LD19 December 17–20, 2010
Progress!
Comments
Ain’t prison life just dandy
I’m now essentially done with this scene. I expect there to be three more significant areas in the game before it’s done. I’m fairly certain that 9 hours is enough time to do this given I don’t suddenly crack from getting so little sleep the past few days ^^;
You can download this most recent build here.
Crunch Morning Photo
Hi
I am from Uruguay and that´s my first time in Ludum Dare.
I want to do something in python with pygame + my own engine, I hope to do in the remaining time.
Progess!
Jetpack bear is angry with you!
I unfortunately did not get any progress done last night. I started a book at 10pm and after finishing I looked up to see that it was 2am. Oh well.
Another thing the makes me sad and happy at the same time is that I have a family Christmas party to engorge myself at in about 2 hours.
Everything is mostly working in JB though, so its a matter of putting it into a game-like form.
Unfathomed – Complete
I just completed my first Ludum Dare entry. It took around 10 hours of work and I am happy that I managed to make something entertaining in such a short time. I’m not sure exactly how entertaining other people will find it, but I enjoyed making it and actually enjoy playing it.
Here is a screenshot:
The basic plot is a rescue mission – find a colleague who hasn’t returned from their last mission – but there is a lot of ocean to explore and cool things to discover. I threw in some rare creatures to find and a secret area to uncover. I hope people play it so I can get some feedback.
Now I’m looking forward to playing everyone elses games. Good luck everyone still going.
Inspector Furbo
I made a button
In fact, still got about 8 hours left
I’ll see if I can crank out an update or two. Maybe I’ll add a boss enemy for the final level or something. I’m allowed to add to my entry before time runs out right?
Game Loop!
I only have one level in place, and watching my girlfriend play through it demonstrated that it is deeply confusing, but oh well, here is a build.
osx only so far, sorry about that.

Comments
Are you using the Love engine?
coder.motivation += pizza;
PIZZA TIME :D
ARRRRGGGGGGGG
Soooo, I woke up yesterday morning and my power went out for 8 hours. I’ve been working since I got power back, and I just now got internet back (16 hours after the power was restored…).
I dunno if I’ll be able to finish, I had some pretty grandiose plans, but I’m gonna get as close as possible.
All because of one puny little tree:
Oh, and a screenshot:
Comments
Some screenshots at last
Or rather, one screenshot:
Yeah, not much at the moment. The yellow line is where the torchlight is being shone. The red line is a gunshot (when the player clicks). The edge of the circle you can see is is just a generic spherical obstacle.
Next: Cattle and their respective AI (yes, this is a game about shooting cows in pitch darkness)
Getting on to some art
I managed to get some nice planet generation going – colours are set randomly (as is size) and the SPACEBRICK has a real mesh!

