LD19 December 17–20, 2010

Inspirational Quote Time

“YE GODS! IT’S FULL OF STARS!”

-Massey, “Schlocks Mercenary’s”, (and some other guy)Starry Night

(forgive me, I had to, now someone make a telescope game.

Tags: motivation

I’ll start….eventually

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

Comments

TheGrieve
18. Dec 2010 · 03:18 UTC
In retrospect, my flatmate now has prrof I’ve been eating his weetos

Progress on art

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 */ guy-base ball-0 ball-1
ball-2 ball-3 ball-4
ball-5 ball-6 ball-7
ball-8 ball-9 ball-10
ball-11 ball-12 ball-13
ball-14 ball-15 ball-16
ball-17 ball-18 ball-19
ball-20 ball-21 ball-22
ball-23 ball-0 ball-1
ball-2 ball-3 ball-4
ball-5 ball-6 ball-7
ball-8 ball-9 ball-10
ball-11 ball-12 ball-13
ball-14 ball-15 ball-16
ball-17 ball-18 ball-19
ball-20 ball-21 ball-22

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)

Tags: artwork, balls, sprites

Splodge!

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!
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 :)
LD19 - Ready for Anything!
Now for some sleep, and see if my idea still makes sense in the morning….

Comments

TheLolrus
18. Dec 2010 · 03:53 UTC
Gosh, all those computers!

Ore generation is going good

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

Comments

18. Dec 2010 · 03:35 UTC
Looks cool!

Initial Work before Bed

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.Dynamically Generated Cave

Dynamically Generated Cave

I need names!

More specifically, scientist names, for me to generate.

GOGOGOGO!

You can view results here.

Neck deep in code

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.

First Looks

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:

Comments

TheLolrus
18. Dec 2010 · 03:54 UTC
That stick figure be derpin’
aus_mike
18. Dec 2010 · 03:58 UTC
How much ‘cake’ will be involved in these mini games exactly?

Core systems almost complete

To do:

* items and inventory
* dialog interaction with NPCs
* content

Comments

18. Dec 2010 · 04:11 UTC
I love this concept: a courtroom drama? Totally original.

Keep up the fan-freaking-tastic work!

Epic Desktop BG

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.

Comments

Billy Wenge-Murphy
18. Dec 2010 · 04:01 UTC
That is pretty cool actually. I can see that being helpful to me, ’cause I group my icons kinda like that anyway!
18. Dec 2010 · 07:51 UTC
Creative! :)

Spacix

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!

(Not a) Minesweeper clone

No, it’s not a minesweeper clone, what are you talking about. Go away.

Not Minesweeper.

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).

Untitled Submarine Project

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.

Some sort of discovery game

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.

Ready to Roll

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.

In the Darkness I Shall Fall

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.

Here’s a screenshot of the game so far:

Day 1: Epilogue

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:

  • State-based game framework (using Slick’s base)
  • Entity handling
  • Rudimentary collision handling (using Slick geometry intersect())
  • A way to lose! Slamming into walls with too much velocity causes you to take damage. Hitting 0 gives you a game over.

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!

    Multi-Textured cube

    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….

    Greatest Discovery

    Not only is there life on Mars, but that life is Dinosaurs!

    Tags: dinosaur, mars, space

    Comments

    18. Dec 2010 · 04:37 UTC
    His ‘stach is on the outside of his suit? :)
    18. Dec 2010 · 05:04 UTC
    Wikkid.
    18. Dec 2010 · 08:09 UTC
    Great modeling in this short amount of time, I’m impressed… AND JEALOUS! 😀

    Done for now

    Here’s where the level-gen’s at:

    there’s a few problems right now, mainly the generation of ores isn’t very pretty 70% of the time, and I also have yet to make clumps of ore be of the same type

    Comments

    Redbone
    18. Dec 2010 · 05:09 UTC
    So that’s where candy comes from.

    My Game – Concept and First Demo

    Edit: I forgot the “concept” part!

    My game’s title is “Probe”. It is about a little robot that is sent to explore a mysterious alien fortress and runs into hostile machines and even finds usable alien technology. (Meaning Metroid-style upgrades)

    There will be two characters: Zoe and Frankie. They will have somewhat different attributes, as is the way I do these things. I’m using Zoe for testing, because, well, I just usually make the female lead before the male. It’s a weird tradition that’s embedded itself into my work habits. It’s kind of like having a playable character of each gender, I guess. Just something I like to do.

