LD18 August 20–23, 2010

Droqen’s Messy Worklog/Journal

Robocop and brainstorming

enemies as weapons

wielding enemies as melee weapons

taking enemies’ abilities

throwing enemies as weapons

enemy = that which actively opposes you

weapon = tool by which to destroy stuff

~

enemies as weapons…

obvious: Character uses enemies as weapons

what if enemies use each other as weapons?

or the other way around: your weapons become your enemies.

weapons turning against you

enemies as ammunition

11:00 – 12:00

Better brainstorming & Basic engine. Level or random level plans.

okay, so:

platformer along the bottom of the screen, and a bit of a shmup in the bigger picture.

every enemy you destroy can be used as ammunition (?) or maybe launches up on its own.

what i do

enemies as weapons…

Every enemy is a walking SOLID with a BUTTON located somewhere on it.

To defeat an enemy, PRESS ITS BUTTON.

You have no attacks: some enemies / obstacles can only

be defeated by utilizing other enemies’ buttons.

The final boss will be a flying space ship that you need to shoot at with button enemies.

When the button is pressed, a robot’s life-force is totally extinguished

and put into powering the attack that follows.

Some enemies will blow up after a certain amount of time,

and others will fire lasers,

etc.

Not all will be attacks per se; some will be shields or other things.

YOU can be injured but can use explosions to your advantage maybe?

edit – or levers!

in any case, you’ve got:

enemies with bad parts that hurt, trigger parts that cause effect & death,

and while they do move they’re also solid and push you around and you can ride them around.

They will not walk through one another.

Compiling first working build:

CHARACTER can move and jump.

COLLISIONS implemented properly.

this adorable guy is ready to jump around like mad!

Levels: VERTICAL, oh so vertical.

12:00 —> 7:30

i feel asleep

7:30 – 8:15

Work work work

Okay not really that much working.

Puzzled away at animating stuff.

kinda awkward-looking.

8:15 – 11:11

Breakfast, Relaxation, and Lunch.

plans?

11:11

11:35

Clothing!

~ WELCOME TO SATURDAY, SECOND HALF ~

3:00 – 4:00

Back from wedding! Large gap.

Working on Foe/Wpn archetype and relationship.

4:00

Missioner Rd.

Mishner, Mischner, etc etc etc

Not done yet! Adding the first enemy.

4:00 – 9:30

Party down

9:30 – 10:30

Drive back.

Design reconsideration:

Knock enemies up/down by popping and stomping.

Any enemy put into this state (it may take a few hits?) will be put into a ‘bullet’

state where they bounce until landing safely somewhere.

Player’s abilities are…

11:00 – 11:30

Returned home. Back to work.

Checking some website crap.

11:30 – 12:30

ACTUALLY back to work!

Got some good work done; back at home! I’m off of laptop and back onto my desktop.

Foe.as object is now better, as their reactions have been simplified.

Player has two options –

1. Pop enemies up from below. If they’re weak enough, this will result in their destruction

and subsequent conversion into projectiles which must hit the enemy boss ship up above

if they are to be useful in any way.

2. Stomp enemies from above. This will weaken enemies, bounce the player, and almost NEVER

kills enemies. It will never result in a straight up projectile.

Enemy boss ship has a few attacks, but…

One attack drops EGGS (maybe several at once or maybe the attack just happens a lot).

An EGG can be launched right back at the enemy ship with good timing, although it is

a pretty weak shot.

It explodes after a very short time, and an enemy bursts out.

~ WELCOME TO THE MORNING ~

2:00 – 2:30

Time to sleep.

There is a SPACE INVADER BOSS at the top of the screen, dropping eggs as its moves.

Currently the screen gets saturated and oversaturated with eggs and then basic enemies (Stampies)

Next steps:

1. Make enemies fire projectiles upon death

2. Make another enemy that deactivates when stomped on

3. MODERATE # OF ENEMIES ON-SCREEN using MOST or ALL of the below…

a) dropping fewer eggs when more enemies are on-screen

b) making enemies occasionally kill themselves

c) making enemies ‘eat’ eggs if there are too many of them? (too many enemies)

REMEMBER: LUDUM DARE!

