LD 38 April 21–24, 2017

LD38, 1st day: 2D characters and sprite sheet hell

Yayyy, it's been a while since I last time took part in Ludum Dare. I'm participating with my bf. He does the programming, I do all the art. We might get music from our friend, who's done some music for us before too. It would be awesome! :grin: Oh, and I also stream my progress in twitch.

Today I started with some monster designs, tiling background and player character sprite sheet. I might have to change the monsters, since the theme shifted a bit, but I don't think it's a problem.

The character sprite sheet was the most time consuming and irritating to draw. :persevere: I haven't made one before, and making it in Gimp was annoying. I resorted to tracing an existing walk cycle character sheet and modifying the character to look different (it looks nothing like the original, so it should be a good derivative).

I think I should've looked into how to make a sprite sheet efficiently. It might have saved me time and nerves. Luckily I don't have too much on my to-do-list, so it didn't mess up the schedule. I just hope I don't have to make changes to it. At least it seemed to work in Unity, even though it wrecked the shooting... :joy:

Here's a WIP peek of the sprite sheet:

https://puu.sh/vsDcw/ecec4837cc.jpg

For once I prepped properly and made a huuuuuuge macaroni casserole, so I don't have to spend time on making food. :yum: I also stocked on ice tea, and bought some salad ingredients as well. :salad: Tho' we did run out of sweet stuff already... :sweat_smile:

Anyway, things are looking good so far! :thumbsup:

Lunch Break

It's been a successful morning over here. The mechanics are starting to come together—if all goes well, it may even be fun by the end of the compo!

Because I just started learning Unity a month or so ago, I knew I wanted to try a few things that I hadn't done before: audio, animation, and particle effects. Two of those down already!

Here's a little preview:

giphy.gif

Mullet! Mullet! Mullet!

In movies they say that the hero is only as good as the villain...well, perhaps games are only as good as their bad guys too? With that in mind, I have used all my "programmer art" creative skills to bring you the ultimate bad guy...

Oh yeah...and I'm playing with the title being "Globe Trot" (it was my wife's idea so I'm trying to think of something better)

Image of the Globe Trot enemy

Pillowy Dodecahedron Planet

Solving some geometric problems, with a pleasing result. No gameplay yet.

https://www.dropbox.com/s/45kep21w4oth1xp/pillowplanet.png?dl=0

Finally started!

I'm making a 2d platformer game where everything happens on one level and the only difference is the placement of platforms and other objects! just created my character and now moving on to coding!

http://imgur.com/a/gjSIe

Menu finished

Finished the menu, gonna start on the art to replace all the boxes and make it look pretty.

https://twitter.com/akai_0okami/status/855852381304745984

Its Getting there

this game: The Sharkinator is coming together and all i have to do now is: the guis the collision detection the text rendering

and hope everything is going well for everyone else! GL jammers!

Well...

https://view.stoamigo.com/item/97791ac041e6dd00

And Yet We Come...

https://view.stoamigo.com/item/97791ac041e6dd00

Guess Whos Back!

I have returned, and with the battery recharged. Let's work

Start Screen

I'm not much of an artist but I'm happy with how my Start Screen is coming along. As far as my game goes, one word Tardigrade. That's all the spoilers I'll give for now. http://imgur.com/j4tGqCS

End of First Day: Progress Report

So in a mad burst of insanity my addled brain decided to make a 'simple' CRPG for this LD. The theme is somewhat 'there', if you take into account the technicality that the world size is going to be somewhat small to account for development time (I'd rather spend some extra time packing in enemies, items and so on). I'm not really gunning for a high theme score though, I decided ahead of time that I'd rather just enjoy what I'm making.

Here's a silent video of the game so far: https://www.youtube.com/watch?v=sj-TvXVu_X8

Water implemented

I just added water to the mix, and implemented connected textures for it with dirt and grass! It is 2d top down view though, so no water physics! (thankfully!)

Captains Log 002: The Next Morning (Technically)

Its 2pm where we are and we all woke up about 3 hours ago and have gotten back to work. We have code written and models modeled. We are also working on some small story stuff to add if we have time.

Shoot for the Stars

Star generation is working nicely. Time to add some gameplay!

Check it out http://i.imgur.com/JAlnUof.png :two_hearts: :telescope:

That Moment You Realize.....

So I've been working on a major mechanic in my game for the entirety of this morning and got a basic system in place. Having done this I just realized I need to calculate a bunch of stuff on the fly and make sure things don't implode on themselves right away. (Basically super super accurate mathemecations!) So! What do I do?

REVISE THE GAME!

Just wanted to leave this out there in case anyone else is hitting the same roadblock at this point! Don't stop...don't make a new game...take what you have and revise it with smaller scoped mechanics!

YOU CAN DO IT!

TL;DR; I'm trying to programatically create orbits that don't implode... Time to think of a new way to play the game!

Engine Complete

It's only taken 12 hours of near solid work but I've finally managed to complete the base engine. Ladders work and you can start to retrieve certain parts of your space ship. All that's left is to implement the other pieces of ship and add sound + intro/outro

New Splash Screen

New splash screen for our game. You are an electron and have to race around a procedurally generated motherboard dodging enemies by switching track.

http://imgur.com/a/BydED