LD20 April 29–May 2, 2011

Status Update

Right, already botched this post once. Let’s try again.

Twelve hours left and I haven’t done art, sounds, music or added the ability to have any sort of ingame text. Hmm. Cutting out things left right and centre here. Aside from the shiny stuff that makes people want to play the game, out of the stuff that makes it an actual game I have the following left to do:

  • Triggered platforms for fun switch puzzles (I hope they’re fun)
  • Simple enemies to avoid
  • Cutscenes/dialogue boxes
  • Better UI
  • Final level design

Hmm. Maybe 12 hours is more than I think it is. Also have a screenshot.

Pictured: working spawn point, one-way paths, elevators

Okay. Post over. Back to frantic, frantic work.

News or something…

I’m not happy to say this, but I’m out.

This theme just got me to my knees…

I already thought this wasn’t a good theme for 48 hours.

Well, to everybody still working: Good Luck!

– Folis

Explosions, Evil Circles & a web Level Editor [html5 wowser]

What else can you ask for?

Play Now Evil Circles (beta1 “levelup”)

Sound only works in Firefox 4 and maybe Firefox 3.6

You can level edit right in the game

Just keep one of the following keys pressed + click on the screen to create objects:

  • w for walls
  • c for circles
  • 1, 2 or 3 for different sized squares

if you hold space while clicking it will dump the level data to the javascript console of your browser, where you can copy&paste it into the comments here :)

FOOLISH FOOL!

So tired. Sun is shining. Must sleep.

Hoping to spend a few hours tomorrow polishing (particle effects are notably missing!!!)

 

Sneak peak…

 

Comments

NGuillemot
01. May 2011 · 14:25 UTC
I’ll totally give this a try when it’s done.

My first puzzle!

Finally! I have made a brief tutorial, and enough elements to let the actual puzzling take place! Granted, it’s not particularly challenging yet, and the graphics could use some work (maybe I’ll throw some flowers in there or something if I have time), but it’s playable!

Also, a new hat. Hats make everything better.

Oh Man…

The game is almost publishable, but there’s a problem.  Apparently my brain is holding out on itself.

What?

I’ve been coding both the Map and the Player objects with Input control/Game Logic in mind.  I literally have keyboard event listeners on both.  Suppose that’s what happens when I code until…honestly I don’t remember the last 3-4 hours of work last night.  Coding until you can’t think/remember anymore is NOT a good thing.  Will have to remember that next time,  in the mean time I have some amusing screen/character moving in opposite direction bugs.

My to-do list

To-Do List

There are a few more “features” I want to add, like a monster spawning thing and a minimap, but I think I’ll get done the more important things, LIKE ACTUAL LEVELS O_o

Comments

Milo
02. May 2011 · 22:16 UTC
Note to self: Buy whiteboard

Inventory system

There is now an inventory system. Each item is linked to a sub-class of Item, Armor, Weapon or Misc (those are potions). This way I can create quickly items, it’s just about the engine.

You can look in your inventory, and access a simple description of the item with the associated number. The max number depends of your strength, and if there are more than 9 items on a page, you can turn the inventory pages.

Otherwise, I abandonned the sight system, it was taking me too much time and yielded unsatisfactory results. Still a certain amount to do, but I might be able to pull this off.

Here’s a screen :

Inventory

Inventory

Music !

Title Screen music by RyF

Title Screen music

sunny day !  happy cat !

 

12h left..

Well, progress has definetly been made. From yesterdays halfway-point list i got collisions done (sadly i had to spend over an hour on a bunch of stupid bugs in the collision detection). Also got some people to test it to ensure it works in all browsers and also got some hints (i had locked the framerate low for some unknown reason.. increasing it made everything much more smooth).

Also got the beginnings of the AI working and i kinda feel like i’m on the right track to get this thing finished in time! Right now i think that levels, attacks and war-AI is the only things really left now!).