2:30 – 10:15

Sleeping!

10:15 – 11:15

Resume work after waking

32, 29, 26, 24, 22, 20, 18, 16,

14, 12, 11, 10,  9,  8,  7,  6

Invader drops eggs. Enemies will ‘hurt’ you.

Eggs are intangible now.

YAY it’s all dandy

12:00

Log not being very loggy.

Currently player cannot die,

but otherwise basic game is complete!

BOSSMAN drops eggs which explode into fresh enemies (only one type).

You (PLAYER) can jump on heads of enemies to bounce, or slide under and pop up to kill them and turn them into air projectiles.

These projectiles knock the BOSS back one superlarge pixel, dealing one damage.

I may introduce some kind of health system for each pixel of knockback.

Next step: NEW ENEMIES.

and honestly that’s about it! I’m almost done <3

~ HELLO 24-HOUR CLOCK ~

13:00

Have finished adding ‘Red’, the jumpy bastard of a counterpart to the player, ‘Blu’

(not really tf2 related >_>)

13:20 – 13:30

Eating food.

13:30

Back to work. Brainstorming new enemies & considering new music

larger enemies …

Enemy that grows up eventually after hatching

13:37

What else?

Need more enemy designs, especially for more difficult sections.

Ranged attacker enemy

Music making failing; movie in the same room = no chance for success

16:00

Wow! It’s been a while!

… and then I went six hours without writing anything else.

This time was spent adding the pointy-headed crown bastard of an enemy, tweaking stuff,

eating homemade pizza for dinner,

uh… making a title screen, win screen, lose screen, and then desperately scratching around in the dirt for a NAME for this game.

‘Undermine’.

Enjoy!

Comments

killerstarbunny
24. Apr 2013 · 20:35 UTC
Just saying I think your are a genius.

WHEW!

Well, I added everything I needed to the game and looked at the clock.  Just under half an hour left.
I spent the next thirty minutes doing the fastest game development I have ever done, because I figured I might as well throw in more enemies. Anyway, now that everything is done, go take a look at my entry!

Screenshot

This was lots of fun. Hopefully I’ll have time to enter the next Ludum Dare. But in the meantime, this one still isn’t over. Good luck everyone, and to those entering the Jam, hope the next day is free of bugs!

Ouch!  My brain hurts.  Posted my game 4 minutes before the deadline.

Did 30hrs plus hours on it, but didn’t get my front in or multiple levels.   I hope you have fun playing it.

Camma The Huntress

The enemy of my enemy is my heat-seeking missile (and done!)

So my entry is complete as of about half an hour ago or so: result can be found at http://paul.sztajer.org/?p=56.

I got pretty much all the features that I wanted into this game, but the lack of playtesting possibly hurt it a bit. Trigonometry haunted me (as it always does in any programming venture I ever seem to take on), and there was a rough patch of simply awful bugs, but generally it all went really smoothly (particularly considering it was the first time I’d really done map editing, pixel drawing, a platformer… the list goes on).

enemy_screenshot

Definitely looking forward to doing this again, and thanks to the organisers for putting this together.

Ace Disguise Master

First of all I had to google disguise to figure out how to spell it right so if nothing else I learned that from this compo…

Ace Disguise Master takes a interesting approach to being an enemy to defeat enemies using enemies power. If that doesn’t count as enemies as weapons I’m out of ideas…

anyways screen shot:

A random level from my game

A random level from my game

http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=1517

The rest I will be using a  insert more tag as to not take up all of the main page with my random stuffSo Here I will mention the ups and downs this time:

Title Screen

Ups:

3rd compo in a row! It’s almost a combo now!