    Yeah… Um… I didn’t think I’d get this much done this fast. I thought this would take me at least another four hours. But I have what I called in my schedule post a “prototype”.

    Or at least the beginnings of one.

    What I have, specifically, is:

    • An “Actor” class that can respond to collisions with terrain
    • A “Terrain” class that can construct itself from stored level data
    • A “GameWorld” class that can hold game entities
    • A “Level Munger” that can process level files from Tiled (My editor) into AS3 that the above classes can use
    • Some sprites for basic player movement
    • The beginnings of a terrain tileset

    In, what, 4-5 hours? I’m going to take a break, I think, and hang out in IRC.

    Oh, here’s  a screenie and a link to my demo on Dropbox.

    Screenshot of Probe v0.0.5

    Isn't she cute?

    Comments

    18. Dec 2010 · 05:30 UTC
    I really like the way she looks!

    Some musics

    Currently I’m working on the level format, so I’m shoving that in a readme.txt. I should probably rename that file.

    There isn’t any code to load the data just yet and I’m trying to work out the structure that entities should use.

    Anyways, while you’re waiting, here’s some music I intend to use.

    Universal Conquest

    Choose your next discovery!

    Yay, I’ve got sort of an idea. Probably one that lots of other people have 😉

    Reach out to the stars, discover new planets, new material and new ways to reach the farther out stars. Lots of pseudo random involved.

    Day 1, 6AM: Theme and ideas

    It’s 6am, it’s freezing cold, it’s pitch dark, England is caked in snow and the theme of Ludum Dare 19 is <strong>Discovery</strong>.

    Discovery is what I was hoping for. I think one of the close runners up, Containment, would probably have led to a more interesting selection of games, but I had a clearer idea of what I’d do for Discovery. I knew if this one ended up being picked, I would have to make something involving randomised content. That’s what makes Spelunky so exciting to play, and that’s probably the greatest game about discovery I’ve ever played.

    Unfortunately I’m not Derek Yu, and I only have 42 hours, and I’m wasting time writing a blog. So my game will be a little less ambitious.

    To fit the theme, I feel like the pleasure of the game has to have something to do with the discovering. And the only thing gamers truly and instinctively care about is stuff that benefits them in the game. So not only does it have to be the content rather than just the scenery that is randomised, the unique elements of that content have to feed back into character progression in some way.

    My plan currently is for something top down, where you direct your character – probably a robot – around a large landscape with the mouse, encountering enemies with randomised stats. Destroying them will let you salvage some of their traits, so a very tough enemy would boost your hitpoints when you destroy it.

    Someone joked that everyone should not only have to stick to the chosen theme, but also combine it with Christmas. So if I can draw it in any meaningful way, I’ll set my game in the snow.

    Comments

    18. Dec 2010 · 05:24 UTC
    At least I’m not the only one who woke up early :-).

    Our Airship flys!

    Here is our Airship, cruising out over the ocean, looking for something to discover…

    Have to start somewhere

    Not real impressed with the theme.

    Oh well, a few minutes sketching out an idea before bed, and a first screenshot.

    outdoor_chums.png

    Getting somewhere….

    I’m gonna be doing something 3d involving deep sea exploration (or, discovery, that is….). Here’s a shot of the fog effects and such on some crappy brown seafloor (it looks better in motion with the animated caustic-y effect…).

    Graphics ahoy!

    null
    It’s a pretty big step up from solid boxes. Ground texture isn’t final, and will probably be changed. The blue circle thing is a bomb placed by the player.
    Gems have a 1/10 chance of appearing when blowing up a block. This will definitely change, since luck is no fun.

    End of day 1 I suppose.

    On the first day he rested

    Resting already? Yeah. Doesn’t look like much, but here’s what I got:

    Starting to tile

    What we have here is one isometric tile being, um, tiled in an HTML canvas element. Now I rest and dream of discovery.

    Time to get to work.

    Just woke up and it’s time to get working. The first cup of coffee has already been drank and I have an idea on what to do.

