LD19 December 17–20, 2010

Finally starting actual development…and in Jam now.

First off, despite getting to bed somewhat early I managed to get up quite late. Thus, I really didn’t have much time in the morning to get to work, especially since I did have a bit of cleaning to accomplish.

This afternoon, though, stuff is getting done. I’m back on my college campus helping to lead our game dev club’s game jam. I went ahead and presented my Library Leviathan idea, and our entire team of 6 liked it enough to put our full effort on working on it today.

Thus, I must “downgrade” my game from a competition entry to a jam entry due to being a non-solo effort, at least for a part of the development time. Heh, I had nothing to do on Monday anyway, and this game is starting to look a bit more complicated than I thought.

I’d like to end with a few shots of the chalkboard on which I lay out most of the design for the team, mostly to show a bit of progress. I apologize for my terrible handwriting.

#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 */ Design1 Design2

Good luck to all,

-Voltekaru

Here, try this!

As usual, I’m working in Java, and I make everything from scratch. I decided to go with a purely billboarded sprite based 3d engine this time, and I’m making some kind of dungeon crawler a la Dungeon Master or Eye of the Beholder. I’ve got much of the engine implemented, and it’s about time to start working on the actual game now.

The plan is to build game areas, and add the required game features as I go along, so I won’t implement monsters until the map actually requires monsters.

Click here to try the latest version. Use WASD + Q +E. There’s not much gameplay yet.

I’m also streaming the entire thing live here. There’s no sound because I have a cold, but there is soothing music.

Comments

18. Dec 2010 · 17:23 UTC
Very nice work so far!
madk
18. Dec 2010 · 17:39 UTC
It looks awesome! I really like the flowers.
18. Dec 2010 · 18:00 UTC
This is really cool!
Gutter
18. Dec 2010 · 18:20 UTC
That layering looks like some old SEGA Arcade game. Thats a *good* thing.
18. Dec 2010 · 21:26 UTC
I can’t believe no-one came up with this solution back in the day. Maybe it would have been too much overdraw in the Amiga era. Anyway, it looks wonderful!

Alright dinner

Duck and Hoisin sauce pizza with curly fries and garlic bread along with some yummy apple and elderflower juice :)

Finally got the collision working how I wanted, although now I’ve gotta make sure the collision then works the same for the opponents AI too. Really need to get started on the graphics for the game though.

Tags: food

First Screen

The internet is really bad  here ,it’s going to drive me mad.

Anyway first screen of the game , i may have to redraw the background and the characters too…maybe i will have to redraw everything …

Screen Shot Update; and concept

You can see the super crate box influence 😛

In this game, you must climb up the level while fending for your life, and attain a key. Once you attain that key, you can venture into any of the three doors. However; one is a more direct route than other to the end of the game. (and your score is based on time)  After attaining the key, you can continue up the level and fin “eliminators” that will cross out doors (process of elimination)  until you discover the most efficient path. However, you can live on the edge once you attain the key and guess which door it is. You’ll never know if you were right until the end of the game (after seeing how much longer it took than was necessary!)

Discover the correct path; or if your not into discovering; play your luck and guess.

(tell me what ya guys think 😛 / if it makes since)

Progress Video #2

Oh man here it is!

Comments

18. Dec 2010 · 17:36 UTC
kicking!
18. Dec 2010 · 17:37 UTC
Normally it should be enough to paste the youtube URL on an empty line…

cant enter sorry

im to busy with school and all that so i cant enter this ludum dare. :(

maby next time

ps. The bug is ALLWAYS watching….

Comments

18. Dec 2010 · 17:34 UTC
Yep, school’s a pretty big obstacle. Luckily we have none on Monday so I can procrastinate all my homework.

Slowly but surely…

Working through slowly, and idea keeps changing. Jamming with a friend on this one.

The general gameplay has become quite random, three different types through are planned! =/

Still haven’t come up with a title…

First Playable Demo

Finally felt ok with what I have to post a playable demo: http://sarah.draknek.org/Games/CompactDiscovery/

Not getting much done at the moment. I think I need a break and then to hack my way through the rest of the stuff I have planned.

Comments

18. Dec 2010 · 17:56 UTC
Pretty cool so far. The physics feels good.
madk
18. Dec 2010 · 17:59 UTC
Very interesting.
Starspell
18. Dec 2010 · 21:47 UTC
<///< Thank you.

Discover the music before your ears are rapped

Play

Play Button

So, here is the first screenshot of my game. It’s a simple quiz game where you have to discover what music i’m humming through the speakers. I still have more work to do (like attach the options), but the visuals will still be as simple as possible, since I’m not a designer and I like minimalistic stuff.

Gameplay

Pause button

Pause button

The play button there is responsable for playing the hum when it’s loaded, becoming a pause button. My humming is gonna play for 10 seconds (or less, I’m unsure yet), however, as soon as you discover what is the right music, you can press it, the humming pauses and the button becomes a simple rewind button.

third screenshot

Rewind Button (looks like a stop button, but I will change that)

In case you are still unsure about what is the music you heard, pressing it will replay my humming. However, you can rewind the song two times only.

