LD20 April 29–May 2, 2011

working version

I’ve got a working version of my project.

I’ll probably spend tomorrow writing some music for it.

If you want to try it out, you can download it here.

Any feedback or suggestions would be appreciated.

Comments

thristhart
01. May 2011 · 00:22 UTC
Took me a while to get the hang of which shape was what character, since it doesn’t say anywhere other than the title screen. Was quite fun though! It felt like I was on the verge of setting up an indefinite loop when I realized I was slowly killing the monster. Good stuff.
01. May 2011 · 19:48 UTC
That’s a good point. I’ll try to give each character a defining visual aspect.

Half-time?! I guess a Screenshot would be in place.

So, day 1:

* Started well, friends are impressed at how well I’ve been doing.
* A few hours in I started hitting various porting bugs that I had to deal with, and I started to overengineer stuff.

Closer to dinner I decided that I’m going to simplify things – just make stuff work, get this done. It will definitly be a short game, but it will be a game nonetheless. Had some sleep, battled a killer-bug – and started doing some actual progress.

What you see to the left, is the house our main character lives in. What you see to the right, is the dungeon of the game. Due to some limitations I’ve discovered in my tileengine, I wont make more effort at doing overworld – I’ll just design a dungeon, some puzzles and mobs, and a hopefully a bossfight – and the quest should be complete.

Yes, it’s obviously a Zelda-clone.

Had Dinner Earlier But Here’s Ice Cream Also Screenshot

Had dinner earlier:

But here’s ice cream:

And, as a bonus, a screenshot of my latest attempt to do something actually worth playing, since Cave Jimmy II was [i]not[/i]:

Need some sleep

Ghosts now follow Players, there is an exit-portal-thingie,

One can now win and/or loose a game

TODO:

content (Map Design)
some audio
better graphics

screenie:
link to current draft/demo thingie:
current preview or whatever you wanna call it

Good luck and have fun everyone, cya in about 8hours

Halfway point

Hello there, my first ludum dare and halfway into the compo i’ve gotten some bugs walking around (tons of real-life stuff been happening today.. hopefully more progress tomorrow).

My take on the theme is bugs cooperating, you will control one bug who will control the other ones with items to keep everyone out of danger.

The graphics, animations and some simulation code is in there. So what’s missing? Well collisions, some simple AI, enemies and fun.

Battles galore (pokemon style)!

Battle screen is almost completely implemented now, day 1 has been a success.

I’m hoping that I can add audio tomorrow and do the level design since all I have so far is a development level which has everything on it for testing. Some splash screens are also missing.

You can checkout the latest version of the code from my SVN at http://svn.sephizor.com.

Battle scene screenshot:

And now, crunch time!

I’ve finally gotten something concrete of all the ideas I’ve tested. I never figured Java out so the game will sadly require windows since I instead built it on the XNA 3.1 game framework (using VS2008.)

The game will be 2D platform based and revolves around a strange – thing (my main character, my graphic skills are not that great! =D) I’ve experimented with rendertargets and whatnot, this is what I’ve managed to create so far:

#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 */ Hero trapped in the dark. Our hero find his first Powerup! New found powers.

Note the Powerup in the last image, it makes our hero’s sight radius increase slightly, good stuff.

Now I have to start working on implementing some enemies, I think it would be a rather boring game without them. The plans are that the enemies either glow like the Powerups or hides in the dark for sneak attacks, I’ve come up with some fairly nice ideas for this. Animations must also be made for my main character, he looks a bit stiff now, to say the least. I guess this is going to be some sort of content crunching since most of the code is already finished.

I also have to fix my movement system since it’s gone totally out of control for some reason, well, hopefully it shouldn’t take me more then an hour to fix it. I really hope I have time to create at least a simple tune for the game before the contest is over.

I’m also really impressed of what you guys have done!

Finally, Some Concepts

I knew I was going to have to go simple with my lack of coding experience, but with hangups using C# and switching to javascript mid-compo I’m going even simpler than that.  Trying not to let that dishearten me and forge ahead and get something complete before the finish line.  Here’s some doodling to get the game laid out.

 

A Status Update

I’m still here and kicking. I took a bit of a break from Ludum Dare earlier today and got some well needed rest, and continued to think about how to tie the gameplay into the game I’m making.

The combat system has been mostly implemented and hooked up into the rest of the game. In fact, I now handle player death as seen below.

For the gameplay itself. I want to redo the world map and try an isometric view, art skills pending. The goal of the game will be to reach an objective on the otherside of the map.

The path will be filled with animals that thirst for our hero’s blood. In order to make it though, our hero will have to decide if he wants to trust random people he meets along the way. Friendly NPC’s will offer items to aid our hero, but beware. There are others that do not appreciate our hero’s presence. It’s dangerous to go alone, but don’t let first impressions fool you either.

Comments

01. May 2011 · 00:34 UTC
Nobody messes with Adam Weee
AdamWe
01. May 2011 · 00:35 UTC
Except for that plant… That plant messed with Adam We and won :s
excrulon
01. May 2011 · 00:56 UTC
i like the negative hp. it would be cool if you had to cast a heal/res powerful enough to plow through the negative numbers.
AdamWe
01. May 2011 · 01:36 UTC
Like a one time chance to redeem yourself if you’ve been hit hard in battle?