The best desicion i made so far was to spend a little time on writing a SVG to JS level converter so i could use inkscape as a level editor, right now adding stuff for testing is so easy! :)

 

Almost done~

Pulling all nighters seem to have become a regular Ludum Dare thing for me. Plenty more hours were put into this and it’s more or less done. I just need to add sound effects and try my hand at some background music (In the past I’ve been hopeless at it). Perhaps some tweaking/balancing too.

Tags: penguin meep take this

Penguins vs Aliens

12 hours left. I’m still not sure about the game, but I have to decide. The two alternatives:

  • a Katamari Damacy-Nibbles-crossover
  • a vertical shooter featuring penguins in love

Since the first one seems only fun as an idea, not as a game (what was the last time anyone played Nibbles?), I vote for the second one. So let’s start coding like hell!

Tags: aliens, Katamari Damacy, Nibbles, penguins

Comments

01. May 2011 · 12:44 UTC
Penguins! =3
03. May 2011 · 19:33 UTC
I really like Nibbles!

Sarny, milkshake and aesthetic changes.

image

Lunch time. Out at a coffee shop for a change of scenery. On a related note im going to change the visuals of my game quite a bit when I return. I’ve noticed that myself and Knighty have been developing along the same lines, and having no doubt that his will be superior, I’ll need something to make me stand out 😉

Tags: foodphoto

Comments

itutu
01. May 2011 · 13:00 UTC
вкусно!!!! :)

Progress Screenshot (Molehill+physics!)

Here is a little screenshot of some work-in-progress for my Ludum Dare jam game. It features Molehill (Flash 11) hardware accelerated 3d graphics and is using only about 20,000 polies. The terrain is generated on the fly using a heightmap jpeg image and is textured using the “splatting” techniques for detailed textures that fade from one kind to another depending on altitude. The car physics “works” but is rather floaty and (so far) extremely unstable. You can drive around the terrain and perform some crazy huge jumps and stunts, though right now you tend to flip over very easily and can’t die. I’m getting fabulous performance: it never dips below 55fps and runs fullscreen on my HD 1920×1080 monitor plus the CPU usage stays below 25%. Not bad for Flash, overall. Hopefully I can put in some actual gameplay (eg. enemies? weapons? score? gameover?) after I take a little break.  Wish me luck!

Tags: as3, flash, McFunkypants, Molehill, screenshot, wip

Time to make levels…

All logic in, level progression works, win/lose conditions restart appropriately. So I put together a simple first level to introduce players to the mechanic. Take shiny thing, use it to unlock sections of the map and get to the exit (spinny purple thing). Simple. I just need to come up with a series of challenges that get progressively more difficult. This one is the first one, forces you to move in all directions, and use 1 item:

Really I’d have loved to make code to autogen these puzzles! However, time is wasting away, back to work!

Game named !

I’m proud to present you:  Dungeon Runners !!!

Here the Title page :)

OH MY GOD!

 

Art, where art thou?

Will probably not be able to finish in time, but anyway, this is how everything looks thus far.

A new gameplay direction

I realized I’m not going to have the time needed to complete my original gameplay idea, which was a sim game where you helped out the king as a peasant (hi king, here, take this peasant). I had a NEW idea that’s a lot easier and fits with the theme better. Now, you play as the king running back from a battle to his castle, chased by enemy soldiers or bandits or bears or something (it’s dangerous to be the king). The enemies are faster than you, but they chase as a dumb swarm and you can navigate through obstacles better than they can. You can also fight them, but a better tactic is to throw your crown onto one of them (here take this!) which distracts the mob long enough for you to make your escape, hopefully. Here’s what’s left to do:

  • you spawn at a certain point on the map and have to get to a new point to finish the level
  • ability to play attack animation
  • attacks drain life of whatever they hit
  • enemies are spawned from specific points on the map
  • you are limited from traversing into the margin, enemies aren’t
  • enemy entities swarm toward the crown (or you if they don’t see the crown) trying to keep a little distance between themselves
  • enemies attack when they are close to you
  • you are drawn with a crown object on your head
  • you can press a button to transfer the crown object to the nearest enemy within a radius
  • when life goes to zero, the entity dies which ends the game for you
  • HUD to display life and current level
  • if time, graphical polish, walk animation, more than one level, music