Well, back to work.

Anti Colonization

Wheee our first LD actually doing something.
My bf and I are working on an exploration-colonization game where you arrive at the new world and you’ve got to steal the natives riches to bring them to the king.
Here’s a part of the map:

and now, parsing time!

Tags: anti colonization

Comments

alexlarioza
18. Dec 2010 · 17:49 UTC
I love the map generator!
pubby8
18. Dec 2010 · 19:09 UTC
Jam game?

So…yummy…fuel.

So damn good

Omg this foods was so damn good. Thank god for my boy sam. He hooked me up. ^_^ Back to the grind!

I’m still a codin.

Hour 18 update I think. Got a placeholder action menu in now, not sure if it’s going to work. I didn’t want a static one, but this one changes with the players rotation. No conflict in yet, but the player can fly around, scan the area to discover hidden PSIENC reserves and then harvest them with the other vacuum command.

Second playable build: http://dl.dropbox.com/u/7899005/LD19/HR18/WebPlayer/WebPlayer.html

Controls: Mouse, left click and hold to perform action over command circles. Arrow/wasd keys to move, right mouse to boost.

Player Basecode

Well, sorry i didnt put it up earlier, but i didnt lknow i would use it then 😛

If you are using FlashPunk, then this is for you:

http://pastebin.com/wTgqPiwx

Discovery v1

Discovery Icon

Another update to my game Probe err, I mean Discovery r1 (SUPER original name).

http://www.blacktriangles.com/wp/personal/discovery-v1/

New features include:

  • New icon =p
  • Better generation algorithm that doesn’t make unnecessary tiles.
  • Better controls (not as difficult to move)
  • Collectible minerals
  • HUD

Enjoy!

DiscoFive: First playable version?

Okay, so the first playable version might be available at http://dl.dropbox.com/u/15538966/DiscoFiveRC1.zip. I say might because I really don’t know for sure if it runs on anybody else’s computer. Tested and works on both of my linux boxes, but it might not go anywhere on other systems.

(EDIT: Managed to test it on a laptop running windows 7. Seems to run just fine there.)

For anybody who can’t (or won’t) play it, here are a couple screenshots:

#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 */ DiscoFiveRC1Screenshot1 DiscoFiveRC1Screenshot2 DiscoFiveRC1Screenshot3

Comments

madk
18. Dec 2010 · 18:01 UTC
I’m having problems running it on Windows 7. The fault could be mine, though, I’m not sure.

Progress update!

Perhaps it was misguided to participate in this compo, seeing as this is finals week, but I’m sure I can find the time!

I’m making a game I’ve wanted to make for a while. It’s a Majora’s Mask/Level Up! style game, where you replay the same set of events over and over, trying to figure out what’s going on, and ultimately how to resolve the conflict.

Instead of my usual code-and-go attitude, I decided to try to plan out the entire world and plot before I even wrote a single line of code. Hopefully it pays off!

As usual, I’m saving graphics for last, so I won’t be sharing any screenshots until it actually looks interesting =P

Better Late Than Never

I woke up late, around 11, and got immediatly the compo theme on my smartphone. From this point, it took me 8 full hours to come with an idea that was:

1. interesting (for me and I suppose for you all)
2. achievable in time – even with being late
3. can be easily extended later, even with the compo limiting the time to write the gameplay mecanics, meaning that it’s “simple” and “generic”

I was also not technically well prepared, tired of a hard working week, and got my desktop not booting anymore. And a bit disapointed by the “really too generic” theme that is “Discovery”. Nevermind, that will not kill my motivation!

Now I passed a bit more than an hour to note my idea that got my mind blowing (like my avatar). Here is the game design document:

And here is a “screenshot” :

Now with 3 Ds

Finally gave up on pixel art, it was never gonna happen. That was not a kitten.

Not much on the tech side has been updated, can’t remember what was in the previous build. The sounds are working and there are collectibles as well as points. currently trying to get the sub to face where it is going to no avail. I think I’ll put that on the burner for the moment and implement the enemies.

Check out… it: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html

Progressing fine. You can now gather material, sell it, buy new stuff. It’s now mostly down to adding new stuff and also build a bit more diversity into the planet surfaces. I’m calling it a day though for today.

Progress :D

Finished writing the level loading code, now just need to implement all the tile types. Never knew Javascript could be so complicated… :)

Progress

Got a late start this morning, and I have work tonight and tomorrow, but gonna see what I can get done. Here is a screenshot:

I immediately  wanted to do a dark underwater game with dynamic lighting, so I went for that first. Not sure where to go from here. I am thinking about a sonar mechanic that pings the general direction of the net item, which lets you advance, metroidvania-style.

Only about 3 more hours to crunch today before I have to go to work :(

Taking shape

My game’s plot is gaining momentum now. I just hope I’ll be able to fit it all into the game within the 48 hours.