    I think I’ll flesh the idea out a bit first before talking about it incase I decide its a crap idea and moving on to something else. The concept needs to be simple so I can make it with my limited knowlege.

    Gooood Day!

    Okay, lets do this!

    LUUUUUUUUUUUUUUUUUUUUUUUDDDDDDDDDDDDDDUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUM DAAAAAAAAAAAAAAAAAAAAAARE!!

    kay, discovery, hmm…

    Sat, 8 AM, 5/48 passed

    The sun is slowly starting to shine, and I’m here with an updated screenshot.

    Still 90% of the time left and feeling confident.

    Comments

    18. Dec 2010 · 05:34 UTC
    Is that The aMAZEing Labyrinth?

    Friday Progress

    Needing sleep pretty hard over here, but so far things are looking much better than they usually do at 5 hours in.

    Doesn't look like much, I know.

    The slightly-unusual control scheme is working and (I think) kind of fun, I can now load up levels made in Tiled, Collision handling seems solid (for once), the little guy’s animations change to reflect important state changes… I’m feeling good about this Ludum Dare!

    Comments

    Fuzzo
    18. Dec 2010 · 17:30 UTC
    I think I remember seeing something like this at the MIT Museum.

    My 1st LD, Land of Discovery

    idea - Land of Discovery

    This is my 1st LD, and I’m just so excited about it. I spent about 5 hours to get an good idea for the theme.

    The name of the game will be “Land of Discovery”, and the concept is:

    • You(Maybe a knight good at sword and magic) are trapped in a strange land.
    • Here, you will constantly discover something(e.g. a new discovery for every 10s).
    • The discovery will be totally random: a stone platform to stand on, a monster to fight, a recovery potion…
    • When LV up, you will get a chance to increase your forecasting skill or battle skill. Forecasting skill will give you a chance to forecast the discovery in the near future(e.g. you forecast you will encounter a monster in 10s, however you don’t know the type of the monster.)
    • You need to combine the discoveries to achieve the goal of current game level, e.g. kill a dragon or arrived at some place.

    I’ll use unity as my game engine, but my 3d modeling skill is almost ZERO… So I think the game world will end up with plenty of primitives.

    Breakfast and fresh air

    After enjoying a tasty breakfast outside i got an interesting idea for the game. I’ll have to begin to test out if it’s acually functional and playable.

    Comments

    18. Dec 2010 · 05:31 UTC
    That’s breakfast? O__O

    What are you having for lunch?
    18. Dec 2010 · 05:35 UTC
    Looks tasty indeed. What country’s cuisine is this?
    18. Dec 2010 · 05:37 UTC
    That looks amazing
    18. Dec 2010 · 06:16 UTC
    Haha, i had plenty of friends helping to finish the dishes. There’s no way i could have eaten all of those haha.

    Progress

    5 1/2 hours in, I’ve managed to get the game to read this file…

    And import it into the game like so:

    Still having a bit of trouble rendering the tiles though, but I should have that fixed in the next few hours.

    Next up, “chests” 😀

    Edit: Who would have thought that changing one letter would fix all of the problems 😀

    From:
    for (int x = (int)tl.X; x <= tr.Y; x++)

    To:
    for (int x = (int)tl.X; x <= tr.X; x++)

    Can relax now 😛

    Early Screen Shot

    Here’s a screen shot of me messing around in the engine. The character sprite is done; the blocks will change.  A bit later ill describe the game concept 😛


    Movement feels quite smooth for how fast I did made this. Doing quite well; hope everyone else is!

    Comments

    LegacyCrono
    18. Dec 2010 · 07:11 UTC
    It looks like SuperCrateBox. Nice, keep it up.

    Progressing

    Managed to create a random treasure spawner. It has:

    – An GameObject array to throw in different types of treasure.

    – A public int for changing how many treasures spawn.

    – A public float for changing the min allowed distance between treasures (works good enough)

    – A Vector 2 for changing the allowable spawning square.

    To Create:

    Only have one treasure type at the moment, but when I put in more it will randomize how many of each is distributed.

    If I decide to make the game point based I’ll tighten the hold on the spawner so there is a set amount of each type, this will prevent someone from getting lucky and only getting high valued treasures.

