Inspirational Quote Time
“YE GODS! IT’S FULL OF STARS!”
-Massey, “Schlocks Mercenary’s”, (and some other guy)
(forgive me, I had to, now someone make a telescope game.
Tags: motivation
“YE GODS! IT’S FULL OF STARS!”
-Massey, “Schlocks Mercenary’s”, (and some other guy)
(forgive me, I had to, now someone make a telescope game.
Tags: motivation
Not over enthused by the theme, but I’m drunk right now, so who knows what i really think.
I’m eating this…
…thats supper. gonna grab a couple of hours and hope i wake up before monday. Might have some game thats y’know, fun….maybe.
Slainte
So I decided to be stupid and make some nice sprites first. Here are the results so far:
#gallery-1 {
margin: auto;
}
#gallery-1 .gallery-item {
float: left;
margin-top: 10px;
text-align: center;
width: 33%;
}
#gallery-1 img {
border: 2px solid #cfcfcf;
}
#gallery-1 .gallery-caption {
margin-left: 0;
}
/* see gallery_shortcode() in wp-includes/media.php */
I’m thinking it will be a platformer in which the balls change your color if you are a different color from them and kill you if you aren’t a different color from them. Also, which color you are determines which spaces you can go through.
What does this have to do with discovery? Absolutely nothing. And I don’t care one bit, ’cause I have some hot balls. (Maybe if I have some time I’ll add a storyline involving a space shuttle)
Discovery, eh?
I probably fell into the same trap as others when I originally saw it, and thought of it in the literal terms of discovering things – which sounds much like Exploration, really.
Then I started to see outside the box a bit, and how open the theme actually is!
So, after a few hours of brainstorming a few ideas out on my graphics tablet, I’ve come up with Splodge!

You control an alien whose ship has malfunctioned over some random planet, and fallen to bits and crashed. You’ve to find all the bits of your ship, avoid the local nasties, and get back home.
Unfortunately, your bits of ship have managed to scatter pretty far and have landed in some rather difficult to reach places. Luckily for Splodge, he can absorb things to mimic their properties and get about the hostile environment a bit better.
Also, bit late with this, but here’s the obligatory desk pic – each machine has a dedicated purpose; graphics, audio, code, source control/IRC! Seems to be working well so far 

Now for some sleep, and see if my idea still makes sense in the morning….
Here’s where the ore generation is at: random vein shapes and colours.

my next step is to make it so ores that are created beside eachother are the same
So, three hours in, I am tired. Even though I’m on the left coast of the Americas. That’s what I get for weird sleep schedules. Anyway, I thought I’d share my current progress. I’ve decided to try a Cave Flying game—I’ve a few ideas on ways to tie in the theme besided the title text. Look below for details and a screen…So far, I’ve got the basics, time-based event loop, window on the screen, things drawing to the window. I’ve also got my first-even dynamically-generated level! The cave-generation code turned out to be easier than I’d hoped, and was what I had planned to finish for tonight, so my sleeping schedule mishaps won’t hurt me too badly, I hope. Here is an screen of the game in its current state. Note the lack of player avatar… We’ll see what comes of the next couple days. Hopefully I can draw.
I wish I had something to show, but right now I’m neck-deep in Javascript. I’m building an isometric tile engine for the HTML canvas element. This is something I’ve worked on before, so I’ve got some bits and pieces laying around, but now I’m sort of pulling it all together to get a scrolling map going ASAP.
The basic idea is to load resource images into the DOM then use them as you normally would in a tile engine. So I copy a rectangular region from the resource image onto the canvas, wash-rinse-repeat. Since it’s isometric, I’m working with squashed diamond shapes. For this implementation I’m using tiles that are 300 x 150 pixels. Every other row has to be offset by a half-tile so they tile up nicely. Anyway, this is all probably stuff you know.
I’m working on a few interesting bits with canvas. One is shadows, which I’ve got some prototype code for and will probably use. With that I copy the sprites in a translucent black and then apply a matrix when copying them onto the map so they’re skewed properly. I’d like to figure out a good way to blur them too, but may not get to that. Another thing I want to experiment with here is particles. I might try using the mousewheel for zooming in and out a bit, but that will be a Sunday thing, I reckon. I have the concept worked out in my head, but we’ll see.
As for the game itself, I’m planning to sleep on it and see what details may emerge.
So, for LD 19 Im building a top down exploration RPG where you are Christopher Columns, an aspiring legend. You seem to have become stranded on a seemingly deserted island. After finding your way around you find an english speaking tribe, the Indjuns. They are a peaceful loving tribe, but they have a great secret to keep, they have a lost treasure that they dont want travellers to discover. Being stranded and all you decide you might as well try find the treasure. Along the way you will have to cake part in mini-games that the Indjuns cook up to get information from them!
So here is what it looks like currently:

