LD19 December 17–20, 2010

Discovery Idea

I’ve got an idea that I LOVE!!!

Discover a hidden message by reconstructing the broken pieces of a spatial puzzle which is generated from the message.

5 hours of progress

So, Ive been working fo roughly 5 hours on this. The core structure of my game is in (mostly), and I can start putting content in, and animations, and stuff to do! 😀

5 hour snapshot

What you are seeing: Simple game menu, have NPCs you can talk to, objects that do stuff (not visually yet) and a fairly decent sized island.

WELP

Whatever, I guess I’m participating — I promised myself I wouldn’t do it this weekend because I would be busy, but NOOOOOOOOOO. Discovery is such a tempting theme!!

Anyway, here’s a screenshot. I wanted to do something with colors, so yeah.

IDK LOL

I’ve just gotta program the HUD, and then bed. This weekend’s gonna be tight.

Making progress on LD19

Alright, been kinda quite, but I’ve got a working level now.  Gameplay mechanics are far from done but at least I got something to show for it.

I need to pick up the pace.  I’m spending too much time on art.

Just got some damn tiles working!

So this game is going to be a simple platformer rougelie thing where you have to dive (dig?) down. I’ve made some caves using perlin noise. I’m going to run out of time probably.

A robot and ominous ambient lighting.

Random progress share time!

The story:

Imagine you are a lowly service bot on an asteroid mine deep in the void.
You awake to find things are just all kinds of askew. All the other service bots in your storage area are now just empty shells, their AI’s obliterated from existence. Someone seems to have changed the decor as well, someone with a fondness for dark spooky hallways, creepy red lights, and strange arcane symbols. You attempt to ask the central core just what in the world is going on, but you get no response. Odd, considering it’s running at nearly 100% capacity. It’s thinking about something, something incredibly complicated, and it has been for quite some time. Well this just no good at all. You fall back onto emergency protocols and voyage out into the facility to discover what is going on around here.

Gameplay:

Dodge things that attempt to fly at you or shoot things at you.
Shoot back at them to remove them from the equation.

Obligatory Screenshot:

Early prototype, no textures yet and the models are temporary block forms as well.
That light in the top left is your headlight, the levels will be much darker than shown here ( had to keep the lights on for debugging )
Very simple enemy shown here. Wanders around until it spots you, turns it’s red light of doom on and rams you, spins out for 5 seconds and goes back into patrol mode.
I’m thinking the collision might damage them as well, so perhaps they only have 3 hits in them… or some such thing.

I haven’t a clue as to how far production on assets is going to go. Levels are made out of 4 cookie-cutter pieces and one special main area.
Plan is for 6 types of enemies, but each one needs a model and textures so… yeahhhh…
Plan is also for upgradable weapons and maneuverability, but that’s not too high on the list.

Tools:

So far I’ve used Unity for the engine, Unitron for script editing, and Cinema 4D for the super simple player model.

Okay, I’m now officially entirely verbose. If anyone has any feedback though, feel free to be as brutal as you like. :)

Thanks, and good luck to all!

Progress report.

This is all I have so far. I’m doing the basic engine stuff currently. Rest assured this is all place holder art but don’t expect the actual art to be much better, my art skills are very crappy.

Things are progressing slowly as this is the first platformer game I have ever made but still fingers crossed for finishing on time.

I woke up two hours ago. Discovery!? Not that I don’t have any idea about that, it’s just that almost any game is about discovery…

Well, anyways, I got a mad idea: “Mad Scientist manager: Build a scientific department discovering wacky mad scientific stuff. Like fusion, string theory, tanga theory, Hyperphysics, Antimatter propulsion, Antimatter bombs….” Maybe you can tech to “world domination”?

Music engine fixed

The readme.txt file is out of sync in the dump, here’s how the stream works:

if the value is $01, then don’t write anything to the PSG.
if bit 0 is set, it’s a 1-byte lookup.
if bit 0 is clear, it’s a 2-byte lookup, low then high.
if the 2-byte lookup is $FFxx, then reset the stream.

The value for a “blank tick” used to be $00, not $01. Unfortunately, you can get values such as $0D00 of which the first byte read is… $00. D’oh!