    Complete revamp

    Got a quick nap and decided to TOTALLY revamp my first concept (a spaceman exploring an unknown world). Finally, you will play a prehistoric man, accidentaly teleported in our modern days, and you will have to use the short time granted to discover as many concepts as possible.

    Destroy a TV with your heavy stone mace, and you will be awarded with “Discovered the concept of Channel-Hopping”.

    Latest version, also known as :
    “hey look at me guys, I collide with things ! Woohoo !”

    Thinking of a Title

    As my game is near complete, I started looking for a title.

    The game is a combination of Scarab of Ra and aMAZEing labyrinth, so I came up with the following combinations:

    • Scarab of Mazing
    • Scazing of Rabyrinth
    • The Arab of Ska
    • The Arab of Lara
    • Maze-o-Lab
    • Lab-o-Ra

    Or maybe I should throw ‘Discovery’ in the mix. Feel free to let me know what you think!

    Comments

    18. Dec 2010 · 05:47 UTC
    I like the “Scazing of Rabyrinth” version :)
    18. Dec 2010 · 06:03 UTC
    The amazing scarab!

    Progress

    now I can move around the map.
    movearound

    hide’n’seek, shot number one

    Got a couple hours in, so here’s a shot of my progress. We’ll see if I find the time to finish this. Probably have around 3-4 hours here and there which I can devote to this. Fingers crossed..

    Hide n seek shot #1

    Demo And Concept

    Click Here for the demo of the game I’ve got working

    Believe it or not, that’s 90% of the engine I’ve planned handled, there’s a lot going on behind the scenes.

    So the concept is discovering the maps…but there will be innumerable things stopping you.  the code’s a complete mess already, but ah well.  I’ve been livestreaming the whole thing to my players and the general public over HERE

    Getting some sleep now, and hopefully will come up with a wonderful name and artistic skills overnight

    Nano…Nano Something…or Bio…something

    EDIT: You can play the incredible demo of our first build here. http://certainlogicstudios.com/projects/nano-something/v1

    Long time friend and colleague, Sir Not Appearing In This Post, are working on a title that will shake the very foundations of modern science.

    Following the theme, we’ve decided to delve inside of ourselves. Literally.

    Hour 1

    From concept to screenshot in under an hour. That’s pretty good for one Canadian (not myself, my colleague).

    The game shall be a top-down, asteroids like game taking place inside the human body. More to follow…

    Tags: certainlogic, nanosomething

    Comments

    Fuzzo
    18. Dec 2010 · 17:48 UTC
    Does anyone know how to get the Unity web player running on Linux? Is there a way to run Windows plugins using Wine?

    YES! FOR SUCCESS!

    Got up, read theme, had a soak in the tub and just let my mind work. Arsed around a bit. And then almost two hours later inspiration stuck like the might hammer of MJÖLLNIR! Time to write my idea down before it scorches the inside of my head with it’s fiery HEAT.

    Progress report 1

    First evening down. Bed time.

    Pretty butt ugly at this point… have just been trying to block in the basic functionality.

    Just Beginning

    This is the kind of breakfast you get if you forget the fact that you have to eat to survive. Also, the title screen is complete:

    The game will be a mix of Desktop Dungeons and XCOM. I hope.

    Somewhat broken river system

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     xxx......                       ....xxxo***********ooooxxx│xxxxx
     xxx....                          ....xxooooo******oooxxxxx│xxxxx
     oxx..                             ...xxo**ooo**o*ooooxx.┌─┘xxxxx
     xxx...                            ...xxooooo***ooooxxxx.└┐.xxxxx
     xx...                              .x.xxooo****oooxxxxx..│..x.xx
     .....                             ..xxxxoooo****ooxxx....│......
     .                             ...xxxxooo*****oox....     ..
     ...xxxxoo***?──────
     ...xxxxxooo***oxx..
     ..xxxxxooooooooxx..
     ..xxxxooo*oooooxx...
     ..xooooooooooooxx..
     ..xxoooooo**oooxxx.
     ..xxxooo****oooxxxx.
     ..xxxoo*******oox...
     ..xooooo******ooxx...
     ..xooooo********oxxx.
     ....xooo**********oooxx..

    It simply follows the steepest slope, and erodes the land when there is no lower point around. Kinda works.