Based on feedback I’ve tried to make the brick easier to control – you will be able to get upgrades for speed and various other things (that’s next on the todo list!) but for now it’s just WASD or the arrow keys to SMASH THINGS. Also, the “spacewindows” pointed to by arrows around the place lead to other planets.
Tags: progress, screenshot, unity
It looks better in motion
Back from work, and the loading screen’s in and I’ve added a bit more polish to a couple of bits that needed it. A loading screen screenshot:
It’s looking like I might even have time to build the Linux and OSX versions before the deadline, which would be a first for me.
The final hurdle…
… porting to Not Linux.
I think it’s going to work on Mac OS (about to reboot and find out) but for reasons unknown, the startscreen worked in windows, but as soon as I clicked to play, the fan whirred up and soon enough my game was “Not Responding”….
Of course, my game should be playable by anyone who already has love2d installed — and I shall link soon, just as soon as I’m sure this works on Mac Os…
Nameless Island – Beta
So for anyone wanting to try out Nameless Island before I put in all the art and pretty stuff, you can get it here.
Time to make what I have into pure awesome.
ZzzZZz
A profiler is extremely helpful when trying to figure out why you’re game lags. It turned out that all the collision checking done every frame was a huge bottleneck. And actually, most of the checking was unnecessary (do I really have to check if two wall instances collide with each other?).
Anyways, I’m mostly done with the mechanics (which really aren’t that complicated). I’ll add some more gameplay elements and submit the game with at least one completely level hopefully. But first, I need to catch some shuteye.
Making progress on end of game boss fight
Discover the name could be Discover the way!
Well, I have an idea, finally… it is basic but in my head it seems to be playable and fun!.
The concept is, you control a ball which is over a board. You have to make the ball reach some part of the board through a hidden safe way that you must discover. The board is composed by blocks, some of them will begin to fall apart when touched by the ball, you have to move the ball away before is too late!!
I have not too much ready yet, but I believe it could be fun, here is the latest version (very incomplete and very unstable, so it could be not working right now).
I am recording a time lapse too, if I finish the game in time for the compo, I will upload it to youtube or something.
Bytes.
Perrin’s Progress #3
So here’s how my game is looking at the moment:
Still a lot of work to go. The ship hasn’t been fully textured yet (what’s there at the momoent is mostly temporary stuff) and the puzzle logic still not in either. However I think I’m on schedule as I always planned to do this as a 3 day jam game.
btw The game is essentially a 3D adventure game aboard a space ship.
Comments
8 hours
remain and I have a lot to do. Ended up going to bed at 4am today, and was back at it before 8. I do have levels worked out and a basic scoring system but still unsure how or if you can ‘die’ or where the end game is… Still need a couple more levels, and I have to get a couple more free techo loops I can cut a few seconds out of.
Screen shot:
Just about working game
To do: Give it a menu, a scoreboard, some explanations on how to play, updated graphics and a public release.
Comments
Almost done
Okay… I’m almost done with a working build, just need to implement the rest of the items!~
Once I’m done with that, time for arts, ne?~
All finished!
Hey peoples!
After 48 hours of misery, I bring to you…Where Am I?
http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=1865
A game of…discovery! intrigue! and….. noises!
Check it out! 
Benn
Cambridge LDing day 2

The Ludumdare Cambridge group continues for day two! There are a couple of people off camera, and everyone is beavering away on their games!
Tags: cambridge
I really like snow, man!

Ditched my first day project, my new project is going much better. Really hope I have something ready by the deadline! o_o
Comments
Switching to the Jam
I had a lot of trouble with the theme getting starting on Friday night. I had ideas for a bunch of others, but Discovery seemed so big that I didn’t really have anything for a 48 game. The funniest part is that discovery is one of the strongest driving forces in the games I prefer to play myself, but I just felt like there wasn’t much I could make that was worth discovering in such a short time. There are a lot of awesome games being shown off so far, so I can’t wait to see what folks come up with.
Instead of dropping out entirely, I got back from my ski trip yesterday and decided to just hammer out some prototyping for a larger dungeon exploration game I’ve been poking at noncommittally up until now. The really fun stuff, the art and fun dungeons and stuff, none of that can make it under the wire here for LD 19, so I’ve decided to just jam out instead. So here’s to a great weekend, and good luck everyone that stuck with the compo
Can’t wait to play your games.
We can’t stop here. This is bat country
Hey all, first post.
The basic idea for my game is: You’re a bat, in a very dark cave. So you have to use your sonar to send out sound waves to “discover” the world around you. The waves are really just particles, but its cool to see em bounce around. The screen shot doesn’t really do it justice.
More soon, as I finish the damn thing, and figure out how to package up a binary.
Anyhow, here are some interesting facts:
- Love is awesome (so is the engine)
- Theres a nice emacs syntax highlighter for lua (lua-mode.el)
- BSP trees are bitch to debug
- I’m not wearing any pants.
I’m sure your glad you read that whole list, huh?
Something else
Comments
Slow But Steady Progress
I’ve been neglecting the gameplay for the last few hours, focussing on some sound and mostly graphics and usability updates. But with about 7 hours left I’m pretty sure I’ll have enought time to get a few endings into the game. I hope. At least one…
Either way, it looks and feels much more like a game now:
I’m getting a little tired, however, so I hope I’ll get done somewhat soon. Looking forward to sleeping in during the next few days!
Progress report 6: The final push!
Everything I feel I’m capable of adding in within the time limit is in, time to finish up the level design and submit ! 😀
Don’t expect too much though, it’s quite a dull game. I fully intend to continue and improve it at my own pace after the competition is over.
Even though the gameplay is lacking I’m quite proud of the end result considering I’ve never made a game more complex then a space invaders type game and never completed a project in such a short period of time.
Progress report
Ok, I created some bkg music, drawed some sprites and tweaked rendering. I based the tunnel/rock rendering thing on a technique I also used in Rock Warrior (my entry to one of the past LD compos), but tweaked it to suit better for this case. I’m not the inventor of the that though, I think I originally found the idea from iq’s site. I’m also watching VGA awards with my other eye as they’re airing that in Finland currently…
… + Feeling a bit bored now, let’s see how much I get to make more gameplay stuff – which is lacking too much atm.
The Goliath Lab