Comments

18. Dec 2010 · 18:55 UTC
Looks sweet! You even took the time to add ascii oil stains on the roads haha. Reminds me of Police Quest 1 only zoomed in, and much nicer.

Food for thought

Ham and cheese. Yum.

Comments

18. Dec 2010 · 19:13 UTC
Mixing your drinks there, brother?

Ready for More

I just finished eating and I’m ready to continue!

Home-made bread with two varieties of cheese and two types of jam, accompanied by two mandarin oranges. S’il vous plaît!

Yum yum yum

Yum yum yum

Comments

18. Dec 2010 · 19:13 UTC
That looks delicious, and rather still-arty! 😀
18. Dec 2010 · 19:54 UTC
Thanks. I like to take pictures :-).

And I can’t stop eating those mandarin oranges…

Not Sure if I’ll Be Able to Finish

Working on a entry using FlashPunk. Not sure if I’ll be able to finish in time, but we’ll see.

Making some progress

So I came up with a somewhat interesting idea for my game, and I decided to go with that, since I’m already a little behind. First, here’s a little screenshot of what’s going on so far:

Something's going on here

Also, as promised, I’ve written one (albeit small) function with my LOLCODE C/C++ header. Behold:
VOID ShortestPaths WIF GameNode POINTY startNode DONE
HAI
NUMBR i R 0 K
IM IN YR LOOP
IZ i BIGRLIEK numNodes ORLY
YARLY
OKBYE
KTHX
nodes WHICH i OKAI PRT dist R -1 K
i UPD K
KTHX
startNode LOOK dist R 0 K
startNode LOOK parent R NULL K

RecursiveRelax WIF startNode KDONE
KTHXBYE

Of course, I couldn’t do all this without a hearty breakfast…

Well, back to work. Happy Ludum Dare 19!

Tags: foodphoto, LD19, lolcode, progress

lunch

Yep… I have eaten, and now it’s time to get crunching

Progress? Kinda

Been through a couple ideas already (one of which I ended up wasting too much time tweaking the atmosphere just to end up scrapping it). So right now I’m just hacking away at this…thing

http://dl.dropbox.com/u/837167/WebPlayer.html

WASD to move, mouse to look. If you are stuck just refresh the page.

Now I need to start actually adding gameplay

Almost full…

I’m working hard an fast, because I’ll go on vacation tomorrow then I need to submit my entry this night.

An screen of my game Crystals Hunter:

I keep working.

The sailing cylinder

Status update: I got the LWJGL applet and the basic framework together. Then I started to work on the water and waves for the ocean.. Thats about it. Then I got bit tired and took a nap, shouldnt have stayed up so late last night. 😐 The plan is to work for few more hours today and then get some sleep and hopefully start early tomorrow.

The game idea is that you are a proud owner of a viking longship (well ok a yellow cylinder) and you have set sails to discover new lands to settle. Hopefully you will find some land before your supplies run out or your ship takes too much damage from the rough seas. The gameplay is that you try to steer the ship so that it goes over the waves as smoothly as possible and the same time try to navigate to the right direction.

One pass one left…

The first day is over and there is still so many stuff to do…
So here what I got by now:

Try to get the highest score!


Now sleep…

We have achieved Gameplay!

not particularly exciting game-play I might add, but there is game-play nonetheless.

you control that miner man, and click adjacent blocks to destroy them. And no, you can’t right-click to place them back.

When you destroy an ore block the ore falls down, potentially mixing around with other ores, i’ll either keep it like that; so you have to be careful, or make touching ores merge togheter to make new ones.

Comments

18. Dec 2010 · 19:16 UTC
Lol @ the place them back comment.

Made an ending!

It’s a pretty bad ending, but it’s something at least. If you clear 7 levels, then you get a whole sentence telling you that you are great.

Was gonna post this before falling asleep, but I fell asleep.

Progress I made from last night:

Screenie~

At first I didn’t know what I was gonna do, so I figured I’d draw penguin sprites (I love them) to be productive. I’ve got some ideas on what to do with them now; hopefully I can get it done! :3

Comments

TheLolrus
18. Dec 2010 · 19:05 UTC
Oh my god! Epic!
18. Dec 2010 · 19:11 UTC
I approve! 😀
18. Dec 2010 · 19:15 UTC
!
madk
18. Dec 2010 · 19:33 UTC
Dock? Is that you?

Lunch Time!

Here are some progress screen shots:

Yeah, the hull and supply can go negative at the moment. I haven’t implemented any consequences to make debugging easier for right now.

So the little guys… yeah. Just wait until its too late!

So I started by googling “Discovery Modern” then looking through images I found this monstrousity…

Well just the furby portion. I added the text.

So then I created my little world.’

Nothing much yet…

Program is Not Responding?!

“Program is not responding”

This error should have topped the list of baby punchers on bytejaker….I just lost a good chunk of work.
Guys!!! SAVE SAVE SAVE SAVE SAVE
]=

Getting there

Here’s a quick screenshot of my progress, it pretty much illustrates the concept for the game, focusing on ambiguity and trial-and-error.