6 full levels (That’s 2x the amount of  levels than any of my other compos)

3 Full Fledge Songs (Comparable to My last entry)

Sound Effects (1st time adding sound effects)

I managed to get gravity to cooperate with me in this game. (unlike my 1st compo where I could never get solid ground to completely work.)

Closer to progressive difficulty: This time it may actually get slightly harder as you go on instead of being a total breeze to a sudden nightmare. Or just randomly switching the difficulty like crazy. Nice to have it more balanced.

Downs:

Bugs! Falling through floors I think is resolved but may not be!

Bugs! You may become completely invincible… not sure how it happens but I’ll have to fix.

Becoming the Enemy: I only got it to work so you could be 3 enemies. Didn’t really finish the one because he was supposed to be able to shoot…

Menu System: Pressing esc exits you from the game. I so would of rather-ed to have a menu system that would let you save but that never happened.

Overall:

I think this is the best Ludum Dare I have entered thus far. My entry is unique has enjoyable music and sound effects. somewhat humorous back story. As far as I am concerned this is the best one I have done.

ok Enough boring everyone. Chugg Milk and Eat Donuts I’m out.

If you want more just go play the game. I added more there:

http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=1517

ARCANE – Feel the Magic!

Fzzztzzzztzzz

Fzzztzzzztzzz

Hey there, with running and rushing around, I’ve managed to get an entry into Ludum Dare 18. It’s not much, but I hope people enjoy it. The focus of the game is to survive for as long as possible, fighting off enemy monsters and stealing their powers from them on death. It’s a bit quirky at points, but I hope still fun.

It’s been a blast working in this contest, I wish everyone else the best of luck, and hope folks appreciate the work everyone’s put out around here.

Here’s the link to ARCANE;

http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=1913

Ennameez!

All done, and I’m pretty satisfied with the final product.  I managed to make a game that fits the theme, but without throwing enemies at other enemies, taking control of enemies, etc.  I think the way I used the theme is unique, so I’m pleased with that.

Would have loved to put more bad guys in, etc., but for the 20-some hours I spent on it, I feel good about it.  It’s a Flash game, so click the picture and have a go!

Finish line!

My toy is done! (actually it has been done & submitted for a few hours now) It has no goal, thus why it’s more of a “toy” than a game.

http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2421

It is played in the browser, because it’s a Java applet. It should work wonderfully in Windows and Linux with Sun Java 1.6.0_10 or newer. There is a link on the page to a Mac version but it’s iffy at best. Sorry Apple users, upgrade to a superior OS. 😛 In all seriousness though I wish I could’ve gotten it completely cross-platform. I feel like that would deserve a gold star or something.

Anyway I’m … content, I guess. Not entirely pleased, but not displeased either. And I’m sure this wasn’t bad at all for my first Ludum Dare. I learned some things:

  • Games need a goal. Next time I will plan to make a game, not a toy. I can’t believe I didn’t see this from the get-go.
  • Do something out of the ordinary. This game ended up frighteningly similar to the game that my group created at the Global Game Jam earlier this year. I became pretty depressed the moment I realized this fact, only a handful of hours before the end of the competition. I am an extremely uncreative person when it comes to ideas, and this discovery only underscored that fact.
  • Preparation is good. I’m talking about the time before the competition. School started this past week for me, but it didn’t start until Wednesday. What did I spend Monday and Tuesday doing? Not preparing for Ludum Dare, that’s what. Next time I need to actually prepare, because I spent a lot of time writing code that could have been prewritten as a library. I think my game would be much better if I had done that.
  • Breaks are good, too. I think I paced myself pretty well; I’m exhausted but not beat. But it definitely helped that I took breaks. I got plenty of sleep both nights, and I even stopped to bake cookies. I made sure to keep very calm and not rush or overexert myself. I think I did a pretty good job with this but I definitely want to keep it in mind in the future.

Well that’s about all I have to say about that. Good luck to everyone! I got a lot out of this weekend. I’m working on my timelapse video now, and I’ll either edit this or make a new post when I put it up on the Tube of You.

