LD19 December 17–20, 2010

Doom Cauldron

My submission for tomorrow is going to be Doom Cauldron. “Put things in it… and see what comes out!” It is a simple item merging game. My programming skills pale in comparisonto the talented game makers here, so I have spent my time focusing on taking photos and editing the items in photoshop. It has been a lot of fun! I have been streaming my screen and webcam at Http://team.battleon.com/artix so you can watch as take photos (of myself in some cases… I set the camera on timer mode and took the picture of myself in those robes for the Necromancer) Everything in the game was photographed today (sat).

A snapshot of my paint doodles

Here are some of the enemies and other things included within the game. I figured I would go for game-play rather than zero in on the art; however, i’m actually liking these regardless of their simplicity.


Comments

hydroxy
19. Dec 2010 · 05:47 UTC
I like what you’re doing here, it’s a nice spin on the original. It’s good to see SCB themed games in the making, the original rocked and nothing recently has has matched it in it’s addictiveness and great gameplay. I wish you good luck young game maker
cce
19. Dec 2010 · 09:11 UTC
These look pretty nifty, hope you get your game done in time!

Discovering Newtons laws?

box2d rules.

Need to replace some assets with more original ones, namely the teleporter BFG 9000 and Super Saiyan-jin Arch-Velocity Cannon :o.

moar better physics integration as well.

Comments

joekinley
19. Dec 2010 · 04:03 UTC
This looks very nice
gherghetta
19. Dec 2010 · 04:27 UTC
“discovering newtons law” made me think of Osmos. But yeah this looks intresting

Movement Changed

As the title eludes to, I changed the movement. Mouse controls were getting bluh.

Also I realized I am not keeping legacy builds on dropbox so all my old links are either going to be broken or lead to the latest build… I don’t know, haven’t checked.

Either way, for anyone who is checking posts, here’s my update: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html

Lizard Wizard

Morp, a young apprentice to the aging Lizard Wizard Edrick, was woken in his sleep by his master. MORP: Nnng? Wh? EDRICK: Come, Morp. It is time for your trials. MORP: Trials? What trials? EDRICK: You are nearly ready to becom a Lizard Wizard. Now you must go on the Apprentice’s Surprise Quest. MORP: Why is it a surprise? EDRICK: Because I just love surprises! EDRICK: For other people. EDRICK: You will go into the Perlin Caves in search of enlightenment in three forms: EDRICK: Mastery of the Feet EDRICK: Mastery of the Tail EDRICK: and Mastery of the Tongue. EDRICK: You will find an artifact for each form of enlightenment. Bring them back. EDRICK: Did you get all that? MORP: I think so. To the caves!

And so it begins.

#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 */ Title screen Title screen Action shot Action shot

A little after halftime..

Ive gotten most of the art assets and sounds done.

Now just to work on fleshing out the game play and music.

They aren’t on screen, but there are sharks lurking about =D

LAND HO!

Well I unfortunately forgot to post last night! Here’s the basic premise of the game.

You control a Pirate Ship (Top down). There has been a major piece of land discovered in the Atlantic in the late 1700’s. The French, Americans, Spanish, and British all send in fleets to take control of it, hoping to make it there and lay claim first… Unfortunately, they all arrive in the area at the SAME time, and are not sure exactly where the island is at in the area. You as the pirate must navigate through this MASSIVE battle of 4 fleets and find this island, and the supposed treasure buried on it! (This repeats each level!)

I’ve gotten decently far on it, have the water, the player’s ship, all enemy ships, all firing, and collision detection with the cannon-balls implemented. Lots of code, but well worth it! EVERY single ship can destroy every other ship that is not of the same flag. The British ships can destroy the French, Americans, Spanish, and You, etc. Hoping it turns out well! Here’s a screen:

My goal for the rest of the night: Somehow get the creation of random islands made up, and get these placed. If the player crashes into the island to fast,WHAM, (s)he loses health. If (s)he is able to find the X on the coast and slowly bring the ship up to it, (s)he wins the level!

Sleepy time update…

End of day two for me. Got a good chunk of gameplay figured out. Need to finish that up tomorrow and still leave time for replacing all the placeholder art with something that actually looks good (those arent sausages and potatoes in the inventory).

Also still need to do music, geez…

I’m just starting

Couldn’t really start yesterday. But i’ve started now

I’m gonna join the new obligatory “Ludum Dare Boobshot”

instant tradition.

oh, heres my game so far:

yay

Comments

panderia
19. Dec 2010 · 04:55 UTC
As a female, I have to support boobs. Good luck!
Billy Wenge-Murphy
19. Dec 2010 · 08:34 UTC
I support this idea in concept
naptar
19. Dec 2010 · 14:02 UTC
Heya! That looks interesting! Really hope you’ll have enough time to finnish it up even though you’d a late start :) totally liking the boobshot!

oh yeah, I need a title

OK, now there are more people.  Maybe now it is even?

nope

Comments

youdonotexist
19. Dec 2010 · 04:16 UTC
I think your robot may be related to Bender.

