LD 38 April 21–24, 2017

Item Pickup (Gif Animation)

I got the code for picking up items done. Not that impressive but I have to be proud. Back to work! 2017-04-22 23-15-57emmpeg4/emx264em002/emgif_002.gif

LD38 Update!

The jam is going well for me! :D Lost about 10 hours to sleep and errands on the first day but still managed to get all the gameplay and puzzle logic completed, now onto throwing in some art, its getting there!! Story writing tomorrow

Here is a before and after

HighresScreenshot00000.png HighresScreenshot00001.png

Working progress...

http://gameorb.com.br/games/saveltlplanet/ 6planets done 20 more to go

Smalltrek: Day 2

Just had a sleep and continuing working on Smalltrek, a puzzle game about solving small conflicts on small planets.

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Next up music!

Follow development on https://twitter.com/impbox

1964 World's Fair Engineer Sim

So, I got quite a bit done on my "1964 World's Fair Imagineering Sim Panoramic Deckbuilder" game. Here's a screenshot:

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Basically, it's a deck builder game, where you are creating a deck of cards that represent the proposed elements for an attraction you're pitching to Walt Disney for the 1964 World's Fair (which is what the famous attraction was originally created for).

Your entire deck is shuffled and dealt out in a line, creating a panorama representing the entire ride experience as it stands. This creates a "pitch" for the ride. You can then go over the "pitch", approving and rejecting design elements to pare down the ride to something good.

By managing the design elements, power, water flow, and lighting, you try to generate two currencies in the game: "delight", which represents the general charm and innovation of the attraction, and "research", which represents the drive and creativity of the engineers iterating on the design.

You get "delight" by approving design elements, with bonuses for doing things like having animated characters, well-lit characters, and cohesive themes. You get "research" by rejecting design elements, sending them back to the engineering team for more brainstorming.

Once you've completed a pitch, you are awarded money depending on how much more delightful your pitch is this time than last time, because Walt is impressed with your progress. If you fail to make your ride more delightful than last time, it's game over, and the ride is frozen at your last pitch. Otherwise, you can spend your dollars on building items, and you can spend your research points on making new items available to build.

Right now, I have art for about 10 cards, and the UI is largely working for going over the cards and approving or rejecting them. I've got the card effects for many of the cards working, but not all, and I don't have the buying/selling UI working yet. We'll see how far I get tomorrow.

Progress - Momma ZILLA

Momma ZILLA

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Humanity has failed the planet.

Mother nature has sent Momma ZILLA and her kiddos to purge the Earth of humanity.

  • Collect baby ZILLAS for help!
  • When a building is destroyed, you can crush the humans which flee.
  • Z is to fire
  • X is blink
  • Dodge missiles!
  • Avoid fire!

See how much destruction you can cause! Follow development here:

https://twitter.com/mccolgst

Made using PICO-8

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Update III: Story Is Written, Game Mechanics Almost Done

While yes, the story is done and written (in my note book), and the game mechanics are almost done (the puzzle and battle mechanics) The story itself is barely done in the game. I wonder if I will even have enough time to finish.

Saturday End-of-Day Summary

Made a heck of a ton of progress today, and my project is really starting to resemble a game. I had way too many doubts in myself when this whole thing was coming up. "I'm still new with Unity! I'll have to look things up and that'll slow me down!"

I'm so glad that when Friday night came I shrugged all that off and started coding like my fingers were on fire, because I'm not even done and I'm happy with how far I've gotten.

I'll be back at it after breakfast, so 6:30-7:00AM EDT, as always on www.twitch.tv/chronosv2

And now some screenshots: 2017-04-22 23em34/em37-Unity 5.6.0f3 Personal (64bit) - main.unity - LD38 - PC, Mac & Linux Standalone .png

So my first image here is just to give a quick look at the game concept. It's all programmer art right now, and aside from the "SAFE SAFE SAFE SAFE" and "WARN WARN WARN WARN" background textures it looks like something out of an early arcade. I'll see what I can do with the art tomorrow though. Quite tired.

So the way the game works, and how I joined in with "A Small World" is the arena you play in gets increasingly smaller as the timer depletes. The garish magenta things are Support Towers -- keep them safe or your timer will speed up until the yellow value under the timer reaches 0:00.00. And every X:30 a warning appears for what part of the arena will get wiped at the X:00 mark. Stray into the blackness and your health depletes rapidly. Run out of health and you'll respwan in the center after a 5-second cooldown.

Enemies come from spawners which circle the level, and as the timer ticks down their rate increases, making keeping the towers harder the longer the closer the timer is to 0.

You'll be able to acquire a Spread gun, and pick up items that will increase your fire rate from 3.5 shots per second to maybe as many as 8. Not sure about that yet. You'll likely lose some of those boosts if you die. Right now the text in the bottom right "WEAPON TYPE: NORMAL D:1 R:1" is a placeholder. D is for Damage level and R is fire Rate.

I'm thinking any towers remaining when the 5-minute timer expires will give bonus points.

2017-04-22 23em35/em13-Unity 5.6.0f3 Personal (64bit) - main.unity - LD38 - PC, Mac & Linux Standalone .png This second screenshot shows two of the enemies -- the Bomber by the top-left tower will wander between the towers, placing its little packages of death by your towers. Seconds later and boom, no more tower (though I'll probably balance that down... OHKOs aren't cool.) The other enemy, trying to hide under the health bar, is a Collider. It picks out the nearest target, either you or a tower, and homes in on it with the intent to ram it. There's one more enemy type I plan on implementing, but I can't show the Shooter if it doesn't shoot yet!

Anyway, wow this is a wall of text. Sorry about that. And now, some much needed sleep.

Time for sleep

My girlfriend convinced me to crawl into bed with her. I will see you guys in the morning...If I can sleep. If not, I will be back on Twitch soon so stay tuned!

So Here's What I'm working on:

So my thoughts about what I'm doing (after all, no going back now :D) is that it's a normal platformer except that once you get to the last level it loops back to the beginning and "you went around the entire world"

Maybe I'll get a 1.2 in theme :/

Quick progress gif before calling it a night

Here's a quick gif showing the game so far: gameplay1.gif

I'm still lacking a better menu, instructions, the code for the UFO (which fires beams at you) and maybe a difficulty selector if I find the time. Till tomorrow, have a good night everyone!

C#+SDL2 -- Compo Game on track to meet all design goals.

Well, C#+SDL2 is real, and it works. It's not ideal, but it's really slick once its working.

As for the game, it's actually going really great, I'm really surprised. It's on track to meet all of my initial design goals early, leaving me time, maybe a lot of time, tomorrow for content.

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I`m In

Hi, I'm starting a little late, but it isn't a problem. Enjoy the Jam! This is my second LudumDare. I share a screenshot of the game I'm making: C1.jpg

Good Jam! :D