LD19 December 17–20, 2010

Looks like this game is shaping up to be somewhat similar in theme to the old “seven cities of gold” game. I never played it though.

It’s alive!

This is my basic game, it runs in any browser that supports the <button> element and images (sorry Lynx users)!

Cheat mode is on here, so all the tiles are “discovered” and visible. This way, you can see my beautiful artwork. If I turn cheat mode off, any square that’s not been visited just shows a question mark.

Continuer.

Lots of work to do… – ADEdge – 10h/remaining_LD19

Still got a lot to do, not sure if Ill have anything worth submitting for the contest come 0 hour. Its 2am here and Ive had another busy day away from my computer *sigh*

Anyway a quick update, the menu page is done and working, it loads the game, exits and looks pretty.

Pretty uninspiring title. But until I think of something better it’ll do. – Feel free to make suggestions.

I also have basic game environment done, nothing major but its all I can do for now. Need to get this thing in the air and some more gameplay!

So much to do! Im about to do my last 2 hours for tonight (taking me to 4am) and ill really try to cram in some gameplay. Then tomorrow Ill try to get up on time to polish and submit (hopefully), and since this is my first LD I really have no idea how any of that will go! *Eeek*

Tags: ADEdge, blender, engine, game, Launch, Shuttle, space

Comments

henry_v
19. Dec 2010 · 13:36 UTC
Wow this looks really nice, the menu screen image with the flames is amazing.. Its an interesting game idea as well, I hope you will complete it in time. :)
19. Dec 2010 · 13:41 UTC
That just looks soooo cool! Your models just rock…!

Sun, 4 PM, 37/48 passed

One of the textures I’m using:

Based on an actual picture of the floor here, taken today.

And in case anyone was wondering what the bread looked like after baking:

10 Hours to go, or so

Surprisingly I didn’t end up spending the entire LD trying to solve a problem  of doing something well (that generally isn’t something really needed anyway).  There’s about 10 hours to go, and I’ve run out of fiddling to do with it…  now I guess maybe I could use it in some game or something? I’m kind of inexperienced in getting to this part.

What’s I’ve managed to get going is a top down view, with shadows and a ‘sightline’ sort of effect.  Example of it here: http://filebox.me/view/rp56gmvej WASD moves, hold mouse button to look in a direction, and tap sapce a few times initially to drop in some random pillars.  I’d be interested in feedback on how many entites people can go up to before the FPS starts to suffer, if you’ve got the time to drop a comment below.

So much bugs, so little time!

I seem to have gotten a bit of the game done including saving and loading and mining and ore generating, however there are still lots of bugs, including:

Stone is the only thing that generates.

Stone gives me HUGE amounts of points.

The player doesn’t wrap the screen.

Man, I cannot stand how little time I have to get this done! I just started last night!

Procedural maze generator!

I decided that a discovery theme should hold surprises, even for the game creator. So I decided my game levels would be procedurally generated mazes with randomly spawning artefacts inside them. I just finished my maze generator, and I’m surprised that it worked given the 400 line spaghetti code the it runs on.

This much closer to something that can be called a game!

2011 – Progress

Actually I made the whole gameplay a bit more stable and now I will start with designing some levels. It will be for sure not so easy to explain the whole gameplay as somehow the game turns out to be not that easy. I think a playable tutorial would be best…Here a screenshot with new models and background. (That are small discovery-shuttles inside that particles..hardly to see (at the moment)  😀 )

Last Bits of Stuff

All is finished! *jazz hands*

Went a different way with the multiplayer in the end but still should be good fun.

Had to use some colour in the game even though I didn’t want to but the grid layout was difficult to read.

Now just a load of testing to make sure everything works fine and no game crashes etc.

New WIP feature!

I am currently working on the screen wrapping, but for now, here’s a picture of another WIP feature I’m doing on the side. This makes mining limited so stone won’t appear where the player mined =)

To finish this feature I’ll need to make the player be on top of the broken stone to make it look better.

Along with a new feature comes a newly discovered bug!

I finished the smashed rock feature, but here comes a newly discovered bug.

Diagonal mining = Not mining anything but spawning rock, so guess what we have here?

