LD20 April 29–May 2, 2011

Just look at that

Look at that, just look at it. You’ll never see a more beautiful reproduction of the Link vs. Old Man screen in your entire life.

Tags: in my entiah rife, screenshot

Comments

zdanielz
30. Apr 2011 · 18:41 UTC
awesome man! can’t wait to see what this turns out to!

No Progress

As is traditional now, I’ve spent a couple of hours having things not work for no explicable reason. It doesn’t help that Flashpunk’s documentation isn’t very good, but all I’m trying to do is draw a line, for which there is a function, which does nothing.

Maybe it’s a simple thing (the equivalent to forgetting to add a tween to the world) but whatever it is, it’s burned me out a bit. If anyone could tell me how to draw a line and make it work (preferably onto a Canvas, as I’ll be doing collisions from it too) then I’d be very, very grateful! And you’ll get a warm, fuzzy feeling, along with a game that has lines in! Everyone’s a winner!

Tags: help

Comments

30. Apr 2011 · 20:38 UTC
Not much point in making a new post so:

More mechanics

Spent the past few hours writing a bunch of base code to help out with the additional mechanics that I want to put in. I also did some more graphics work (A HILL.). Best excuse to show off another screenshot ever. So you are seeing countdown bars for the upcoming bricks that you can drop on your tower. I was thinking it might be nice to put in a pax briticannica style “hold down to get more power” thing to this. Don’t know if I will need it though.

I got a call from the friends that went to the movie, so I am going to meet up with them instead of running myself into the ground. My eye is starting to twitch and I have been at my desk for 11 hours straight, so that seems like a good idea. We will see if that means better work tomorrow. Also I have a tagline for the game: a 3 button realtime strategy tower defense brick game. No title yet though.

Tags: progress, screenshot

Speech system

And the speech system is in-place… Was a bitch getting right: getting the projected position of the 3d position of the speaker so I could write the text there, center the text, script binds, etc…

Was hard making it visible in all circumstances aswell… Finished writing the text twice, one in black and offset and then in the normal color… Worked quite well…

This is finally shaping up, although it’s not even close to being a game… Next step is probably to draw and animate the imps, making them spawn in their proper positions and giving them AI… Probably will call it then…

Task list:

Task list:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering character
  • Design levels/items so I know what to implement
  • Spawn points
  • Bind spawn points to scripting events
  • Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
  • Give and take objects to the player (through scripting)
  • Spawn creatures and give them rudimentary AI (also through scripts)
  • Draw and animate imps
  • ….

Getting started

I’m a long time veteran on the Ludum Dare IRC channel, but haven’t had the chance to take part until now – so LD20 is my first LD. Since it’s dangerous to go alone, I took two old buddies, FlashDevelop and FlashPunk along with me. Besides that, I’m working with PhotoShop CS5 and Audacity, and progress is looking okay so far. The basic gameplay mechanics are starting to take shape, so tomorrow I’ll have plenty of time to add more variation and work on levels – perhaps even incorporate the theme, since I sort of got sidetracked a bit. 😛

A gfx teaser:

Some progress and lot to do!

So my game will be a platformer in which the character keeps getting new items. One of these items is a spiked helmet which you can use to climb walls, stick to ceilings and kill enemies.

Got a lot done this day but there is also a lot of things left to do for tomorrow, at least I won’t be hungover tomorrow :)

Here is a screenie with some placeholder art (if I have enough time left to make some new )!

And yes, he is upside down :)

 

Torch is lit!

I’ve done simple particle system for the torch which looks a bit weird in game but since I have everything implemented it won’t be hard to make small changes to the system (just in case of spare time). HUD – Torch bar has been updated with the bar and now I only have to make that bar become smaller while torch is burning. Another thing I’ve decided to add is “Sprint” which will make the torch glow with even stronger flame but torch bar will lower faster because of that.

 

 

1st update

Finally got the hang of Allegro.

So far I’ve got the basic game play in place, now just to debug my particle engine….

Title screen: complete

I’m a little worried about how long it take me to get to this point, but I’m hoping that now I have most of the engine framework up it won’t take me as long to do the actual gameplay bits.

Here’s the title screen:

Some progress

Here it is so far.  There’s been a lot of distractions today which I’d rather not talk about.  Suffice to say there are bad bugs outside!

In my game, four players can throw each other around.  I’m not sure yet how it will turn out for voting if I require four players.  I can’t even test it well!

 

Break…

Pfiouu….after 19hours working and some troubles with the items generator, i finally have something good :)

Time to sleep some hours…

Next step: Including mobs, heroes and weapons !

 

Comments

kurtwaldowski
30. Apr 2011 · 19:35 UTC
Looks good man! Looking forward to seeing more. 😀
30. Apr 2011 · 23:12 UTC
Looks like I’m not the only one who decided to make use of mazes. Yours looks pretty badass, though.

Making some PROGRESS

Got the tile engine and character/enemy up and running!

You can now “attack” enemies, but it still doesn’t do anything interesting, it looks like this:

Tomorrow I will add real interactions + levels, monsters and winning losing conditions.

Plenty of work, not much time – let’s see how it goes!!

Daniel

After thoughts…

I may try to make some interactive story thing.

But, in hindsight, I have considered the following:

-Will not use mappy for tilemaps

-If I do a tile map game again, I will not make the levels.

-Not design such a large map.

-Even with a smallish map, not allow feature creep to get in the thought process.

And that is all.

Bugs! but this ones pretty cool..

 

Comments

30. Apr 2011 · 19:29 UTC
I guess it’s not obvious to me what the bug is. Is it the fact that one entity got stuck behind some blocks, or is it the hitting/banging into each other/flying around crazy part?
thRob
30. Apr 2011 · 19:32 UTC
Really digging the torch lighting you have going! Can’t wait to try your game out!

A tutorial and a background

Wouldn’t you like to know what the Space bar does? Mwahaha!

That hat really doesn’t work as well as I thought. Oh well. Bed time now.

Warrior is back :)

Finished With Character movement

So here’s what the game looks like so far.

Not much, but I can start worrying about guns and enemies now.

mailman progress – now I can move the char

LD20 mailman first movement in the city from Hamilton Lima on Vimeo.

now I can control the char and the camera follow it !!!
used the default character controller and a camera following script

there so many streets here to name … I think I will change plans !! the mailman now need to deliver letters from a cat to the other cats !! lol just need to find the cats in the city, and fight the zombies !!!

Tags: cats, changing plans, mailman, progress, unity3d

Swoosh! Room transitions

Rooms now properly transition from one to another now. This has taken far too long, but the results are pretty nice at least – time will tell whether I’ve wasted too much time on it or not.

Swoosh!

Next up I’m going to draw and add in the npcs.

Another Screenshot

I’ve now created a dialog system for me to easily get animated messages outputted, and I also diverged a bit and made a spotlight system instead of just using a lighting sprite.