AWTa be a big pile of confusion

Seriously, this is the most baffling mystery I’ve come across using AWT…

Here’s Editor and here’s LevelCanvas. The problem is that when I click on the LevelCanvas component, it’s supposed to repaint, but it only does the first time – then you have to iconify and bring up the window again to be able to click it again. The paint() and update() methods for the LevelCanvas are, in fact, being called every single time, but nothing is actually updated on the window itself.

Help?

Not a game, fun though

Well, not doing too well, but I finally managed to merge scrolling + Slick + Phys2D at a decent framerate, though Phys2D still suffers from inaccuracy with box on box collision, if you see the grid lines on the floor and various platforms, those are where my collision boxes are, and the “player” gets stuck when trying to move across them, a circle will work, but I am going to continue looking into better generation of the worlds collision bodies from a tile engine before resorting to that(since it uses circles, and not ellipses….)

A game is not what I have right now, not even close, fun…just not a game…

Comments

WitchD0ctor
19. Dec 2010 · 04:25 UTC
nice, are you going to make the character body fixed rotation? or limit rotation in some way? you might be getting caught on the corner because of friction of the body and world tile bodies
19. Dec 2010 · 05:10 UTC
Well I mainly unlocked rotation to mess around with it, when rotation is locked you get stuck(and have to jump), but when rotation is unlocked you tend to just flip instead of getting stuck, but yeah my plan is to have the rotation locked

Woot! Making progress on Introspect.

Here’s another build for you!

Level transitions and game-state saving is working.  All of the dialog code is in place, too, and you can now collect memory orbs.

Now that I am done with all the core game play stuff, it’s time to start working on levels and toss in another enemy or two.

28 hours, Ownership, Factions, Empires

29 hours into Space Empires, a game about Discovery, Conquest, and building one big space empire.

I Rewrote the way the Galaxy handles each cluster of planets, leading to a very fast and very efficient search time and generation time.  A major issue was that I was recomputing all the planets on each cluster switch.  I made it so that it only generates new clusters, keeping the ones that exist before.

With that rewrite, Factions suddenly worked, so infinite factions to fight!  They have small sections of planets and will build an empire.

I still spend WAAAAY too much time developing just flying around and clicking on planets and seeing what their name is.

Thunder and chips

We had a thunderstorm w00000000t!
While it was going: baked potato chips.
Royal blue potatoes being sacrificed for the greater yumminess

Royal blue potatoes being sacrificed for the greater yumminess


Pre-baked
Hot to go
Also, progress:
Dude going hiking

This game is finally starting to approach the limits of my aesthetic ability

Comments

19. Dec 2010 · 05:12 UTC
yum!
19. Dec 2010 · 07:03 UTC
Those potatoes look well yummy :)

A Sample of what I intended

Ok, I’m starting to think I won’t deliver a full experience, but I kind a like how it is turning out. Let’me know what you think.

Let’s say it has a very very short story.

Check it out here!

Comments

littlehacksaw
19. Dec 2010 · 05:09 UTC
That is very, very, funny. 😀
19. Dec 2010 · 05:22 UTC
i love it!
19. Dec 2010 · 05:48 UTC
Nifty, love the art.

A game not called probe – Version 3

Playable here:
http://www.blacktriangles.com/wp/personal/discovery-v3/

Some features:
– persistent data
– shop interface for fixing the mother ship
– you lost your local scanner cause you have to upgrade to get it.
– added a mini-map but i think that might also be a purchase
– main menu, you can see my ugly mothership model.
– you can generate new levels through the in game menu

Screen shots:
mini map

As I rev your saves will get lost, sorry =(

So whats next?
– Purchasable upgrades for your scanner.
– Enemies (yay!) and Combat!
– Purchasable upgrades for your weapons! (i REALLY want to get to this but I think the game can live without combat, first the DISCOVERY part of the game.)

2 hours of sleep in 2 days! I’m starting to feel drunk o_O

Comments

True Valhalla
19. Dec 2010 · 05:42 UTC
Looks awesome! Heaps of work left?
littlehacksaw
19. Dec 2010 · 07:58 UTC
Daww, no unity for linux…. I’d love to try your game but no time to reboot…

Day 1

Wow. 24 hours is more like 10 hours of being at the computer is more like 6 hours of actually working. Tomorrow is going to be interesting. Here’s a screen of today’s work (you can also refuel and recharge at the home planet through a simple shopping screen. Hoping for a minesweeperish exploration of the space. Gather resources, upgrade your ship, fight aliens, don’t get stranded.

Morning!

Here’s the latest screenshot:

Collisions are working, also lighting – note the cool torch effect!

Had breakfast:

Now on to to some timestep issues, and actual gameplay!

Daniel

Comments

19. Dec 2010 · 05:41 UTC
yez!!!!!

looking great.