I’ll just skip this bug, as this is nearly impossible to fix unless I make rock appear diagonally, but that would be a lot of work. If I finish the other bugs a bit before this contest finishes, I might fix it.

Test Build

Sorry for the spam but I have a working build for you all to try. I really do need people from any platform to try this because I am pretty sure it will work on windows but not so sure with mac or linux. Edit: Also, no music in this version and it still needs some polish.

Here’s an image of the lighting to entice you:

I’ll give you this in two flavours, the first is a RAR, you will need python 2.5-2.7 and pygame 1.8.1 to run.

ZIP: http://dl.dropbox.com/u/11377079/Ludum%20Dare/Space.rar

Or you can have a Windows only .exe:

EXE: http://dl.dropbox.com/u/11377079/Ludum%20Dare/dist.rar

As always, extract and then run either game.py or game.exe.

There is going to be errors so if you find any put them in the comments. I’m expecting python errors (if any of you python guru’s know any fixes that would be helpful – specially with the cross platform stuff). Other things I am expecting is missing .DLL errors and other weirder shit, so just report. I can’t even promise this thing will boot-up.

Comments

19. Dec 2010 · 14:26 UTC
Confirmed working on Ubuntu 10.04.

One level down, two more to go!

I finished my first level… It took me a day and a half, and I’m hoping to be able to do it twice in 9 hours, with much more complex stuff….. I’ve done all the graphics I’l need, got some sounds and an epic first battle/level. I also have a idea for an ending, which… well. Its an amazing ending lets just say. 😀

-bear

Released!

Right, I’ve just polished it a bit and entered it into the compo! I just needed need change some text sizes and that. It could do with a bit more work but I’ve running out of time, I’m going home for Xmas tomorrow and have got to pack up my stuff and that.

Progress..

I wish i didn’t mess around with me graphics since now i don’t have time to make audio for the game. The game is still missing its ending and requires more tweaking. I’ll try to get this finished soon as possible since i have a flight to catch tomorrow morning haha!

Gameplay++

Discover19

Post your scores. Mine is 85721 – developer failing at his own game = good sign.

W/Up: Jump
S/Down: Slide
A/Left: Play random beeps

To Do:
– fix glitch: run off a platform and jump again in midair
– fix platform generation done
– Score done
– Discoveries (new abilities – in the final version you won’t be able to slide from the start) half strikethrough – basics there, jsut need to enable it
– an ending player runs off screen, now for outro

if enough time is left
– online Highscore
– some little eyecandy (like platforms coloring when stepping on them)
– boss

Now, off to dinnnnnnerrrrr

Bugfixing!

I got tired of trying to fix screen wrap, so I decided to just put an odd, unkown stone with a lot of shades of grey and black. I can’t help getting the feeling I have seen that stone somewhere, but oh well. I did not intend it to look like exactly like that stone, I might change it. Now for a major upgrade in the world of generation I am working on: Transfer all ores to different sprites instead of 1 sprite, and make the ORE detect the collision, not the player.

Dr Discovery Is Fury Himself!

Still got lots of stuff todo, but Im happy with the graphics so far. Next up: Loot!

Click here to try!

Tags: 2D, as3, flash

Comments

19. Dec 2010 · 15:03 UTC
Nice job with the camera. :)

Making progress

I’ve made a fair bit of progress since my last update, I’ve got some nice new graphics and alot of the engine stuff sorted. All I need to do now is make the bones pick-upable and add lives and it’s pretty much a game. I’m going to try and add enemies, since it’s a bit easy without them and some type of barrel that creates a huge explosion if it gets blown up would be cool too. Unforunately I slept horribly last night and it’s starting to catch up with me now. But I’ll soldier through and try to finish in time.

As you can see from the screenshot, there’s now naturally forming  spaces in the rock. I’d like to round these off so they look abit more natural though, not a priority at the moment though. There’s also a little archeologist sprite and some bones scattered about.. probably should have screenshotted the dynamite and it exploding, but too late now. You might notice a few graphical glitches (texture seam near the bottom, dark curves left on the background by the explosion that aren’t solid). I hope to be able to get these fixed up, but I don’t think they’re too major right now.