LD20 April 29–May 2, 2011

Not long to go!

I think I’m pretty much on track to finish, this time. I need to get enemies into the game, do a tutorial, and finish a few more levels (which should be quick) – 8 hours should be plenty, right? ;)

Programmer-art animation, for the main character:

Screenshot of the intro scene:

 

Uh oh

Just realized that I’ve been using Unity’s built-in content for everything, and that’s not actually allowed…

Time to grab a camera/microphone and go start capturing content. 13 hours remaining, and my game’s not playable yet. Yikes…

Progress report….slowly running out of time.

Just finished changing the game logic so it was less restrictive – original idea wasn’t very good to work with from a design point. So, instead of being able to move into one of 3 positions and always moving right – you can now move pretty freely around, and collection is properly implemented. I guess it’s time to go design some puzzles. Oh, I also finished up the graphics entirely now. Might add some final touches later, but next job is to come up with a series of progressively more challenging puzzles to fit the new logic.

Comments

chrisp
01. May 2011 · 10:59 UTC
Trippy programmer art, dude! :)

Take This: Gameplay is shaping up


Spent the last few hours coding up gameplay and doing a little bit of balancing. Code is very spaghetti. I’ve finalized the goal of the game, which is to collect 1 million to pay off the wizard’s mafia debt.

 

More left to do:

  • More items, enemies, adventurer types
  • Item sprites, adventurer sprites, wizard sprite
  • Win and Game over screen
  • Sounds
  • Music

I’m just a programmer, so music will be a big challenge

Comments

01. May 2011 · 11:03 UTC
massive lols at the title screen. brilliant, can’t wait to play.
01. May 2011 · 11:17 UTC
“Massage oil is a piece of junk. It didn’t do anything against Magma Dragon” should become a meme. B-)
Nextil
01. May 2011 · 11:47 UTC
I’m actually quite liking the art style.

Well, I like what I’ve got so far…

A little over 13 hours left and I’ve got no enemies, no AI, and no level design. But c’mon, tell me this isn’t the most satisfying stick you’ve ever picked up in your life.
stick

Comments

Folis
01. May 2011 · 10:59 UTC
My in-game metal staff is waaaaaay mor satisfying ^^
01. May 2011 · 12:57 UTC
That’s what she said.

Unefficient Coding

Ugh I just realized how horrible my code is! I have tiles with some stuff, you can add a path and objects to it and then you can send a shockwave through them. But naturally I have separate lists, sets and some more lists for them! I think I’m gonna go with the super inefficient approach and just loop, loop, loop through them all. But we’ll see what I’ll do. Time constraint is the most important thing after all.


And it still looks mostly the same.

Character animation

Game character (courier) no longer floats over the ground like a magician, now he finaly found a use of his legs! Now I venture onwards to the twisted beigns for which I don’t know exactly how should they act…some of them will be afraid of the fire and some won’t be,that’s all I know, haha.

I should have made a platformer

Yeah. This is my first time actually making a game with a 3/4ish view.

I don’t know what to add.

 

edit:
I’LL ADD STATISTICS!!! AND OLD MEN!!!

Lone Tank: Progress Update 2

My game has a name now and I’m making good progress (although I’m starting to doubt if I’ll have something polished / non-prototype by deadline – unless perhaps if I stick to purely vector graphics – tempting). The game now also has :P:

  • Lots of guns (4)! 😛
  • Lots of enemies (2, but with 2 more within easy reach)! 😛

So next up:

  1. More work on enemies.
  2. Terrain.

Here’s a screenshot:

Lone Tank Screenshot 1

A tank with cannon & machine-gun, surrounded by enemy infantry with rifles and grenades.

Breakfast happened in two parts today, something light to start off and something a bit more substantial later:

Breakfast Day 2

Rusks & coffee followed by eggs on toast a bit later.

Taking a bit of a break to work on dinner before the the big all-nighter…

Done!

Yes! I totally just submitted my finished game. I was really happy with how it turned out. It is fun and looks and sounds slick. It is a whole lot better than my last Ludum Dare entry, which wasn’t really all that fun. Can’t wait to see what people have to say about it. Hopefully, someone likes it enough to play every now and again just for fun.