This is going to be a jam entry, so I get an extra day
Anyway, it probably won’t be available except on the App Store, unless I get all wild and decide to make a win32 build or something.
-Phil
0This entry was posted on Sunday, December 19th, 2010 at 4:49 pm and is filed under LD #19 - Discovery - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
And another little piece
Hello,
I have implemented clouds in the background with parallax scrolling
look here!
Here is a screenshot showing how it looks like:
Next up: foreground clouds to hide the crests 
A Very Final Push
This is a little more fun than I hoped

I’m starting to get worried here…
Will they survive?
Getting a boss working
I’m done I guess.
Control the little man on his way and help him discover who he is, where he is and what he is able to do.
![]()
Let’s hope I can use the last hour I can be on my PC to polish it up a bit. Maybe also Online Highscores.
Almost Done!

core mechanics in, win/lose condition in, fancy animated text, and best of all..
..
wait for it..
PIRATE MODE
yeah.
Day 3!
Here’s what I need to do:
- Slime enemy
- implement some sort of HUD (showing score, health, and oxygen)
- Add the menu stuff (instructions, etc.)
- polish and stuff
Let’s do this!
Dinner, 7 hours to go
SSHeart: Secrets in the Space of my Heart – Unfinished
So this weekend the theme was Discovery which really inspired me. The plan was simple.
Build a 3D Spatial Puzzle based on a secret phrase. The phrase is revealed when the person completes the puzzle.
Timelapse & My Stuff over here: http://www.claire-blackshaw.com/blog/2010/12/ld19-discovery/
Dinner, and a companion
Better than last time
With only a few hours left to go, I’ve done better than in LD18, as I actually have the core game-play finished! Looks like I’ll actually be submitting something this time, and maybe get one, or even two people playing my game for a couple of minutes!!! 😛
Anyway, here’s the latest vid-cap: http://tudocs.ning.com/video/ludum-dare-19-core-gameplay-1
Finished.
Finally the game is finished!
I’m not too happy due i didn’t get everything in what i wanted but at least it works now haha.
Check FailBot
All bugs fixed! Ore generating too imbalanced…
Welcome to RGB land
Welcome to RGB Land! Enjoy scenic Perlin Valley, and enjoy hiking up Mt. Perlin, or the Fields of Perlinnor where a great battle was once fought. (The Interior Ministry has promised us more noise types soon. Sure, I’ll believe it when i see it. I’m still waiting for vegetation they promised).