    Comments

    Sparky
    18. Dec 2010 · 08:01 UTC
    Whoah, that’s an awesome screen capture. It’s got a lot of texture.

    HOMMage Progress (swf build) + Tools

    Alright got the hexes working, and a simple interface. Have my hexes all set up (thank you Emanuele Feronato) . Simple hex picking, and a rough hierarchy for my game objects. Check it out here!.

    I think I’m progressing at a decent clip… But well see how I feel tomorrow night at this time. For those of you using tasklists, or milestones, or any extensive time management during these competitions, hows that work out for you? I’m always scrambling from Saturday night onward during LDs… ugh hoping to avoid that this time around.

    Slipped my mind to thoroughly detail my tools earlier.

    Tools

    Flash CS4

    Flash Builder

    Notepad++

    Paint.net

    Chronolapse(Totally psyched for how the timelapse will turn out!)

    SVN

    PHP

    mySQL

    audiotool.com

    and of course sfxr

    I’m wondering how the 8-bit effects will sound with whatever I can bang out for music from audiotool. Oh well, worse comes to worse I’ll hum a track or two.

    Progress :D :D

    Around 6 hours in now and my idea is going swimmingly, here’s a little teaser, wonder if anyone knows what on earth its about 😀

    Of course these are just placeholders at the moment.

    As always simple has won through and my idea is lovely and simple, the most important question is, what should I have for breakfast…

    Comments

    aus_mike
    18. Dec 2010 · 07:17 UTC
    Rotten broccoli stem simulator?
    18. Dec 2010 · 09:17 UTC
    Wow my placeholders are that bad? 😛

    uahhh. just got up

    i guess i’m in. woke up at 4am to check the theme and went straight back to bed, hoping for ideas in my dreams ^^.

    let’s get started!

    Playable Thing

    http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html

    Small post is small.

    8AM: World And Movement

    I present to you, SnowBot! So called because the only things I have made for it so far are some snow and a robot.

    SnowBot 2010-12-18 07-52-49-09

    It is the ugliest game ever made, but it works – the robot chases your cursor while you hold the mouse button, and decelerates when you release it. Obviously with 48 hours to make something, you start to look at what really takes time, and the answer is invariably ‘tweaking’. So I made a pact with myself: no tweaking till the game is virtually done: of graphics, movement, controls, anything. I’m allowed to change things once or twice to get them functional, then they’re set in stone until the rest of the thing is in place.

    I have two days, so my plan is to make the game in one. That way I can spend the second day making it good, or making up for how badly I failed to meet this ridiculous deadline on the first. My game is going to be crude and ugly no matter what, so I’m happy to make it even cruder and uglier to give myself some time to balance it and make it more fun.

    In my head, this meant getting a character moving around the world in the morning, then making content in the afternoon. Turns out the first part only really took an hour, two with all the faffing with all the blogging and setting up screen captures for the time-lapse video I’m hoping to make of this process.

    So next up is putting an enemy in the world, and letting the two shoot each other. Video games.

    Getting A Move On

    It doesn't look like much, but we're moving our trusty little planet through space on the long road to actual discovery.

    Working now on getting actual gameplay in. I probably won’t be doing better graphics until tomorrow or until I can’t concentrate any more. Progress can still be followed on my livestream, if you’re interested.

    UPDATE: Not much at all :/

    Well, i have thought p an idea, now its time to start making it! dinner (pizza) is on the way, so i’m all set!

    Airships + Sonar = Awesome

    Sonar bouys in place, ocean moves now (can’t really tell from the screenshot).  Better airship graphic in place.  The team is done for the night, back at it early tomorrow morning.  Good night!

    Basic Graphics Progress

    Lots of background work done.  Basic graphics stuff done too:

    LD19 – start!

    Discovery? Let’s start thinking something 😀

    Now in Italy is morning and snow no more fall!

    Concept test

    Land of discovery - concept test

    The randomly discovered platform elements push the character to such a height! The character model is the unity 3rd Person controller, and texture is generated by Genetica.

    World Map and Progress

    Since it turns out I’m super ambitious and I’m making an RPG, I decided to begin by working on many different sprites (I’ll use an array to make inventory and will need a craft ability). So, here is the world map. It’s a bit out a scale, but there is one dungeon, one mine, one forest/field place and a city. Feeling good even if I haven’t started any actual “coding” or whatever you’d call using Game Maker/Construct. I’m taking a short break. I do have to work tomorrow but I think if I work hard I can finish most of the graphics.

