenshot
So in the spirit of actually getting some gameplay into the game, I made a player class, and dropped it into the game. It’s a horrid colour, but it moves when you press the arrow keys, and jumps on command. It also doesn’t fall through the ground.
Note the blue box, which bounces down the hill, reacting and colliding realistically. I’m not sure what gameplay purpose it can serve, but now I’ve got the ability to use it, I probably should.

I need some enemies in the game too, so I recolored the player to green, made enemies red, and gave them a body (the blue stick figure). I also added a simple uppercut type attack where you knock the enemy out and send them flying.
Here’s a sequence of shots showing the attack, because it’s too much effort to record and upload video.

Now, well and truly time to get some sleep. Good night and happy coding!
Cooked a quite late lunch. Progress on my game is much more late then the lunch :).

So I’ve got the background scrolling nicely, I’ve got the player’s ship moving about, and I’ve added random fungi generation (currently from a pool of 7):
I’m not too sure about the design of the player’s ship though. I might change it if I have time after everything else. Slightly concerned also that the fungi don’t stand out enough from the background.
Next step is to add collision detection with the fungi, then fungi scanning, and spores.
A lot less of the graphics are placeholders now.

After some back and forth with house mates and a walk to the shops to let the ideas settle. I have a plan.
Unfortunately my ninja isn’t going to be much use with this one.
It shall be called Illusion and will be all about tricking your enemies into killing themselves, each other or basically anything but you.
Hi, my game will be Hokus the drain master. It will be based in Kirby and Yoshi. Hokus is a creature who has masterized all absorbing techniques at one point he can take all enemies powers and replicate them.
I think it will be a 2d plataformer but I am deciding yet.
At least I will show my workspace:

And a basic mockup of Hokus character:

So after spending a couple of hours working on an isometric tile sorting algorithm, I made the fatal mistake of spending time on art… I could have just kept my placeholders, but started messing with my Wacom Bamboo (these seem quite popular amongst LD-ers this time?) and try painting some rocks and grass…

Going to have to stop for dinner soon, but I need to hack together a little entity system as quickly as possible, and attempt to get some gameplay in, before spending a lot of time on player/enemy graphics…
Haha, I just introduced a sort of bug. Check out my Java applet! Click and hold your mouse on a bird to see the spin bug. 
Thought I should post a progress shot. Currently working collision detection and then will be getting onto more gameplay stuff.

Do you like? :D

Seriously need to fix my camera, and I’ll do one last attempt at a base environment before proceeding to getting all the play systems in place. Want to have a simple version of gameplay done today so that I can spend a good chunk of time on graphics.
I think I might focus on getting a quick dialogue and inventory system working, so that I have some tangible gameplay.
Alright, I’m going to give this theme a try with Flixel. I have come up with a hastily scrawled notebook page of ideas:

Hey guys, just wanted to show you some character art I’ve been working on:

Just want to show you my draft for the gui. To get a feeling for sizes and the overall game.

Tags: gui
I’ve created the first tutorial level which is currently being loaded from a text file. Still need to display the tutorial hints along the top and make it so you can proceed onto the next level.
Once I’ve got all those done, it’ll be time for the enemies (this is now top priority so it fits into the competition theme!) and some basic AI for them. Right now they’ll probably just hinder you but won’t try to beat the level themselves.