Comments

18. Dec 2010 · 19:47 UTC
aw,green guy.
18. Dec 2010 · 19:49 UTC
Froggy!

Half Way Update!

YOOOOOOOO LUDUM DARE FANS!

Today I’m bringing you an update on my latest creation for LD19, a currently unnamed game!

It’s damn difficult to get a screenshot of the game in action, as most of the action takes place in the darkness:

my game

I’m very pleased with my progress so far, as I have been extremely ill all day today and will probably be ill tomorrow as well, but I was ill last LD so damn it this time I’m finishing a game!

Benn

Comments

18. Dec 2010 · 19:16 UTC
This is weirdly appealing! Nice colours and chunkiness!

Ghosts are now animated!

The ghosts are now animated!

Starting over (What A Surprise)

I quite like the looks of the new thing, so I guess that’s ok.

Though it feels kind of awkward to join the roguelike-ish bandwagon!

Comments

18. Dec 2010 · 19:23 UTC
Heh, looks nice, but I find the walls kind of hard to read. They look a bit flat. (It’s probably due to the outline, but I’m no artist)
18. Dec 2010 · 19:47 UTC
Those skeles kick ass. Very cute art style!

Day 1 Wrap-Up

The compo is almost half over, and there are some awesome projects out there. It gets really difficult not to keep checking for other people’s status every 5 minutes, but it’s something great to do when taking breaks.

Anyway, here’s what I accomplished today: (You can test the current version in your browser – though chrome doesn’t seem to work. It’s a cheating version where you have a ton of resources for testing, though 😛 )

  • Had about 3 people visit my live stream. Hoping for more tomorrow.
  • Downed about 2 liters of orange juice and 1.5 liters of apple juice, along with some cappuchino, water, and of course food. Wow!
  • Made a space-game with theoretically infinite maps (currently limited for fast testing and loops around)
  • You can fly around, absorb resources (Matter, Energy and “Life”) and explore space in all its colorful glory
  • Upgrade your little planet’s facilities (peaceful stuff done, offensive and defensive upgrades coming tomorrow)

Nicely working after day 1. A few simple bugs in it which will be fixed tomorrow.

I’m feeling pretty good about it so far, except maybe for the placeholder graphics. But they’re just that, placeholders.

Plans for tomorrow:

  • Weapons!
  • Enemies!
  • Story!
  • second half of the day, make the interface nicer
  • Better graphics!
  • Sound!
  • Release!

But first, a nice 8 hours of sleep would do me good. See you then!

Dinner :)

It’s 22:30 here in France, and it was really time to eat ! Here’s what I’m having:

Dinner

Sorry, I could resist eating before taking the photo… :)

Err, Im stuck at work :(

Yea anyways im stuck at work till 8pm, so I cant get to work before 9.,  Dang another late night by the looks of it.  Last night I spent the night making sprites for a 15th century game, that is all the details I am going to give out until tonight.  Keep an eye on twitter for my screenshot post coming tonight (After I get something to make a screen shot of.

Progress

Things are not going very well… Real life gets in the way :>)

My first test.

Setting sail

In a tiny new world, a humble ship is setting sail.  Tomorrow, we’ll see what it may discover.

More progress… including the ability to shoot down epic spaceships!

You get to kill it now.

I’m added collisions now, so you can take down the big ship of doom! It won’t shoot back at you yet but I want that to be added by the end of today. The tomorrow I can added more battles. I need to make some music/sound but I’l do that last minute. You have to ‘discover’ where to hit the big ships.

-bear

Caves inside of caves!

I heard you like caves, so I put caves inside your caves so you can dig while you dig.

#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 */ Ludum Dare 19 - Discovery - Darkhogg_4 Ludum Dare 19 - Discovery - Darkhogg_5

The “Level” is how deep you are. Play it, the controls are on the page. Next thing i need to add before going to sleep: Enemies. 😀

Comments

18. Dec 2010 · 19:47 UTC
You should make chests more rare, I found at least 10 in the same cave, which netted me a huge amount of $$$.

15: Mission Phosphorus Story

In the future, the human race has grown to a size that the Earth can no longer sustain.  They have built space based farms and started working towards livestock raising in space.  At present they have run into a critical shortage of certain organics, notably phosphorus.  Farious factions from Earth have begun sending bot explorers to planets and astroids trying to discover new sources of phosphorus.

Your task is to write the code that powers the distant discovery bots.  There is competition everywhere you go so you’ll not only have to worry about finding phosphorus, you’ll also have to defend yourself against other bots.

Code window:

Playable Test 2

Now with stars and "LatchMobs"!

Alright! Now that I am confident that my framework will be usable to create a full-fledged game, I’m down to content creation. There’s one last step to the game that I need to implement and that’s changing between screens. That means, it’s almost time to start making mobs, obstacles, pickups and The Artifacts™!