The only thing I am not happy about is that I used Game Maker 8.1 and it added a watermark to the finished game. That sucks! I used Game Maker 8.0 last Ludum Dare and it didn’t add a watermark. I don’t think it is too bad but after all the effort I put into it, it kind of sucks to have a watermark which gives a slightly amateurish feel. Maybe I’ll give Flixel a try next time. I’ve heard good things about it and I would like to make a flash game.

All up, I spent around 14 hours on this. 6 hours last night and 8 hours today. I had a lot of fun making it. I’ll probably have a lot of fun playing everyone elses games too.

Check it out everyone: Take This Convoy

Goodnight!

PROGRESS REPORT

I haven’t even started yet! I have around three hours while I wait for the servers at work to do their server thing.  Time to get cracking.

Second day progress

Today I have mostly worked on some graphics for the splash screen and win screen. It’s coming along nicely, but I still have a lot to do.

30 seconds of gameplay

Ah well. I have now maybe ~30 seconds of gameplay, including a small somebody-speaks-to-you sequence. What’s missing is a lot more level stuff, and some actions for levels which I need to do to have any use for this game’s “twist”. Also I made a thing which sort of advances music based on where you are, which means I have to do a bit more composing as I add more level data. Plus, no sfx yet, hopefully I have time to add some later.

Welp

The theme didn’t inspire me at all. I tried anyway, but it looks, feels, and plays like Babby’s First Game Maker Game, so I think I’m gonna give up on it.

I might make a 2-hour joke game. I dunno. ‘Twas fun anyways, looking forward to next time.

Done

Added some intro screen, ending, exploding player,  pew-sounds. Previous post is now invalid since i uplodaded the game on top of the old version.

But I leave it like this for now. And submit it to jam instead of the main competition, becouse I used a bit of copy paste with delayed text code from previous project, cause I wasn’t going to bother to rewrite it. I would have the time to do so but nah. Also the code is a SHAMEFUR DISPRAY in some cases, better to be left for only those who are interested enough with their flash decoders.

Very short game, I might continue this some later, adding more polish to graphics, sounds, more game mechanics, then more levels and story…

But for now, it shall stand against your judging eyes, proudly.  I’m somewhat proud I managed to get it to where it is with over 12 hours of remaining time. But I dont have the stamina and willpower to continue any further for today;) Fun weekend.

The game

Clone Wolf – sounds and music

I generated some sounds (using SFXR) and a music ( autotrk through schism tracker). Now I can attend to creating more levels and enemies :)

Try the game: http://www.jarnik.com/pub/ld20/index-v5.html ( FLASH )

And a screenshot from the final scene:

Tags: flash, progress, screenshot

Comments

Bender
01. May 2011 · 11:34 UTC
Wow that’s actually a pretty funny gameplay. I also like the graphics <3
01. May 2011 · 12:37 UTC
Thank you for linking to autotrk! I haven’t used SchismTracker in years, but autotrk gives a great base to work from. 😀

Getting there

I currently have 10 levels, but there need to be more. More! MORE!!1

Sadly, I’m having a hard time coming up with levels and puzzles and all that. Other than the lack of levels, the game itself is working fine. There are a few rare glitches but nothing catastrophic.

I’ve also finished the final level, with some sort of cutscene and ending, which is nice. I still need to add a few levels before the final level, though. Also, the main character is completely helpless. This game is all about escorting; he can’t defend himself. Good fun!

What I really should do is work on the graphics and make things animated, but I really can’t be bothered to do that. So expect ice skating cats and green dudes.

So I’m gonna work on some more levels, add an intro screen, and maybe fix a few of the rare glitches, and then it’s done! 😀

Puddi puddi platform?

Yummy :)

But I spent 5 hours on that mesh generator :/  Schedule is not looking so good.  Still need to implement better level generation, some level completion logic, and tune the movement controls.  Enemies, NPC, story, and sound are kind of optional at this time..

 

Looking good so far :)

Starting over was probably not such a bad idea. Using SFML and a cartesian coordinate system is way easier. My framework is also turning out to be quite useful, especially the CVars (customizable controls! Yay!), and Lua allows for more quick (& dirty?) coding than C++.

So as you can see I’ve got a player who can shoot. I’ve also got stars in the background. There’s some sound & music, the latter done using this trick, the former with SFXR.

So the most important part still missing are enemies. And for some reason I keep avoiding adding them, instead adding another weapon, music or something else. Oh well… This might turn out to be a very polished space flying simulator. 😀

So long,

Mr. Wonko