    My progress so far!

    There’s also a video here: http://www.youtube.com/watch?v=vZENJle-Bgg

    Tags: discovery, natenaterson

    Comments

    18. Dec 2010 · 07:35 UTC
    love the mixed pixel sizes! looks awesome

    Hello world, this is going to be epic!

    I got an idea and I’m going to start making it. I’ll be lazy this time and using a previous game of mine as basecode. The first thing I’ll probably do is remove most of the code, all graphics and well… start coding :)

    Here is the warm-up photos that I took yesterday:

    And here is my workplace:

    I’ll probably be using my laptop, since it got windows, and has some power. The multi monitor setup is running ubuntu and has about 5 year old hardware :)

    After ludum dare, I’m gonna install that nas(the white thing) so that’s why it’s on the desktop.

    Edit/update: For those of you who want to follow me, here is the music I’m currently listening to (thanks last.fm) and here is my twitter

    Tags: basecode, desktop, foodphoto, workplace

    Arg!

    Inspiration strikes again! And again! Delivering a savage beating to my frontal lobes. In contrast to my earlier predicament I now have too many ideas! My natural instinct is to just pick the easiest idea to implement. Especially given that this is my first “Dare”.

    I can also feel the tell-tale tingle that indicates my entire face will soon be consumed by an angry, pulsating cold-sore. So that’s good timing.

    Map maker completed

    ps3sux

    I will make the squares look better later. Maybe I’ll make them smaller too.

    The program reads the map using a text file, which opens the possibility for custom maps to be easily shared online. This screenshot was produced by the following input:

    GGGGGGGGGGGGGGGG
    GDGDGDGDGDGDGDGD
    DGDGDGDGDGDGDGDG
    GGGGGGWWWWWGGGGG
    GGGGGGWWWWDGGGGG
    GGGGDWWWDDDGGGGG
    GGGDDWWWWWDDGGGG
    GGGGDDDDWWDGGGGG
    GGGGDDWWWWWWDGGG
    GGGDWWWWWWWWWWDG
    GDWWWWWWWWWWWWWD
    DWWWWWWWWWWWWWWW
    GGGGDDWWWWWWDGGG
    GGGDWWWWWWWWWWDG
    GDWWWWWWWWWWWWWD
    DWWWWWWWWWWWWWWW

    As you might imagine, G stands for grass, D stands for dirt and W for water. There is also another fortunately unused tile for E- Error. This tile is printed when a character the program doesn’t know how to use appears.

    You might have also noticed the little arrow in the first quadrant of the picture. Although this feature is not yet implemented, the character will follow that arrow, which will appear somewhere when you click on the map.

    Movement is my next step. Hey, this is really fun for being my first game in C!

    Comments

    18. Dec 2010 · 06:47 UTC
    Hah, i always love seeing maps in text format. Keep it up!
    MrBlueSky
    18. Dec 2010 · 16:53 UTC
    Looks great. I’m doing basically the same thing as far as map editor goes. I love the camouflaging idea.

    So… Caves

    Yes, caves. Origianl. No.

    Anyways, I have a cave generation system done. Really simple, but working. Right now it fills a square with three types of terrain: Ground, Wall and Solid Wall. Walls can be destroyed leading to other parts of the cave. Eventually, there will be “holes” which lead to another caves, and so on. The deeper you are, the harder it gets. Destroying walls can give you minerals or metals of different kinds. At the end (level 16 or something like that), a big treasure awaits. Your scare is how much everything you have is worth. Or something like this, maybe.