Because I was having trouble reading image data from graphics contexts in Slick, I decided to go with an even more hacky map format: a text file of sequential numbers representing entities. A separate entity that lives for the duration of a single frame builds the level up from a text file with exactly 300 integers (placed however desired). The darker dots in the background are actually a scenic space thing that scrolls as you change between screens… or, will eventually do that but doesn’t quite do so yet. I’m not going to worry about entity priorities unless it seriously needs to be done, and it could be easily set up anyway.

I was too lazy to program the collision between bullet and player, and I forgot to set up the HUD object that displays how much life your character has… whatever that thing is supposed to be. Now it’s lunch time, and on to these tasks:

  • Screen switching
  • Pickups
  • A nice-looking HUD
  • More mobs
  • More gimmicky obstacles
  • Possibly a better sprite for the player.

You can play this demo at the usual URL.

30 hours left

A bit more than 30 hours left and nothing to show exept the image above. Idea: finished. What I want as intro/tutorial: finished. What else do I have? Crappy psd-files and about 15% of the code. No music and no sounds yet.

Gotta pull an all-nighter!

Late Workspace

Didn’t have a cable to post my workspace before. Here it is.

Not working at home is less fun.

Comments

billknye
18. Dec 2010 · 19:56 UTC
Side mounted ceiling fan? Nice!
18. Dec 2010 · 20:07 UTC
Also, Wotlk collectors edition mouse pad!

28 Hours to Go

Back to work and I have a checklist (minus putting in a whole other half of the game but oh well…):

1. Pause Button

2. Money

3. Hub Menu

4. Upgrades

5. Mining

6. Planet Properties

7. Turrets for Hub

8. Quest

9. Main Menu

10. Instruction Menu

11. Music

12. Sound Effects

13. Prettier Graphics

//If I have time

14. Different Types of Enemies

15. Better Controls

Place your bets now!!! How many I’ll get done and in which order!!!

null
Ores now randomly generate on walls! This will make doing the level generation much easier.

Progress so far

Hmm, I’m not going as fast as I would like to go.

Oh, and the to-be-found object is going to be a hat (all these hat simulator games nowadays…)

Progress report 3: Getting there

Things are starting to come along alright and I’m catching up on my schedule. I have started to flesh the story out a bit more but will leave most of that for tonight while I’m trying to fall asleep but the basic jist of it is that you’re a caveman attempting to “discover” fire. this happens earlier on as the levels (hopefully) start to get more difficult. Thats when the goal shifts to telling over cavemen about your discovery.

Completed so far:

Sprite sheet/animation system.
Terrain collisions (Could use some tweeking).
Input.
Player movement.
Gravity.
Loading new levels on the fly.

I still have my work cut out for me if I want to finish on time.

As a side note, I’m finding this competition incredibly enjoyable and a great learning experience. I will deffinatly enter future LD’s too!

Playable Something!

I have this much finished. See if you can find the fan pack to jump higher!

http://megaswf.com/simple_serve/87754/

Tags: dark, Flixel, ocean, pixel, playable

Discover the name

Hi, I started the game about an hour ago…. the name will be “Discover the name”, hope to do in the time left.

It will be a puzzle game, dunno how to use the theme exactly yet.

More updates when I have some working prototype ready.

Laters

Tags: LD19, progress

A Late Entrant

After seeing some of the work done by a fellow programmer,  I’ve been convinced to have a go at the competition myself. It’s not too late to get in here, right? :)

For making the game, I’ll be using Flash CS3 for main development, with Paint.NET for sprites and sfxr for sound. I can’t promise that it’ll be any good, only that I’ll give it my best shot! Here’s a screencap of the game so far:

In a minute I’ll be uploading the game to my website. I’d say the game was about 1/3 done, which is good considering I only started about 6 hours ago… Wish me luck!

Last post before bed

I seem to have somehow managed to get everything done in a single day bar the loading screen. Which is good, because working tomorrow means I won’t be able to get back to the game before about 4:30pm. This screenshot doesn’t really show anything new, but that’s because most of what I’ve done in the past few hours has been audio, or stuff I don’t really want to show to avoid ruining the surprise(s).

Funnily enough, I seem to have ended up with something I’m quite proud of, despite hating the theme with a passion.

My girlfriend hates my game

So my girlfriend hates my game, that’s not encouraging at all…

She says “I think your game is lame”

BBQ chips and Heineken, mmm.

This entry was posted on Saturday, December 18th, 2010 at 8:01 pm and is filed under LD #19 - Discovery - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

First timer, feeling overwhelmed!

I’ve got a vague idea on the story and content for my game, but first I have to make a simple maze generator from scratch. Here’s the debug report from my path making tool, which is the first half of my maze generator.

To the left are the current visuals of my game, which so far comprises of an awesome player controlled circle! Truly a wonder to behold.

Baby steps

Tags: Debug, maze, Procedural Content

at least some progress

I’m not able to run full power as i’m still sick but ive something playable. spent some time hacking togeter the sound stuff, did some gf and music aswell. need to implement somehting like levels now, include the sound better, and make the game winnable/loosable.

I will maybe enter the jam as I dont feel very ambituos.