Whew. Not a lot of progress since my company x-mas party was last night, and my daughter woke up early this morning, but I’ve got back to it. I’ve managed to add player movement and mouselook, which was easier than I expected, and some very primitive lighting. I also had to work up a really simple caching system for the landscape since it takes 1-2 minutes to generate one, and that’s pretty much a showstopper for iterative coding.
It probably won’t get to the stage of being a game, but maybe a nice tech demo. We’ll see. Hopefully it won’t look so much like garbage when I’m done.
Submitt’d!
Fin-a-freakin’-ly. Took me at least 4 hours to get a version working for windows. Which involved taking the sound out, sorry windows users, but you can dl the soundtrack separately! Check it out here
Day 3: Prologue
I forgot to make my starting post for today. Oh well. I got up a bit later than I wanted to but I should be able to get the game finished within the next 5 hours, given I don’t run in to any major bugs, then I can crack down on minor bugs in the last 3 hours.
I came up with a clever little secret that I’m going to implement once the final version goes live later today. It’ll involve something outside of the game, after you’ve completed all of the objectives in-game. I’m only hoping it won’t be easily visible from the timelapse once I finish that…
Anyway, the end is drawing near and I have a big game world to finish. Seey’all in a bit.
Does it look like a game yet? Pt. 2
I think through a combination of deadline looming, and the maze being the hard bit, the project is close to reaching playable status. What do you think? Look like a game yet?

Take Two?!?!!?!
Well, I like where I was going with my previous idea, but it’s clear I’ll never finish in time. So I’m going to put it aside and work on a new idea that should be dead simple to code and fun to boot: a Memory-type game in which you match up great discoveries and inventions with what they’re good for. But all tongue-in-cheek. Each level will get progressively harder and I’ll do an on-line highscore list. Still working in Javascript and PHP. I have less than 6.5 h0urs!
Submitted, finally
Progress Video 4 (I doubt I’ll finish in time… :\)
Comments
Almost done…
Now I have added teleport system and you can travel throw maps…
I guess the game is going to be pointless until the end, so it’s just highscore game (maybe it’s fun too ;)).
I’ll hurry and and a not random generator and that’s all, here what is look’s like:

Try it HERE.
Please report broken link/bug/error into comments.
So I unfortunately managed to break my code so badly that I had to face a hard decision, either give up, move to a new idea, or remake my current idea in Game Maker, but I am done.

It contains all the previous storyline, and 2 of the 3 minigames I planned, and Ive (hopefully) squashed all the bugs that there were.
You can download it and try it, source included as per LD rules.
Timelapse here, and music was from newgrounds.
Ive learnt a lot. My head hurts, AND I got sunburnt. Good luck to everyone!
Rushed to finish it, but it’s done.
I have a family party to attend, so I’ve lost a large chunk of my time due to that. I pulled an all-nighter to get it done, but I had to leave out so many things I had planned.
The game plays as a platformer, but has the feel of a children’s story book. I guess it’s an art game. It was planned to have more gameplay to it such as a fight with a leopard seal, as well as belly sliding, but I guess I was being too ambitious.
Unfortunately the game doesn’t have background music or sound effects at all, but I hope the cute artwork will account for that. =(
Sun, 9 PM, 42/48 passed
Discover the way – some progress
I have some screenshots of the game to show, so you can make a better idea of the game:
In that picture, you control the ball by moving the mouse (the arrow indicates the desired direction to follow), the blocks with fractures are about to fall apart because the ball rolled over, and the white spaces are because some blocks already fell apart.
Remember, you can already play the game here if you want.
Rosetta – Day 2
This is what I’m working on. It’s unlikely it will be ready for the 48h deadline, but I’ll try to submit something for the Jam tomorrow if I can. I’m building it in Game Maker 8 with a mix of photography and tablet drawing for the (temporary) visuals. Trying some random ideas.