Birds of Prey screenshot 1

Birds of Prey screenshot 1

A game about bellyflops

… sorta.

My game submission for Ludum Dare 18 is called Bouncing Bellyfloppers. The object of the game is to constantly and creatively rearrange trampolines to reflect bellyflopping obese guys back at the helicopters from whence they came. You know you want to play it. It looks a little like this:

One thing I learned during my development for this competition is that my own framework is rather limited. It’s pretty good for 2D games, but as soon as I considered doing something 3D, I found that it would take quite a bit of time to implement, and time is short. Hopefully I can implement some basic model loading and such before the next Ludum Dare rolls around. I was happy that I picked an idea that allowed plenty reasonable time to create, though.

Tags: final, journal, LD18

Almost There

Well, my first LD comes to an end.

A couple of minutes before the deadline, and most of my game was incomplete.

So I added a few screens and events to wrap it up  in something like a game and I submitted it anyways.

I would feel pretty sad If after I worked all the weekend I ended up without submition, so here it is my game:

¨Enemies, (Such) as Weapons.¨

http://www.ludumdare.com/compo/ludum-dare-18/?uid=2503

Even as I failed to myself, This was very fun!!
I really enjoyed to read the blog as everyone were progressing!  I’m definitely entering this thing again.

Good luck to everyone!

That’s That

Check it out!
I have to say I’m pretty pleased when comparing the number of personal firsts with the final result of Ludum Dare #18. My first time creating something using Canvas and JavaScript, my first Ludum Dare, my first competition and my first finished game (?!). There really isn’t anything like a deadline to get yourself in gear.

Cheers to everyone in IRC and everyone involved in setting up Ludum Dare. It’s been a fun and productive 48hrs. Good luck to all entrants and commiserations to everyone who didn’t quite make it. Can’t wait to see the theme for #19.

Game submitted.
Graviton Title
play it!

Dudidadala completed!

It’s currently 4:51 (am) and my game is completed, you can probably play it online here. Now I’m gonna sleep and then upload more food photos :)

I’ll probably write a lengthy post-mortem compensating for the fact that I forgot starting chronolapse and my mot using twitter (I’m on a smaller screen than normal so I need that space)

If anyone wonders how I got the name of the game… ask or browse the source :)

https://sites.google.com/site/sirgustavsgames/dudidadala

photos & timelapse

Timelapse: http://www.youtube.com/watch?v=yp2nG1q5ncA

And photos beneath the fold:

Trying to commit to one idea as quickly as possible

Ideas stolen from various sources. Also, I start every LD wanting to make a Meritous clone...

After four hours, I have faces chasing each other.

After four hours, I have faces chasing each other.

Weet-Bix and Watties: the traditional kiwi breakfast

Traditional kiwi breakfast

The game after 30 hours

The game after 30 hours

The end result.

The end result.

Game Submitted

Game submitted.  I didn’t hit everything I wanted to but I made a game!  Wow, that was a lot of hard work.  I learned a lot.  Tried to do a lot and in the end I like what I created.  I’ll do a post mortem after I sleep.  Until then, check it out here!

Cat Splat!

Comments

23. Aug 2010 · 07:59 UTC
Congratulations Hyjinx!! 😀

New England Meetup video

In case you didn’t see the comment on PoV’s meetup post (or if this one’s easier to find), here’s the video of the New England Ludum Dare 18 Meetup.

http://www.youtube.com/watch?v=fEAC4fnobGI

Good stuff. Jonny D, HybridMind, and billknye were able to attend. We wound up at a great place, Me & Ollie’s in Portsmouth, NH, and much fun was had.

Comments

23. Aug 2010 · 01:42 UTC
Wish I knew about this ahead of time! Would have loved to attend. I’m from Lowell, MA so it’s not far at all. Where did you guys organize this so I know where to look 4 months from now?