LD 38 April 21–24, 2017

It's over for me, time to sleep and feel happy

After having a hard time finding what i wanted to do, how i wanted to do it, some technical issue in the end that was like a sign of "Stop it now before you'll ruin the compo", i've managed to do my prototype like game and liking what i've done.

you can find it here A Small world lost in a big universe

You'll find it in two version, the original one meant to be play at 1920*1080 and another 50% smaller to be playable directly in your browser default size.

Good luck everyone doing the compo for the final touch. And have fun, just fun like i had.

Good night if you happen to be on the same time zone i am.

A Small world lost in a big universe

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Day two progress

Day two round up. I finally have most of the gameplay mechanics implemented, along with two game modes and some very simple ai bots. There are a couple extra features I'd like to add but I'm not sure if I'll have time. Though before that I need to work on the main menu and some sound effects.

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Interplanetary Billiards

I didn't have nearly as much time this time around as I would like, but I am getting something togerther. I probably won't make the compo deadline though.

https://www.youtube.com/watch?v=DxcwSfkgPbk&feature=youtu.be

I don't have a Game :(

So, my game, NO BORDERS, NO NATIONS was supposed to be an indirect politics game. The goal is to make the world a better place, by allowing free migration across the map, but also by both altruistic as well as underhanded tactics.

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So. My second Ludum Dare, and this time I really killed myself with scope issues. Actually, what happened was that I didn't realize just how much work a little GUI layouting can mean, especially if you have no idea what you're doing thanks to what I guess are ... bugs, in Unity. Yeah, I know, sounds really far out. :)

The plan is now to take this husk of a game to the AMAZE! jam at the end of the coming week, and hopefully get some gameplay in.

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You do this by taking actions on "cohorts" of the population; for simplicity's sake you only have access to the three smallest Minorities, and the three largest Majorities. Each action costs an amount of one of your three currencies:

  • Funds, which you can use to better the lives of Majorities and Minorities alike. Generally, nothing you spend money on is a bad idea, but the consequences can be unintended (for instance, Incentivizing Migration can attract undesirable pops that cause unhappiness among your citizens, such as Fascists or Squatters)
  • Approval, which if you run out, you lose the game. It comes from Happy (or better) Populations. Approval can be spent for "unpopular" measures.
  • Influence, which is the financial and martial power of your nation on the stage of the world. Correlates directly with wealth. Influence Actions are a double-edged sword, including positive items like Stabilization, but also drastic measures like Displacement of pops.

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So. Thanks, Ludum Dare, and so long. I'm actually in pain because I sat on an improvised chair for a long time, and I have learned a lot, also about failure.

See you all again next time!

Force of Nature (JamPo)

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Our game is finally done!

  • Even though we are technically a JAM entry, we still wanted to have the COMPO time limit, so here we are with our game. If you're interested, you can check out ForceOfNature.

Paper Jam - FINISHED

Yass! My hand-drawn platformer is finished. Managed to add spikes and enemies at the last minute. In case you missed my other post, basically I drew this entire thing out completely by hand, then brought it into Phaser and warped it to fit the image of where I was sat working on the game (game-ception!)

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Pretty happy with how this turned out. The game is on the simple side, but the aesthetic turned out well. If you'd like to try it, give it a go here: http://games.danhett.com/paperjam/

I'm in (belated)

I'm participating. A bit late due to irl stuff, but I'll be entering the jam at least!

Start of the Second Day. More concept and some progress.

Starting to get a little familiar with the Twine interface. Images were a little odd to get going. Seems like you need an external host, so I'm probably going to be using Imgur for that. Started off with a quick "Hello World" test project and I feel like I have a basic understanding now. I haven't written Javascript since high school, like 15 years ago, so that's probably not happening, and I've also never done anything with CSS. I'm also suspecting my writing is going to suck. But again, the goal here was just to get something going, and if I finish the project in any form then that's just a bonus.

I have been doing some more sketches for characters now. Since the character are all on their boats, it makes a lot of sense that the tower at the city center, that represents the Sun, would be a lighthouse. That also lets the sky be permanently night, with a day night cycle coming from the rotation of the lights in the lighthouse itself. Really need to grab my scanner from downtown instead of taking shots with my phone.

Also have been thinking of a new character that can come by - Hailey, the wanderer. A "hiking" girl based on Halley's Comet.

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Final stretch!

We're refining the multiplayer features, but it's quite hard to track down bugs with a language you've never practiced!

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Fighting works, picking up food works, we're now working on the territory control and different archetypes.

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And this is the main building for each team, where you need to bring back food to make soldiers!

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Crumble is in publishing phase

I'm making a game where the world crumbles as time goes on - try and push your opponents off and be the last man standing, or try a time-attack style singleplayer mode!

It'll appear on itch.io in a few hours, or hop on the stream where I'll be wrapping things up: https://www.twitch.tv/binaryspark

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Fully playable version of "1964 World's Fair Engineer"

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Okay, there's a fully playable version of the game done:

http://barkingdoginteractive.com/1964/

This is not going to be the final revision. I've got a few hours left, during which time, I'll add some more cards, tweak the balance a little, and bug hunt. As I write this, I have about three hours left to get the final tweaks in, but the link above is where the final game will live.

Right now, there are only two playsets: Holland and Japan. In a more fleshed-out version, there would be several playsets for the attraction, but working alone, there's just no way to add a lot of art content and have any hope to balance it all, so I'm going to focus on trying to make the balance a little better and add the currently-missing water pressure driven cards.

Roboland : Published

To avoid the final hour rush, I just published the current progress. More updates and screenshots coming soon.

LD38 Entry : RoboLand

Play RoboLand on itch.io : RoboLand

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More Progress

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Added a new planet model, rings, and entity spawn points. Now it's time for AI and polish for our Jam entry!

Will a game be completed?

It seems like something game-like is emerging out of this weekend's particular constraints:

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Hopefully, the answer to the above will be yes.

No sound

I'm pretty much done. I don't really have more time to add any audio, so it's going to be a bit boring experience. I still have to do some testing and building. There's a bug in the Unity WebGL build that I can't fix. I might have to axe that as well :(

Here's a random screenshot: gold_1.jpg

FAILED!!

Unfortunately the scope of the is far too large for my skill. My ambition has gotten the better of me once again!!!

I have really enjoyed my experience and will surely participate again see you for ld 39!!

I still believe this idea has potential and will be continuing to develop it further in my own time!! If you like the concept and would like to follow my progression further keep an eye out on my website as I will be posting regular updates from now on!!

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Second day done

Second day is over, the game is taking shape. We still need to do some work on the AI to make the simulation/game last longer than a minute before the NPC's kill each other.

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