Tags: discovery, Egyptian, Game Maker, glyphs, Rosetta
The game is done! Next up, custom icon…
Graphics, reloaded :)
Deep Space is finished!
Thinking of Throwing in the Towel…
Just way too many distractions this weekend to effectively focus my time/energy on this, and my ideas just started to flow way too late… to make matters worse, I had a horrible time getting Flashpunk to use Pixel Perfect collision on it’s rotations (still doesn’t work right) and the camera was being way too wonky with movement. Regardless, I do have a nice start should I ever decide to pick it back up. “Play” it here (and I use the term “play” loosely).
Lava is a thing
Boss now fully working!
The end of game boss now works! Just a few graphical bits to add now.
World Map Generator!
Ludum Dare 19 Compo ends
The competition portion of Ludum Dare 19 has come to a close. Once the clock hits zero, you have one hour to submit your game for inclusion in the Compo. After that, all new games are added to the Jam.
[ Rate Games | View All | Submit a Jam Game ]
Judging has begun! If you are a Mac or Linux developer, it’s recommended you make a Windows version available as soon as possible. Go here to add additional builds to your entry.
Thanks everyone for coming out and making Ludum Dare 19 such a big success.
Jammers, get back to work!
This entry was posted on Sunday, December 19th, 2010 at 6:28 pm and is filed under LD #19 - Discovery - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
Pizza and facetime

Pizza and beer for the final stretch, or as I prefer to call it ‘the whole stretch’. My game has a loong way to go, but I’m going to keep trying.

In the mean time I have facial animations working now, and proper animation states in general. Now I just need to get my levels in place.
Going to eat and then going to release. For real this time.
Ok, it’s done. I’ll use my last 4 hour to give it a bit of a bug test and then release the finished copy.
Dinner time with not much time left to go!
I’ve been slightly worried recently on if my game will be allowed as it’s based on copyrighted stuff. I’ll find out soon if it is or not I suppose.
All menus are done and now I’m getting the final pieces finished and then I need to remember audio!
I’ve got work tomorrow but I won’t be giving up
5 hours left!
Tags: food
Comments
Mr Head and the Journey of Discoveries completed
Mr Head and the Journey of Discoveries has been completed. See the entry page.
Windows binaries | Source | Low framerate Timelapse (spoiler warning)
Controls are Arrow Keys and X.
Made in 8 hours, and written in D and uses OpenGL, GLFW and FMod. Sound effects (the few there is) from sfxr.
There was supposed to be some voice “acting” in there, but my microphone was really, really bad, so you managed to escape that. Sadly also lacking music. Would have been great with some light music, I think.
Main sprite is technically an old asset, but to match the last Mr Head game it had to be identical (see Mr Head and the Cow Drowning). I believe my entry is within the spirit of the rules.
Tags: black and white, D, discovery, final, GLFW, journal, Mr Head, opengl, screenshot, sfxr
Explosive Transcendental Finish!
Get it here. There’s Windows, Linux and OSX builds. I forgot to do a timelapse this time, but I do have a plan… Also, I wanted to record a video of the game, but I can’t for the life of me find a screen recorder that actually works 
Online Highscores are go!
Slimes and HUD
Slimes are done! I may give them the added feature of leaving a slimy trail if I have time later, but for now this is enough
Slimes: 
- Move at your speed (2x faster than the mole)
- Deadly
- If it hits water it dissolves into it, making the water toxic (toxic water insta-kills you)
Moles: 
- Move at half your speed
- Deadly
- Every so often it will destroy the next dirt block it runs into (max 8 )
- Acts kinda like ores do in water
And I’ve started work on the HUD, take a look:

Jammin’
Well, i hate to say this, but i just dont have time to finish for the compo (i dont think). If i can finish in time, then yay!, but i dont think i will. That said, i’ll definately have something ready for the jam 😀
It’s DONE! For real this time!
Ok, I missed a few features before, but now it’s all done. Custom icon, everything. Switching caves in-game, an awkward story like I always put in my games, and now on the top of the window, it says: “BoxMiner | [cave name] | Points: [points]”
What does this mean? Well, it means that I am done.
Submitting now. Hope you enjoy!
my game so far
Ahhhh I dont think I will be able to finish on time cuz I changed from using processing to flashpunk … anyways this is what I have so far.
Doneish – …You Are A Duck!
…You Are A Duck!
Available on the following formats:
Discover the world as a duck on roller blades… Collect coins. Dodge baddies. Escape with your pants on if you dare!
Created with:
- Unity
- Photoshop
- Blender
Spent half of today just doing work which I then threw away =P
Wife says it’s time to stop so it looks like the game is as done as it’s going to get.
Enjoy =)
I don’t have a Mac. So, if you want to test it for me please do. I would appreciate it =)
Comments
Major graphics update
So I’ll be submitting
As soon as this post here is finished. And actually, as soon as I get the guts to submit it. It really is in a possible finished state. You see an intro screen. I don’t get to see major bugs, just them little flaws that nobody should bother with anyways.
You can get points and die. Yay, what more does a game need?
The fun idea was to make random generated enemies. Because I have 4 major enemy parts (that is the body, a shield, the throttle mechanism and the weapons), having 5 custom possibilities of each, that ends up in 625 different enemies.
And the idea was that you could reach up to 2500 points due to the fact that each type of enemy leaves up to 4 different particles that need to be collected.
Did not get to that part though. Let’s see if i can manage to fix that and make it more like the fist idea in the next weeks.
Timelapse video is also on its way.
Yay, I am proud to have finished my first Ludum Dare in time, with a finished product and a timelapse video I just can’t stop watching.
Comments
Just out of curiousity
Did anyone else make their game in XNA?
I see alot of Unity and Java games but not XNA.
Comments
(Yet Another) Change of Plans
I’ve become aware of the fact that Probe is just… Not fun. It’s not.
That being said, I’m currently working on a jam game. I’m not going to post much about it until it’s finished, but it does follow the theme, though not explicitly.
The idea’s pretty simple to implement, so it should be done before the jam ends.
No screenies, no game description. I want it to be a surprise.
I hope you guys will like it…
— Mr. Dude
Surfing on lava 
Just a few seconds before I died a horrible, unexpected death.
My entry “Universal Conquest” is finished. The game is playable, but probably not everybody’s type. Amass credits to enhance your equipment. Discover new planets, their inhabitants and you better be prepared. Can you find the well hidden alien base and establish first contact?
Download the Windows game from here.
Have fun!
Tags: final
Oxygen!
Done implementing oxygen, I’ll take a few moments to catch my breath, and it’s off to implementing score!

Comments
It is done!
I’ve finished my action rougelike thing! 😀 It’s a Flash game so it should be cross-platform already (barring issues with other browsers which I haven’t tested at all)
Land of the Fishies 1.0 is done!
Comments
I think I can!
Finally starting to feel like I can get in the entire game that I planned to get in on friday night. Also, I am starting to feel like the levels can be passed, and that the game is not beyond confusing any longer. So many feelings!
A new build for the osx heads.
I decided to do the soundman theme because I have been listening to dancehall pretty much since the compo began. If anyone is digging through the posts later on and wants some reading material, here is a article on the complex relationship dancehall has with sexuality.

a wild tutorial appears!
When you’re crunched, codin’s as easy as breathing.
Missed my last update, coming along alright, just got to finish up the gameplay flow. Then work on level layout and props.
Some playable snapshot builds:
Hour 42: http://dl.dropbox.com/u/7899005/LD19/HR42/WebPlayer/WebPlayer.html
Hour 44: http://dl.dropbox.com/u/7899005/LD19/HR44/WebPlayer/WebPlayer.html
Code on!
Feature complete! Four hours left!
Everything I wanted to get in feature-wise is in! Now to get some audio in there.
I’m really happy with how this came out! You can play the current version (and eventually the final version) at http://excitemike.com/1958_BNL. Yes, the name of the game is odd. Perhaps you can discover its significance.
Oh boy I feeling the lack of sleep/breaks right now.
Anti Colonization #3
So we’ve got interactivity!
Play the current build here. There’s lot to do but being a jam game I guess we can keep at it until tomorrow.
Congrats to everyone that finished something today!
Tags: anti colonization
Scrolling + entity loading + player moving now works.
Unfortunately there’s a scrolling bug due to the 28-tile scroll height. I need to adjust it properly when it wraps around.