Just a little way I got organized before LD. I thought it was pretty neat xD. (not my images; don’t remember where I got them from 😛 ) Thought Id show ya guys. Update on the game will come soon; done with a sketchy basic movement engine.

4 hours in almost, and I have a functioning menu!

My game is about a simple asteroid miner who feels a sudden wanderlust and ventures out into unknown space in his small vessel. Procedurally generated universes ahoy!
No, it’s not a minesweeper clone, what are you talking about. Go away.

The idea might be to have a digging/Minesweeper game where the player has to mine around the mines (oh man) and find treasure, which must be sold to get more high-tech mining equipment. And as another jab at the theme if I have time, the player can use Scrolls of Identify (an earlier idea I had was a game about a day in the life of an Identify scroll) to gamble with an item’s value (normally, stuff is normal-priced, identify it as cursed, price drops majorly, identify it as blessed, price increases majorly).
Basically what I have so far is this: You are a submarine looking for treasure and stuff. Equipped with nothing but your trusty sonar scanner and your state of the art Bright Blinking Beepy Thingy (BBBT) you must scavenge the ocean floor for long lost riches. But beware, as much as your sonar is handy, it also has it’s drawbacks. Every pulse you send out attracts the attention of underwater pirates, and if they find you bad things are sure to happen.
It’s getting there kind of basic structure is there.. now there’s just the little matter of gameplay
so the basic concept, you have one action button there are lots of different blocks… the glyphs on the blocks define what the action is..
you have to “discover” what the glyphs mean, and explore the area to figure out what to do/where to go …etc, not great but could be fun
also slight change of tools on my end, the target is iOS using cocos2d rather then a android project.
OK, I’m in. I have no idea what to do, and I will have only about 3 or 4 hours to finish the game. Let’s see what will happen.
Came up with a quick idea for my game, the title of which is ‘In the Darkness I Shall Fall’.
I wanted something simple and physics based that would leverage Unity.
I decided on making a Marble Madness type game played virtually in the dark (there is a small light that follows the player and a small light indicating the goal).
I built a test maze simply in 3DS Max and it worked great. The game is so simple (and thanks to the awesomeness of Unity) that it is already playable. There is a win condition, and lose condition, and plenty of challenge.
I am going to make the test maze the first level and I’m going to try to come up with at least five more.
I am trying to keep it simple stupid so I doubt I will try to add eye-candy or add a bunch of different objects. I’ll just work on adding some more interesting levels, because it seems like the challenge and fun is there already. Controlling a ball on a ledge is fun.
I may add a timer and add difficulty which will control the time you have to finish the maze. Your ball can jump a little by pressing the space bar, so it will be vital to take shortcuts in order to finish the levels on hard. Will only work on this after I finish at least five levels.
Going to take a break and work on some music and effects for the rest of the night. Getting tired.

4 hours of work. Most of which not visible in a still.
That’s that for the first four hours of the compo for me. Now it’s time to go to bed.
Tasks completed today:
intersect())My current idea for the game is about solving puzzles and exploring by using strings of text found on discovered artifacts, collecting various power-ups along the way. You view your character from a bird’s-eye view, applying force with the WASD keys to fly about the screens of the game world. Simple enemies will pose a threat to you, as you (maybe?) don’t have any weapons to defend yourself.
In any case, good night Ludum Dare! I shall be awake within 8 hours, ready to eat some scrambled eggs and drink some OJ!
Well after a few hours of work tonight, I’m going to bed. The picture doesn’t look like much, but I have figured out how to make a multi-material cube in unity and spin it every which way. While I can easily make a multi-textured cube in Blender and just import it, that would not be optimal for what I have in mind. Now I just need to generate the textures to put on the cubes….