The game so far looks like a solid, foundation to maybe build further, with enemies shooting stuff and different kinds of missions.

First Screen, a tile map!

I’m getting slow, but here is the tilemap. Next is the tilemap with light, and it has to be before the next 4 hours!

Progress after 8 hours

Yes, it's small. Who needs to see this in fullscreen!?

‘Run’: Progress Report 2

Run is nearing completion. It’s feeling like a good, polished game. This screenshot does it no justice.

Implemented colour drain

Going over land grayscales it, and makes it no longer a good spot to hide in. Now I need to make it so that the player absorbs the colour of the land he touches, and give the player some abilities and reasons to use them.

Comments

MrBlueSky
18. Dec 2010 · 20:22 UTC
Looking good! What are those yellowing things in the top left?

Clocking off for the night…

So, got to be up early and with all the snow in the UK, work is going to take time in the morning.

Did more work than I expected (13 hours!), but didn’t get as far as I thought we would. This is my first real time i’ve created a game so I guess i’ll learn with experience.

Nevertheless, I’m happy with the progress we’ve made in day 1. Just 2 days to go!

Fat dude is lost

Hey!

I though I’d show you a little screenshot of the game I am building since most people seem to do that 😀

It’s just some fat kid epic paint skillz kid running around in a giant maze. Not too interesting.. yet.

I actually didn’t want to enter the compo but I couldn’t resist giving it a try.
First time for me in the Ludum Dare. I hope it’ll work out well.
Next goal: Moving walls.

Discovery v1 screens

Random Dungeons!
Random Map

Runtime

Here are some screenshots of current progress. I took an hour off to eat and relax.

Wanna see why I am NOT a level designer?
mothership

This is the mothership you are needing to repair. CLEARLY it needs to be repaired (look at all those superfluous edges?!) At least it’s on the grid…

Current tools:
Unity 3d
Sketchup
Paint.NET
DeleD

Comments

18. Dec 2010 · 21:12 UTC
Great looking maze! And a cool igloo. =D

Halftime status

Stopped working for the day a while ago. Including the idea stage early this morning (5am local time) I’ve been working about 18 hours today minus lunch, dinner and some shorter breaks here and there. The game is coming along nicely but I’m getting a bit worried I won’t have time to add everything I’d like to. That’s to be expected I suppose. Today I managed to complete the screen/menu system, movement and controls as well as my “ping” based visibility system and accompanying sound and visual effects. Here it is in action:

Enemy ship spotted!

Enemy pinging just outside our ping wave, revealing its position with a small visual effect.

The main task for tomorrow is to get the combat going. I’ll probably use missiles; area detonation for shooting stuff you can’t see and homing missiles for visible targets. Levels will just be an increasing number of random enemies, or I’ll simply spawn enemies in waves as they get killed. I have at least 2 different AI’s planned and the simplest one is basically done apart from the shooting. Another thing I’d like to get done asap is some nicer background than a flat black.

Maybe I’ll actually get something submittable done before the deadline. :)

Who sleeps?

ScreenshotGoing for a trippy platformer in Flash.  Still need to finish the engine but it’s a parkour-ish freerunning sort of thing.

This is so tiring augh.  Not a fan of this theme but I guess it’s not terrible.

And Jeebus how do all of you have physics engines, randomly generated maps, 3D worlds done in a day??

Good luck to everyone, very nice stuff.

Plan B

Okay, so scratch idea A. Which was to take the form of a top down shooter as you crawl around the planet of the Pigmen looking for clues and Antilunimium. I drew a map, a character, and a spaceship. And a few other odds and ends. Then I woke up late this mor, er afternoon. So, without further ado, I present plan B, “Lunarium”. Yes, there will still be a grappling hook, but not as you think. 😉

Screenshot Stuff

First screen of single player running

Graphics pretty much won’t change

21 hours in

Besides the world map all I have to show are these tiles. Thankfully I’m using Construct (similar to Game Maker) so the actual programming is unnecessary. Going to work on town and try to get all the different maps made. Before bed tonight I will also try to get the shop working and the inventory array functional. Tomorrow will be music, health, combat and tweaking. At least ideally. Again, the game is an alchemy game with two possible ways to “win.” It’s all about discovering the recipes and the secrets of alchemy.

Comments

18. Dec 2010 · 21:13 UTC
Wicked looking rpg sprites! I love the potions.

Can’t wait to see your game!

Around 7 hours….

Been about 7 hours since I started. Got a basic mechanic and now going to start polishing it up and add a game to the game 😀

Heres a shot of my little snow plough working away to try and discover what lies beneath all that snow.

My little digger working hard to clear the snow.

A view of the hackerspace, lots of RPG'ing going on in the distance there.

27 16inch Pizzas. FUEL!!!

Comments

18. Dec 2010 · 21:17 UTC
Oh, cool! Where are you guys meeting up?

First Screenie of DisGRAVery

After getting the math done, I can finally show you what my gravity sensor in the bottom of the screen looks like.