States in, overlays working.

This probably doesn’t look like much but I’m glad I’m starting to get somewhere programming-wise.

Overlay with population

Sleep time

Enough for today.  I will get some sleep now and I will try to finish as much as I can tomorrow before the deadline.

Most of the gameplay still needs to be implemented, so it will be a hard day.

But lets not get depressed right now! That’s what tomorrow two hours before the deadline is for!

progress

So here’s an interesting point in the dev process.  I have a functional “toy” working and need to figure out how to make it into a game.  … and also clean up the art a bit.

Look out, sheep!

Double Edged Sword

I got a new computer today, Gateway DX something.
Here’s the specs for you procrastinators:
http://www.futureshop.ca/en-CA/product/gateway-gateway-intel-core-i5-2300-computer-dx4850-43cu-dx4850-43cu/10164624.aspx
Here’s a pic of it

of course this is a dual edged sword because I’m having so much fun playing League of Legends with no lag that I completely forgot about LD until now. Now I have to work doublepaced.

It’s dangerous to go alone…

I didn’t do much last night, and today I was outside most of the time because it’s FUCKING BEAUTIFUL outside. Also I had to work this afternoon. SO I’m pretty far behind but I do have some progress to show.

First screenshot!

pgild20

Got some snakes. Also have an npc that follows the character. Game Maker’s built in pathfinding is shitty, but it will have to do. I did try out some of my own lazy pathfinding code, in which my npc would just step toward the character and bounce off walls, but that looked stupid. SO I’m using Game Maker’s motion planning stuff, and the npc MOSTLY follows the player… Although he sometimes snaps back to the beginning of a path, and sometimes he just wanders off the screen like a retard. But HEY I’m making a game and it’s fun!

Also made some music last night… In fact, that was one of the first things I did after I saw the theme. If I decide to post a video later you’ll hear it. I’m going to add some enemies and build more of the map tonight, and then tomorrow I should have most of the day free so maybe I can FINISH this thing.

Oh, and my screen just flickered a few times. Maybe the power will go out.

Comments

SonnyBone
01. May 2011 · 00:51 UTC
lookin purdy

Quaintbrush – an hour past halftime

Here’s a quick demo of my progress so far:
http://www.mediafire.com/?n7aom78o4l9do98

 

The game is playable up to level six. Keep in mind there’s absolutely zero instructions / user friendliness. I’ll provide that here:
WASD – Move
Left click – draw with your brush. drawing on you / objects changes specific attributes.
Grab floating pointed stars to change your ink color.

Overload gel – red: this gel PROLONGS events.
> increases health regeneration rate
> allows double jump, only once
> makes turrets slower, bullets slower, and increases reload time
> makes switches’ time increased

Speed slime – yellow: this slime lessens friction / SHORTENS events.
> makes you slippery / faster
> makes turrets faster, bullets faster, and decreases reload time

 

What are the odds…

You have like an Event every 4 months and it had to be this weekend!! The weekend I first hear about Lodum Dare.. And I found it when there’s only 23 hours left !!

I don’t want to wait until August to participate!! I’ll try to get something for tomorrow!!!!

Kind of update-ish

Probably just screwed myself over, but I decided to add in that you can switch between moving just the boy or just the sheep with a press of a button. Now I have never attempted this before but since I already have all of the movement script all written out I hope it will go smoothly. So far, I have it so the boy is the first character you can move, but by just hitting 1 on the keyboard you can switch so that the sheep can move. The problem I am having at the moment is when I switch to the sheep both characters move. I’m sure it’s an easy fix but I’m blind to it right now from sleep deprivation and an overload of caffeine.

Other than that the boy moves on his own and is ready for his big adventure, with or without sheep.


To Do’s:
– Create first platform and item to retrieve.
– Create second platform and item to retrieve and first encounter.
– Create third platform and item to retrieve and big baddy.
– Tell that wizard what for.
– Art, art, art. Music, music, music.

Comments

01. May 2011 · 22:11 UTC
That art is awesome – reminds me of Half Minute Hero.

Tiny?

Bugs? I wonder what’s wrong in this picture? Probably last update tonight with a thunderstorm on the way.

Tiny tiny bugs.

First Screenshot

I’ve been really stuck since hearing the theme. So I pushed myself to start building a space game I’ve had in mind for weeks now.

I can steer the ship, and fire bullets. The planet rotates in 3D and any bullets that strike it will leave damaged marks on it. Smashing into the planet is currently bad.

It’s cross platform Java and Android, and it runs fast on my android test device.

The only link to the theme is that a disembodied voice says “Take this!” and powers up your shield for you.

Now what? I have no idea. Do you fight the planet, or defend it. I’m stumped!

I am going to finish, I am going to finish, I am going to finish…

Comments

01. May 2011 · 01:30 UTC
I’d say that suits the theme rather well, you against countless enemies (or something).