    Here is what the cave generator outputs as a 50×50 cave. Dots are ground, # are solid walls, % ar destroyable walls:

    ##################################################
     #######%%##%%###%%%%######%%%#########%%##########
     ######%%%%%%%%%%%%%%%####%%%%%%%#####%%%%%%%%%####
     ######%%%%%%%%%%%%%%%###%%%%%%%%%####%%%%%%%%%%###
     ######%%%%%%%%%%%%%%%###%%%%%%%%%####%%%%%%%%%%###
     #####%%%%%%%....%%%%%####%%%%%%%%%##%%%%%%%%%%####
     ####%%%%%%%.......%%%####%%%%%%%%%%%%%%%%%%%%%####
     ###%%%%%%%%........%%#####%%%%%%%%%%%%...%%%%%####
     ##%%%%%%%%%%........%#####%%%%%%%%%%%.....%%%%%###
     ##%%%%%%%%%%%.......#####%%%%%%%%%%%%.....%%%%%%##
     ##%%%%%%%%%%%%%....%####%%%%%%%%%%%%%.....%%%%%%%#
     ##%%%%%%%%%%%%%%..%%####%%%%%%%%%%%%%%.....%%%%%%#
     ##%%%%%%%%%%%%%%%%%%#####%%%%%%%%%%%%%%.....%%%%##
     ##%%%%%%%%%%%%%%%%%%%####%%%%%%%%%%%%%%......%%%##
     ##%%%%%%%%%..%%%%%%%%%####%%%%%%%%%%%%.......%%###
     #%%%%%%%%%........%%%%%#####%%%%%%%%%%......%%####
     #%%%%%%%%%.........%%%%%#####%%%%%%%%%%....%%%####
     #%%%%%%%%%.........%%%%%#####%%%%%%%%%%%%%%%%%%###
     #%%%%%%%%%%........%%%%%####%%%%%%%%%%%%%%%%%%%%##
     ##%%%%%%%%%%......%%%%%%%##%%%%%%%%%%%%%%%%%%%%%##
     ##%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     ##%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     ##%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     #%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     #%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     #%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     ##%%%%%%%%%%##%%%%%%%%%%%%%%%%%%%%%%%%%%%%###%%%##
     ##%%%%%%%%%####%%%%%%%%%%%%%%%%%%%%%%..%%#####%%##
     ##%%%%%%%%%####%%%%%%%%%%%%%%%%%%%%%%%..%#####%%##
     ##%%%%%%%%####%%%%%%%%%%%%%%%%..%%%%%%...%####%%%#
     #%%%%%%%%#####%%%%%%%%%%%%%%%....%%%%.....%##%%%%#
     #%%%%%%%%####%%%%%%%%%%%%%%%%.....%%......%%%%%%%#
     #%%%%%%%####%%%%%%%%%%%%%%%%%............%%%%%%%##
     ##%%%%%%###%%%%%%%%%%%%%%%%%%..........%%%%%%%%%##
     ###%%%%%%#%%%%%%%%%%%%%%%%%%%%.....%%%%%%%%%%%%%##
     ####%%%%%%%%%...%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%##
     ####%%%%%%%......%%%%%%%%....%%%%%%%%%%%%%%%%%%%##
     ###%%%%%%%........%%%%%.......%%%%%%%%%%%%%%%%%%##
     ##%%%%%%%%....................%%%%%%%%%%%%%%%%%%##
     ##%%%%%%%%...................%%%%%%%%%%%%%%%%%%%##
     ##%%%%%%%%%................%%%%%%%%%%%%%%%%%%%%%%#
     ##%%%%%%%%%%........%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     ##%%..%%%%%%%......%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#
     #%%....%%%%%%%....%%%%%..%%%%%%%%%%%%%%%%%%%%%%%%#
     #%%....%%%%%%%%..%%%%%.....%%%%%%%%%%%%%%%%%%%%%%#
     ##%%..%%%%%%%%%%%%%%%%......%%%%%%%%%%%%%%%%%%%%%#
     ##%%%%##%%%%%%%%%%%%%%......%%%%%%%%%%%%%%%%%%%%##
     ###%%####%%%%%%%%%%###%....%%%%%%%%%%%%%%%%%%%%###
     #############%%%%%#####%%%###%%###################
     ##################################################
     

    That’s all for now. Let’s do some actual gaming code.

    Stop mocking me (or, here is my mockup)

    OK , I like the theme.

    Going for something more story based,

    so simpler mechanics with a platformery / quest style mechanic.

    For now, this is where im headed. Im calling it Untitled Discovery.

    Untitled Discovery

    Untitled Discovery

    Comments

    NGuillemot
    18. Dec 2010 · 07:12 UTC
    I like the art style.

    Good Morning Ludum Dare!!

