Quite simple logic, but it works. (Once the player gets to a certain distance, they start following by going left or right until they hit a wall, at which point they will jump).
Update: “Stealth” units now crouch when not pursuing the player.
Finished the final Level just a few minutes ago… (only took all day) but I did do music, sound effects, and a intro screen. All that is left is to add a End Game screen/trigger, then refine concepts and maps with whatever time I have left. I also created a new character image, I like the image better, but I’m still not sure about the arm or the device… I also found a rather bad bug with the character that I can’t seem to get rid of, give the character a swing while against a wall, and you pop out on the other side.
I also got the minimap working for the most part, it still readers a few things weirdly, such as the circle traps rendering as egg-shaped. But it works great for figuring out the distance and how far you need to place the device for it to work.
The ever growing list of ideas I’d like to refine:
– Teleporting one teleporter to another, while they are in motion.
– Lives, right now when you are hit with a bullet you start back at the beginning of the map, but your teleportation devices stay where you last had them, so a keystroke and you are back. With lives you would have a limited number of times your devices would stay, before you had to redo the obsticals you already past.
– More levels, more traps, different environment.
Overall I’m happy with my progress, and feel I could finish anytime in the next 19 hours.
28 hours in and the game is starting to shape up. I finished a lot of the “store” graphics, the wise man and 2 adventurers. Still very little in terms of gameplay, but the little guy walks in, you throw an item at him, and he turns around to leave.
Next step: Witty banter. Probably a class full of all the choices and outcomes since I am too lazy to mess around with XML anymore (after Ogmo).
Edit: No witty banter, but I got the dialogue box working. It slowly writes in, like the old RPG style. I had to get a monospace font for sanity purposes. Also threw in a sound for “picking up” an item, not that you can hear it yet.
Just started few minutes before ( I know its late :P).
Have finalised the gameplay and done with some concept art and game screens. Its gonna be a mix of MEMORY GAME + ROCK-PAPER-SCISSOR type.
A rough sketch of my main character.

Rough sketch of my main character
Going to start with the programming now. Catch ya all later.
So I just woke up and got another 19 hours to do stuff! Great!
Let’s see if I can finish my little thing: ‘The Right Decision’
– approved by Folis drinking tea.
Can’t go on…alone… must… stop….
*Take This!
What? Who’s there? What’s that voice?
*Take it!
Oh my goodness.
… and had my coffee. I guess it’s time to plunge back into my horribly improvised code. 😛
I hope I’ll manage to get everything done.
Anyway, good luck to everyone for the last 19hrs, some projects are looking really good !
This is actually my first LD48, and I doubt I’m gonna finish with any reasonable level of polish. I got off to a late start here- only been working on this for a few hours. Anyways, here’s a screenshot of my WIP (please excuse the programmer art). The hero approaches the sage and pops a pictographic speech bubble showing the item he needs. You must then arrange blocks to build that item, pixel by pixel, so that it matches the required item icon. Simple stuff, but quite puzzling in practice given the rules I’ve got planned for block placement.
Sure, the screenshot doesn’t look sexy but the workbench can combine things and I can now add new areas like heros. The whole canvas thing was interesting to try out but in the end it did cost me two hours at the least. RaphaelJS which I’m now using also had its tricky parts costing me another hour.
Tags: trollbridge armours
Holy cow, thought I was gonna be able to keep going later than this tonight. My game is progressing nicely though. I’ve just made a breakthrough: Various objects in the environment can be scripted to respond to the player. First thing in the morning I’ll start putting together some interesting things for them to do and I should be well on my way to wrapping up some pretty nice gameplay.
I sure hope so, at least… considering that I’m about to sleep away something like half the remaining time.
Seyall tomorrows.
I really don’t have time for this kind of montage, but it was fun

This entry was posted on Sunday, May 1st, 2011 at 5:43 am 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.
The PillBugSlicer! Still working on billboards to get the characters fully integrated into the world. Right now they are being drawn in screen space…
THE DEVELOPMENT STORY
Well, so far my development progress has been extremely strange… This is my first ludum dare, so I started at 7:00 this morning with my most used game engine, Unity 3D. Right now I have got an near-finished game in FlashDevelop with FlashPunk. I know, weird. To tell the truth, everything was going wrong for me with Unity, especially animations. I am very pleased about swapping software.
THE GAME
My game is all about the life of a mouse pointer. The story is, one day you (the pointer) wake up to find out that your mother has been kidnapped! You tell your grandfather that you are setting off in search of her, but before you leave, he gives you a mysterious object… A crosshair! He says that you can use it to blow up evil monsters and stuff. That’s basically it for the random story (so far? dun dun duuun), but the gameplay is slightly more straightforward. It is basically a cross between bomberman and, urm, I don’t really know to be honest! But you control the crosshair with your mouse, and drop bombs by clicking. You go through many different levels, each with a single enemy inside. Once you have defeated that enemy, you go on to another level, and do it again. BUT, your health doesn’t regenerate. So the winner is whoever can last the longest. You can receive damage by either hitting the enemy, or hitting flames from a bomb.
More news soon!
The In-Game Scene:
The “You Won” screen:
Getting there, bit by bit… Waking up late and feeling groggy for the better part of the day, progress was slow, but meaningful, as I managed to get most of the elements in place for what will be the hardest mechanic of the game to pin down: the grading system. I also changed the font size of the words to fit more them in the windows (and also changed the windows to speech & thought bubbles).
Still to do:
Hmm… May have to pull a all nighter… But on the bright side I have chocolate & coffee!