LD19 December 17–20, 2010

Untitled Discovery WIP #1

Untitled Discovery WIP #1

Hey Guys, So i posted earlier and i have actually gotten far with what needs to be in place for my game so far. I was going to upload a playable but thats pretty boring until the first level is done.

So, instead you can look at this picture and watch this video :

LD48 Untitled Discovery from FuzzYspo0N on Vimeo.

Tags: video

Comments

madk
18. Dec 2010 · 12:10 UTC
The tie it is awesome.

Vegetation

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So hmm yeah, now I generate temperature maps (with altitude, distance from equator and noise), and precipitation map (just noise), and from those I deduce the type of vegetation in each cell. This is extremely non scientific and not accurate, but the result is ok-ish and I lost far too much time on these damn rivers that still don’t work properly. Damn, when will I have any kind of gameplay anyway?

Comments

True Valhalla
18. Dec 2010 · 12:25 UTC
Heh, who cares about gameplay, it looks great =)

Originality FTW

I’m very nearly done with the behind-the-scenes codestuff and have begun working on the actual game.

Through this I’ve decided how the game will be played. Instead of actually working to solve the crime like I was originally thinking, you’re finding the clues in hopes of discovering who killed the old woman and why, and why you end up in prison when the whole thing is over. Essentially, I’m shifting the focus from investigation of the crime to pure discovery of the plot.

In the meantime, another screenshot.

Sat, 3 PM, 12/48 passed

A short update this time. It’s becoming more and more interesting, so I won’t spend a lot of time writing this post.

And… I may have too many ideas on how to improve the game. I hope I can implement them all!

Change list:

  • Can’t walk trough walls any more
  • Added walk buttons
  • Added minimap
  • Added discovery percentage
  • Detection if standing in front of a wall that can be moved

Totally participating okay right let’s do this aaah

As stated in title. Flex, FlashDevelop, Flixel, and whatever flippin’ thing I can substitute for design talent will be used. About 36 hours left, yes? Yes. And let’s call it… ‘Finding Directions’. Guess the gameplay from the title; that’s what I’m doing. Good luck everyone else, see you on the other side hopefully.

Viridian’s Ludum Dare 19 Post 1: Obligatory Complaining About the Theme

Discovery. Come ON. Name me a game where you DON’T discover anything.

But…

“Discovery” suggests a Metroidvania to me. Those games are all about discovering new powers and discovering new areas of the map you couldn’t get to before.

I’ve been thinking about writing a Metroidvania. I actually already have a main character and a storyline. It’s called Zeta.

So…really simple version of Zeta?

Yes. Yes, I think so.

first screenshot

I don’t seem to be advancing too fast, I have a hexagonal tile system working, though;

#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 */ land

Starting late

Slept a loooong night and now I’m just starting to work on something. Let’s see how this goes on…

Hooray for Enemies!

Starting to think this game might be halfway decent.

Need a name !

I woke up 2 hours ago, and here is what I have done so far :

  • Each planet can be bound to a Sun
  • Each planet can be bound to an other planet
  • Gradiant color around planet
  • scaling, but it’s not working perfectly :/
  • “camera” deplacement

LD19_screen2
LD19_screen3

Also, I need to find a name… And I’m not good at it.

Tags: pygame, python, screenshot, SDL, space

Comments

18. Dec 2010 · 12:38 UTC
RK4 FTW!! Probably not, eh?

More progress on level generation

This will eventually be used as the map ingame.

You can see the keys, maps, and door you will need to find to get out. I’m still trying to decide whether you will need all of the keys or only one.

Also, here’s my companion for today:

First Screenshot Time

Okay so it doesn’t look like much but I want to prove I’m doing something, so there!

Disco Five Screenshot 1

The game after about 3 hours of setup and coding.

So you have FOV and exploration types of stuff going on. The map generator seems to be working although I am completely sure there are bugs somewhere in there. Player gets placed in an open area at spawn, which is nice.

Next step: Add some things for the player to discover. That’s the theme after all. Once the player can discover things on a single map I’ll work on trying to apply some sort of larger narrative/flow to the gameplay.

Comments

18. Dec 2010 · 12:47 UTC
Looks good so far!

Perrin Progress #2

Got a basic white box of my game environment working, and running in engine with some temporary textures. Also spent some time making a bunch of music and sound effects. Still no closer to putting any game in there but progress is progress.

Gostly Roguelike #2

Room exploration with interactive illumination (you can’t see behind walls!)

Also, HUD was a nightmare to get done. The 3x zoom i’m using messed with HUD positioning…

Tags: 7Soul

Comments

madk
18. Dec 2010 · 12:49 UTC
Your pixels are so scrumptious
Irock
18. Dec 2010 · 17:03 UTC
I love the colors you’re using.

Almost finish


For now seems to be a mix betwen a tower defense and a shump, but the way you discover gameplay is core element 😀

(with audio :P)

Screenshot and food!

Heres is a screen shot of “PAINLESS”:

And my lunch,

Try not to panic but…

We’re now more than twelve hours in by my count. I have only the most rudimentary gameplay features in. This is going to get interesting.

Edit: – On the upside I think I’m accidentally half way to having a decent 2d game making framework. Which is entirely not the point but hey! Whatever!

Let’s Draw a Space Shuttle

How the system works, which is so simple and is now finished is it takes two images, one which is the level and one that provides a collision mask. I’ve been drawing using simple colours and drawing out the space shuttle. I have a big list of things to get drawn, and I want the place to look like it could support 100+ astronauts.

Here is the collision mask. Below is the level file. I’ve got the living quarter started with communal bedding, I just need to add things like showers and stuff to that. Then there is the dining complex, with seating and a walk through canteen. Behind and to the left is a kitchen which connects to a freezer room. That black looking tunnel is one of the many access tunnels, only open to certain crew and maintenance.

MULTI COLOURED BEDS!!!!!1111!!11111ONEone111eleven