Also entities aren’t being deleted when they fall down the bottom yet.
Spacemeat Discovery is done!
This is my first Ludum Dare and my first Flash game, but I’m overall really happy with how it came out! It’s got a really simple interface, just mouse click, and the goal is to discover as many planets as you can before you run out of ships. Try it out!
http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=3503

GO, BRAVE SPACEMEATS!
Disc Over
Well that was fun. Game is buggy as a buggy bug bug bug no imagination left. Need to go away for a while and not think about Ludum Dare for a few hours. Forgot about memory management so everything is just dumped into RAM, which is fine if you dont mind my crappy game using over a GB of your memory :).
I recorded a timelapse video which I’ll upload sometime soon.
Well done everyone ![]()
Resting for now
I have been working the whole afternoon/evening today optimizing the speed of my platformer. The button animation was damn slow because I was basically blitting the whole canvas several times during each frame. It’s been quite a lot of work that unfortunately doesn’t show visually, but now the animation is quick enough for my taste. I even tested the game in my eeepc and it works just fine. With the new code I am precalculating some data and caching it, in order to reduce the amount of drawing/updating during animation. This precomputation is quite heavy, but I am hiding it by using a function that works on the background while the user is playing. Almost no slowdown noticed.
I also took a couple hours break in the middle of it or my head would explode.
Anyway, even though this is less than a sketch of a game, I’m happy with what I’ve done so far. I have a basic engine for a platformer that runs on Html5/canvas, and I think I’ve learned a lot about this technology in the process. Moreover, I have some codebase I might want to reuse in the future. I don’t have much time tomorrow to dedicate to this project, which means that my participation in LD19 ends here. There’s still stuff to do with this game. I didn’t even start considering sound, which should not be a big problem (or am I too optimistic?). I plan to keep on working on this project in the coming days, during the Christmas holidays. One missing feature I’d like to implement now is multiple levels. Right now there is one single level, there is no “welcome screen” and not even a victory condition that marks the end of the game. But more important than that, I’d like to expand the code so more levels can be added. Finally, the big elephant in the room is the total lack of content. I’ve been so concentrated writing code that I didn’t bother to design a proper level 1. But that’s (supposedly) the easy part, if I did everything right I should be able to just start designing the level and buttons and doors with just Gimp.
Oh, and I need to decide a title for the game and maybe change the name of the project (if github lets me do so, which is something I still have to look up).
The current prototype lives at http://chrisjan00.github.com/ld19platformer/
Take care,
Chrisjan
P.S. Don’t forget to try GunFu Deadlands, if you haven’t already. Works on Mac, Windows and Linux (but you need a mouse with a right button).
Working…working…
I wasted some time to watch a movie from tv, but I still coded some more feats during commercial breaks (for real!). I now have added THE thingies to discover (diamonds?). Finding them gives you a fortune, or something, which you can invest partly into new gear. Fear not, you will also get some money up front to spend, I think. Yes, I also added a shop to buy a drill. I’m still missing the “scanner” which is supposed to be an important feature, since it should add the game the possibility to actually use your resources wisely rather than just blindly dig around. If I get around that, then I should also add a shop thing to buy scanner batteries. 
Gotta… Stay… Awake…
Finished!
I’ve finally finished my game! Damn these past couple of days have been fun. I’m glad I was able to finish ontime.
I’ll post a proper break down of what happened, what went right what went wrong ect after I get some rest.
Good luck to everyone still working on thier games.

















