    Hello everyone!

    I just woke up and SO many people made great stuff already, hope to join them soon.

    And here is an answer for a request from the last ludum dare, my breakfast:

    breakfast

    it’s the opposite of the other meat breakfasts.

    and here is my working place:

    working place

    So I wish everybody good luck and lets build some games…
    I still have nooo idea what i’m going to do. :)

    Breakfast and off we go!

    I did not have the guts to get up at 3 AM at the LD start, so now it’s 10 AM for me and I am beggining to craft an idea.

    Tags: foodphoto

    Comments

    True Valhalla
    18. Dec 2010 · 06:51 UTC
    Looks delicious D:

    Idea!

    An idea to bring them all to their End!

    The game of watching DISCOVERY channel.

    (You’re free to hate me for the blinking *g*)

    Progress…..eh…..kinda

    Well, I guess I should have seen it coming, working with libraries I have never used before when time is limited isn’t a good idea 😛

    I spent the first few hours planning and coding, and doing some artwork and getting tiles up and working, Slick hasn’t really complicated that process at all(easy to learn).

    But then I decided I would go ahead and use the Phys2D library I had prepared in my project, which took a bit more to figure out, but the worst thing is it made most of my other code redundant, so I have had to sit back and rethink how to structure it to integrate Phys2D to make the best use of it…..turns out I’m pretty much starting from scratch, minus some initial setup code.

    But anyway, here is where I am currently sitting

    The yellow circle is the “player”, movable with A and D, and can jump with space, the squares around the outside is whats left of my tile system(which used to actually be textured).

    Great experience all around however.

    Grumpy early morning 1st post

    Ech. Feeling distinctly grumpy this morning (I hate this kind of broad, all-encompassing theme – creativity thrives on constraints!). Anyway, I guess my game’s going to be a kind of black box (well, technically a multi-coloured, epileptic-flashing black box), with the player tasked with discovering how it works.

    I will at least finally get to use my realtime audio synthesis code with this one. Expect to hear plenty of squelches and zaps.

    Dinner!

    I cooked stirfry — first time i’ve tried to cook kang kong, having been introduced to it by my housemates… In more directly LD-related news, I recorded some sound track, just with my saxophone and my laptop’s internal mic. Still gotta stick it all together so that it loops smoothly. And now Bankai’s come over to do some mixing… with wine… hm. Uhoh?

    1 hour in

    starting to get interesting…

    yep…

    re-bootstraping my retro computer cause its like 3 am and I forgot to swap floppies, oh well 10 min out of the 48 hours, could be worse

    I have a apple 2 High res color palette made up for the gimp (all 6 individual colors lol) and a lua script whipped up where I can make appropriate resolution and palette graphics in the gimp and a second later spit them out to the apple II

    that is pretty much the hard part considering the framework of things, should be starting on game logic early Saturday (and its simple)

    Tags: update

    Game’s done!

    Alright, after some rest and work (I’ve rushed this game a bit because I should be working on some other games).

    This game is a bit simple and short and also my first game with “real humor”

    I’ll be doing the Timelapse video as soon as possible, right now I’ll wait for the submit button if that would happen… I can’t see anything that can allow people to submit their games though…

    “Boats”

    These might at first glance look suspiciously like blocks, but they are, I assure you, boats.

    The core of the game is courageously sailing our little blocky boat about the oceans, discovering new lands and setting up trade routes. As we explore, we set up fleet of automatically controlled cargo ships which sail between continents and islands ferrying supplies and trade goods. Cargo vessels can only travel so far before they need to restock, but only certain islands can resupply them. A large part of the game will be discovering new resupply points and using these to chain together islands into long trade routes.

    At this point the game consists of a small archipelago and a few boats which wander aimlessly (and, with no respect for decency or proper collision detection, occasionally sail straight through solid rock).

    I was originally going to use one terrain grid for the whole world, but I decided to have each island be a separate chunk of terrain. This gives me a bit more control over placement, and it speeds up rendering. I sank more time than I intended into terrain generation (and I imagine I’ll be sucked into that again before the game is done).

    The most fun part so far was setting up the player’s boat and attaching a squishy chase camera to it. I’m trying for a sense of speed without making the distances between islands too small. Vrooom!

    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