And this is the thing  itself. Enjoy.

7 hours, Infinite planets

So, I’m making a space empire game of some kind.  So far, I have infinite worlds being generated…kinda.

The Galaxy is made up of chunks.  Each chunk has a density according to this density map:

The Image itself is 516×516, and the pixel value is the ratio of planets to have in the chunk.  The Center of the galaxy will have very high density, and the edges will not.

The Galaxy keeps track of where the player is.  It then Generates the current chunk, and each chunk bordering the current.  Once the player edges past it’s chunk boundary, the Galaxy rebalances, Centering on the current chunk and generating the borders.

Currently, there are a max of 10,000 planets per chunk, but since each chunk is 20,000×20,000…thats a very low density.  I think i might decrease the chunk size.

Day one done

technically day two at this point, but whatever. I’ve reached the point where instead of making progress I’m a threat to my code, so I’m off to bed.

I’ve almost got the clumps of ore working, the only problem now is that not all the ore is being affected, as you can see here:

I might just make it so the bland brown ore give you +1 of whatever ore you’re currently holding.

Speaking of which; this is how  plan to have ‘inventory’ work: when you collect a new ore your ore counter restarts, after that you can collect as much of that specific ore as you can. So it’ll be a decision to go back up with the fancy new ore you just got, or to go a little deeper and maybe find something 50x better.

My next step (for tomorrow) is to give the ores stats and “perks” of sorts. as well as a few more distinguishing features to makes them even more unique (someone pointed out that it’d be pretty easy for two ores to look the same colour). So yeah!

Ideas

I believe I’ve nailed my idea :) As usual I’m trying to keep it nice and simple. Which is a shame as I had some really great ideas, but I wouldn’t be able to pull them off. So hopefully I’ll create something quite polished and nice this time round, even if it is quite simple :)

Tags: ld #19

Comments

18. Dec 2010 · 08:12 UTC
Do it

Mining -> Abstract -> Space -> Nowhere

So what started off as a destructable terrain / mining sim, turned into an abstract shape collector turned into a space game, and now is going nowhere.

I thought I would attempt to just randomly write and play around to see what I came up with without too much direction.

Was fun while it lasted, but I feel I need to stop these fruitless efforts, take a break, come back and make an actual game.

Here are some screenshots of the “progress” (A lot of time was spent remembering basic trig, and recalling opengl, haha)

Lots of internal developments and side-tangents clearly not visible in the shots. After looking over em virtually zero visible progress in stills, but when “playing” the progress is visible.

On a side note: Anyone have some good music recommendations? HOOK ME UP WITH TEH CODE MUSIC.

7:44pm

9:54pm

12:19am

1:23am

BEARoNAUT first peek

Here is my progress on making the model of the main character of my game, titled BEARoNAUT.

Comments

18. Dec 2010 · 08:06 UTC
Haha, wtf! Greatest thing I’ve seen! Now this morning is awesome! :)

DisGRAVery

Finally I got my idea. Discover objects in space, but only use your gravitation sensors. You basically fly around in space and try to avoid crashing into objects and you have to guess where objects are, and how many mass they have.

I am working on a little proof of concept first, to see if the gameplay would be fun or too hard…

I am blogging!

It looks like I’m not because I’m doing it on my site.  To witness my fabulous and unstoppable and sure-to-finish and no-way-going-to-fail progress, check out http://hamumu.com/journal.php .  Thank you for your examining.

At long last – an idea!

The game will be named “Caves of Mystery”.

You are a lone archeologist, trapped in the ancient caves of mystery – you need to find your way out, but you only have your trusty torch and a few balls of cotton dipped in gasoline – which you can throw to light up your way.

In each level you need to find your way out – but everything is dark, so use your fire balls wisely!

Hope no one made something similar in LD15 – I see it was about caverns (but I did not participate, nor did I see any game from it…).

Now, art and coding time!

Daniel

First signs of progress

Well… I never imagined that creating games from scratch again could be that hard 😉 However, my brave archeologist is on his way:

Art vs Emulator vs Real

Artwork produced in The Gimp based on real Apple 2 colors

same file on apple 2 win emulator

same file on real Apple II computer

just FYI =)

Tags: update