LD20 April 29–May 2, 2011

Unholy rabbits!

Dinner was great:

And after, well, I started by drawing some imps, but the end result was that they looked more like hell-rabbits than imps, so I decided to change the story… :)

They have a particle system to be more hellish… :)

Anyway, they already wander around (they don’t give chase yet), and all is script driven (which is quite nice)…

Anyway, I’m calling it for today… 24 hours still to go, and I have most of the actual game to make (including the object management, etc). Anyway, I should be able to finish this one, at least enough for the compo…

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
  • Wand of Unsummoning
  • ….

Boomerang Hammer Action…

There be strange red towers on that there island…

I wonder if there be a link to that there red lightning that destroyed our ship lad…

It may be dangerous to go alone!

What be that thing on the rock…

Hmm could just be just the thing to get our own back, me thinks!

Maybe if I were to pick it up and press leftly thus it would be thrown and thence thrown if I were to press again would return such are the ways of enchanted things.

They be no use for carpentry though…

Red Tower Island

That’s it for day one, sleep needed!

Comments

DeadlyJoe
30. Apr 2011 · 21:07 UTC
Nice graphics, but it’s very glitchy. Might be because I’ve got a lot of processes running at the moment, but I can’t step more than a couple dozen meters until the frame rate goes to lunch. When I start up the game it’s too fast to control. Great work for a day, though! I’ll try again later when I’ve reached a stopping point on my own project. :)
30. Apr 2011 · 21:16 UTC
Still got the high speed in there from when I was testing the hill climbing limits, I’ve also been messing with the build settings it could be those!

Timelapse pt. 1

Viewable here. Man I spent a lot of time on IRC…

Choppa’ Smoke Effects

Added some smoke effects for my downed pilots, and their parachutes:

running out of pixels

no big change between this image and the last one

enemies implemented with a box hunting other boxes and a box dropping smaller boxes. about an hour ago i hoped that drawn better graphics would raise my coding spirits, but after inserting them (see the mailboxes), it actually looks very ugly.

not really what i would call great

Over for tonight

1am over here, so i’ll stop coding and grab some sleep. I don’t want to mess up the sight algorithm.
Tomorrow’s objectives include :
*Sight
*Item implementing and interactions
*Mob implementing and interactions
*Random starting set, with a guy saying “It’s dangerous to go alone ! Take this , this and this !” Of course, some of the items can be completely ludicrous, forcing the player to count on his wits to earn points (or those items could give extra points).
*Point system, not shown during game but only at the end. Different actions give different amount of points…
*So obviously, a losing screen

Still quite a lot to do, but I think it’s possible ! Anyway, HUD is implemented as is a text system. I can “feed” the message system and the player will read through the messages with the spacebar as they came. This will be useful for fights.

You can try out a demo here : https://rapidshare.com/files/460001144/BUILD1.swf

And a little screenie just beneath.

Good night and good luck to all !

Hud in game

Hud in game

LD20X6: Screenshots

Oh, yeah… 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 */ splashscreen ingame

Squid puzzle game progress report

Yay for color-blind friendly game

Yay for no bugs! \o/

Comments

DrunkenOrc
30. Apr 2011 · 21:19 UTC
I can’t thank you enough for making this color blind friendly.

Enough for today!

I know it doesn’t look much different than my previous screen, but the engine has been improved a lot! Tomorrow i will implement entities, collision, and… well, gameplay! :)

Progress screenshot

Done a bunch of art on my craptop which I’ll incorporate into the game tomorrow. Made some music too.

Yayy

Have a screenshot as I celebrate whilst watching Alien!

man with sock on hand in cell

Is that a...sock on his hand?

Work-in-progress screenshot

Here’s what my game looks like so far:
screenshot

I’ve spent too long on the graphics and not enough getting the actual gameplay to a point where I can find out if it’ll be fun, but I am at least happy with how it looks.

The idea is a puzzle-exploration game with completely unique enemies that you certainly won’t recognise from any other game.

Tags: screenshot

Comments

30. Apr 2011 · 21:38 UTC
Oh, cool!! 😀 I like the look :)
wademcgillis
30. Apr 2011 · 22:24 UTC
I do not recognize them 😀

Attack!

We just sad down and discussed some game concepts, and we all agreed with making a zelda styled game. We are 3 people. 2 Graphic designers and 1 programmer (me) :). Here’s an EARLY screenshot of the attack collision :).

Anyways, back to work!

Tags: zelda game attack collision awesome life

Wow, actually playable just

Another rainy day

I have decided to name my almost functional game “another rainy day” because it has a dark feel to it but is also relating to the rain, which will play a key part in the games atmosphere.

 

Away ye go, ghost!

Flashlights now ready, ghosts can be scared (minimum 2 hits) and even banished (4 hits) with them, ghosts do non harm yet and there is no target, but that’s next, graphics, audio and leveldesign are also pending. Messing around with those ghosts can be quite funny.

you can play the current version here

Comments

30. Apr 2011 · 21:47 UTC
Your link gives a 404 error when I try it :(

A Delicious Doggy…

Here’s the trusty sidekick that my main character will have to walk around during the game.

Blobs vs The Cabin

I’ve added the protagonist .. the harmless cabin dwellers!

I also decided that my photos of the physical can of Blob Repellent weren’t awesome enough, so I CGed the label on so it looks shinier. Next up – making some real gameplay .. Once I’m happy with that it’ll be time to wrap things up with some good ol’ fashioned polish (music, sfx, menus!)

-Phil

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This entry was posted on Saturday, April 30th, 2011 at 9:44 pm and is filed under LD #20 - It's Dangerous to go Alone! Take This!. 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.

WE ARE HEALTH

This is the only thing we’ve eaten today:

Slightly more game-like.

At least it’s starting to look like a game now. :)

I doubt I will finish it, but I’ll do my best!

Going Underground

Although my main theme is ascending a mountain, I’m starting out with some underground sections.

Here, our hero has found the first of his brothers and gets his first powerup.