Alpha state is coming closer :-)

Tags: screenshot

Character sprite

I just added a character sprite with some simple animation.  Better than just a white rectangle, I guess.

Uploaded to the usual place.

Time to get some sleep.

Zzzzzzzz-time

Here is a very uninteresting screen shot of my (slow+interupted) progress so far.   I’ve chosen metal detecting as my take on the theme of discovery. What will he discover next.  Beep beep, could it be a hoard of gold roman coins… Nope, it’s another rusty nail.  Oh the thrill of discovery.

LD19's most boring screenshot so far?

G’night all.

Tags: LD19, screenshot

Comments

Hempuli
18. Dec 2010 · 21:14 UTC
The shovel-wielding fellow looks great in a way I can’t describe.

Level Generation GO

Hey, I like how many of us are working with procedural generation!
I just got mine running; it’s pretty simple but does the job. Also a zombie!

Comments

18. Dec 2010 · 21:10 UTC
Looks fantastic!
18. Dec 2010 · 21:15 UTC
I love the style, and envy your aesthetic!

Some progress

After a slow start learning FlashPunk my pace is beginning to pick up (sort of). My game will be some kind of secret agent platformer, I haven’t come up with a name yet.

So far I have tile level loading, collision and stuff working, some graphics and some music.

Here’s a screenshot:

I don’t have a site to upload my files to :(

As the title suggests, I won’t be able to submit my game unless there’s another way to upload our files.

Any ideas?

Comments

18. Dec 2010 · 21:18 UTC
MediaFire or Dropbox are both good free file hosts
madk
18. Dec 2010 · 21:19 UTC
Dropbox all the way. Mediafire might be alright for uploading but it horrendous for your downloaders.
Flyboy
18. Dec 2010 · 21:31 UTC
Dropbox.

Half point, full doubts

Well, here’s a first prototype. And sadly, even messing with the laws of the universe don’t make this fun. At least that’s a discovery : don’t try to mix space travel and planet dragging into space invaders. And even changing this to space bowling or some kind of obstacle race would be infuriating.

That’s the point : making controls horrible just to make it a “game” doesn’t work. I may try again from scratch tomorrow, but I’m not sure yet.

http://www.mediafire.com/?zp52e5eght5ktcu, needs Löve 0.7 (found at http://love2d.org/ or in your favorite repository). This is actually a zip file, the sources are inside. Arrows to move, a/z to deattach/reattach to planet.

Day one results

wow, lot of work done today.

I’ve ended up re-writing the game design 3 times so far, but i have ended up with what will most probably be the final game design.

things to come tomorrow:

win/lose condition

intro/outro

better assets, and background

PIRATE MODE

Download Current Build

instructions:

the goal is to discover the correct combination of items that make a specific face happy before a hypothetical time limit. The happier everyone is, the more the music plays.

left-right arrow to move left-right

left mouse button to “grab” an object

right mouse button to “fire the object”

I have world generation!

Still not sure if I’m gonna do colour cycling, or stick with one. Time could be better spent on the mechanics. Anyway, at least I’ve got an idea what happens now in it now…

Edit: with vignette

End of Day 1

That’s Saturday gone, or as much of it as I’m willing to be awake for. I’ve got the core of my game down; mechanics, loading terrain, transitioning between screens (although that still needs work). Tomorrow it’ll be a case of finishing the map, making actual graphics, putting in a menu, intro and pause screens, etc. That will give me a very basic, silent world to explore and discover.

If I have time (and I won’t have much free time tomorrow) I’ll add in a goal – collecting four items – music and sound effects – courtesy of SFXr and WolframTones – enemies – avoid them! – and maybe even a few other extras.

For now, here’s a view of the terrain of Mt. DragonHead – would you believe I drew this completly at random, and was surprised when it looked like a dragon?

Preliminary Results

Looking at the progress people have made makes me feel like I’m slow…

But anyway, here’s what I got so far.  Its going to be a digging/mining game, exploring the vast underground unknown.  Careful of goblins, lava flows, and cave-ins!

A funny thing happened on the way to Atlantis

We found stuff to kill!

Screenshot shows sonar buoys trying to detect the enemy subs, particle effects from our steamships, and blinking lights on the buoys. Well, you can’t see them blink, but they do, trust me.

Day 1, 11PM: Almost Fun

The screenshot I’m about to show you won’t look spectacularly different to the one earlier – I still haven’t fixed the horrible protagonist bot or the laughable kid’s snow effect. But to play, it’s already close to what the finished game will be.

The main thing is randomised enemies, with visually apparent stats. Randomisation will be part of the Discovery element, and also just the fun of the game: it’s never going to be a great shooter, but it’s already kind of cool to blunder into a triple-barreled deathbot with hyper speed and discover a whole new echelon of boned.

The visual apparency – representing every stat in the shape of the enemy rather than a stats readout – is part of that too. It gives your read on the enemies immediacy, and that’s a catalyst for fun. I need all of those I can get. Hopefully you can tell which one of these enemies has more firepower, and which one is better protected.

Snowbot 3

What you can’t see, and what you probably won’t even find if you play it, is the ridiculous amount of fun I’m having with it.

Most of this afternoon was spent thrashing out the enemy movement to be more convincing and dangerous, and all of this evening was spent drawing just a few bad sprites – it takes me actual time to get pixel art to the dismal level of quality you see here.

Then in less than half an hour, I did the coding legwork to implement every chunk of art into modularly assembled, dynamically scaled, randomised deathbots. And the game’s gone from being a tame arena where I can always win through knowing the tricks, to a terrifying robot safari where things with crazy muzzle velocities can also outrun me, and I see combinations I hadn’t pictured.

It’s not exactly good, yet, but it’s an amazing thrill to see that kind of stuff come to life from a few simple maths statements. I can pretty much stomach art work if it’s for a game that can stretch and recombine it to endless different purposes.

Snowbot 3a

I’ve also had an idea for how to relate the game more obviously to the Discovery theme. It’s fun to try and creep up on these bots when they’re not looking. They turn round if you shoot them, to prevent the game being too easy, but I’m going to make it so that you can subtly scan them if you get up close and undetected.

If they have a module you’ve never used before, you’ll gain the ability to salvage it if you later kill the bot. And if they don’t, you’ll be able to read their robo-thoughts. Not entirely sure what I’m going to do with that, but even if it’s just an array of pointless introspection it should be fun to write.

starting on my first Ludum Dare entry!

Here I go on my first entry, coffee is ready, mid afternoon here, a bit of a late start but thankfully the theme isn’t insane.  It is a very inviting theme.

I have a rough concept of what I’m going to do, but usually when working on things like this it ends up as an improvisation- just going with what is happening as my coding causes all sorts of unexpected oddities.  I’ll be using Unity, which I’m still learning, having moved on from Torque.  I am starting with their character controller script which is available in their standard packages for new projects, I really only need simple FPS control and might end up creating my own once I get enough momentum, but for starting out I need something quick to work with so I can focus on figuring out the important stuff.

I’m expecting the majority of work will be getting the environment interacting with the camera correctly, the user’s perception of their environment is going to assist in progression through the level.  Currently I’m not even sure if there will be enemies in the project, if there are they will probably be more like hazards to avoid and escape from rather than things to shoot at in combat.

more later!

Day 1 over and out

I might not have made a lot of process, but at least I’ve made some this time.  No poor attempt at fancy graphics this time, I just got straight on with coding, and I have something resembling game-play.  Ok, not a lot, just a top-down map that you go about and clear the fog-of-war from, but it’ll be better once I add the enemies the morra.

Hope everybody is having fun.  Here’s a wee vidcap to keep you entertained for a few seconds 😀

http://tudocs.ning.com/video/ludum-dare-19-first-playable-1

I’ve updated my game

Alright, as the title said, I’ve updated my game because its not good enough for other people.

Here’s what I’ve did for my game:

  • 5 more levels.
  • Few improvements
  • source code’s updated

Want to see what else is there… Play it!

Thanks again guys :)

Maximum caffeine intake

Flixel! Yes!

Dr. Astronaut vs. The Glowing Asprins

Yeah I got stuck on lots of stuff! Especially making that terrible background. Much worse for wear!

Happy about the minimap/monitor thing, though.

I guess it’s time to make a GAME out of it, wonder if that will happen.

See you tomorrow!

Tags: end of day 1, screenshot

HOMMage Progress

Alright, starting to feel like im dipping into crunch time.

Ended up spending a little too much time playing around with the art, was having a lot of fun doodling the characters.

You can check the current version out here!

Current Features

  • Randomly generated hex terrain.
  • Three teams, each with three heroes.
  • HUD controls to navigate the hex grid (zoom in, zoom out, scroll around, jump to things you own).

Critical Features Left To Work On

  • Pathfinding through the hexgrid.
  • Troop management/city management.
  • Combat : /
  • Turn refresh (give the player more action points, and cash for whatever castles and resources they own).
  • Win Condition.

As a single player game I think I can nail this before LD is over. As a social game… ehhhh….

We’ll see how im doing in seven hours. As long as I don’t get side tracked doing more programmer art…..

Finished? Yes. Happy? Not really.

Welp I finished my Ludum Dare entry (you can find it in the Submitted Entries section)

Also here’s a timelapse: http://www.youtube.com/watch?v=efQ8wgavzVY

Unfortunately chronolapse crashed a few times while recording so quite a bit of video was lost.

Not too pleased with my entry, but it’s better than nothing. One problem was that my first idea was too ambitious for me to do in 48 hours, and the second idea I couldn’t think of much for gameplay. Oh well, I’m sure I’ll do better next time.

Noob needing help with uploading files to mediafire

I’ve made my game in XNA and was recommended to upload  to mediafire but I don’t understand how or what to upload specifically.

I tried uploading the .exe but when I downloaded it and ran it,  it didn’t work.

Anyone know how I can upload my game properly?

Thanks in advance :)