LD20 April 29–May 2, 2011

We got mentioned, Also progress report!

We were delighted to find out today that our updated LD19 Jam game, The Wager was named Freeware Game Pick on indiegamer.com yesterday:

http://indiegames.com/2011/05/freeware_game_pick_the_wager_surprised_man.html

What a great boost to our morale as we continue working on LD20. 😀

Anyway, work is progressing nicely on Avarice, but we still have a ton of stuff to do before it’s a proper game. At the moment we’re figuring out an inventory system and starting to set up the economy that’ll drive the gameplay. It’s taken so long to get this far because in our game there are a lot of automated processes happening in the background (in this case, guys wandering around a dungeon, finding treasure and picking fights) that we needed to be functional first, but aren’t directly controlled by the player.

Now we’re onto the stuff that the player does interact with, which involves deciding what items to sell the adventurers and what to buy from various suppliers, in order to get the best reputation and attract richer, higher level customers.

Time out

There’s now no real chance of anything complete enough to submit. :( But here’s a screenshot of how it looks now:
screen

Also:

Might have it done for the Jam! If I’m not in a coma anyway.

Despite being quite disappointed making less progress than usual, I’ve had a good time and met some really cool people this Ludum Dare, so I’m still quite happy overall!

Playable Prototype 3!

8 hours to go and I feel like the game is finally shaping up into something.

Click this image to play

Click here to play this prototype

I’ve started to draw some sprites and add effects to the game. Not sure about my falling-cubes waterfall effect, but maybe it does the job. Let me know in the comments if it evokes “waterfall” or is completely baffling.

Things that remain to do:

  1. Sound effects
  2. Player and survivor sprites
  3. MORE LEVELS

Dinner

My entry has already been submitted, but I wanted to share the photo anyway. Oyakodon:

Tags: foodphoto

So close I can taste it

Pictured: HUD which could do with some refinement, enemies which could do with some refinement, and two boxes that still don't look like robots

It’s almost feature complete, code-wise. All I have left to do is add in the ability to have intro and outro cutscenes (shouldn’t be _too_ hard) and in-game text triggers. Then I just have to design the one giant level this game takes place in, draw all the art, and do some sounds. I might even have enough time for music.

Breakfast of Champions!

I’m awake! Ugh.. sort-of. I’ve got to do the main game logic today and part of my brain is telling me REWRITE THIS CLEANER but I don’t have time for fancy smancy stuff when it’s sphagetti code go-to time!

 

Music!

A work in progress. Let me know what you think! (the last 1/4 just loops back to the beginning, the real thing wont be like that)

 

Man the time is just slipping away though…

 

http://www.filedropper.com/untitled1_7

Inventory completed

Now the inventory is fully coded.

You can pick up usable (U) misc items that change your stats. Once used, it disappears from the inventory. Actually, the “Cold Drink” gives the player 5HP and 1ST (Strength). They are of course included in the random item generation.

One little feature more, dropping. When going into the inventory, you can drop (D) an item if you aren’t standing on an item. Useful if the player starts overflowing with items (not probable but still useful get rid of unwanted gear). Dropping creates the item dropped and removes it from the inventory.

Now to do… Mobs. I’ll really cut this to the minimum.

Here are TWO screens :

Yum, cold drink

Yum, cold drink

Don't throw litter in the grotto

Don't throw litter in the grotto

 

 

Things are going slow…

I was hoping that the time I spent making a solid engine would help make things go quickly today, but that hasn’t been the case. Everything I’ve tried to do has taken much longer than I’d like. I was hoping to have the first section of the game finished by now, but I haven’t even finished the first room!

That said, hopefully I can get something I like together. It’d be really nice to finish at least a little bit of what I planned!

My game is finished

I had precious little time to spend on my game this weekend.  I needed to be at my work late Friday then most of Saturday and today.  However, I’m not one to back down from a challenge and somehow I was miraculously able to cobble together an LD game in about 10 hours.  It’s called “Light The Way”.  The concept is that if it’s dangerous to go alone, get someone to help you.  I think I’m going to have to call it finished since I will probably not get any more time to work on it today but if I’m super lucky I might get a few extra minutes later tonight.

Link to my entry “Light The Way”

Progress – Part 2

It might not look fancy but it functions and plays pretty nicely.

All the major game logic is in and the main game states;

  • Start Screen
  • Sample level
  • Time over screen
  • Death screen
  • Success screen

Even though there is 8 hours remaining, i’ll probably only be able to spend another 4 on this. In that time, i’m going to focus on presentation side. Audio, animation and graphics polish.

This has been tough… but fun.

First Person Zelda

So I tried to add a first-person mode. It’s cool as hell but still pretty buggy and there’s still tons of gameplay left to do, so I’m going to drop it, but leave it in as an option (press F). In the original plan, the overworld was going to be first person and the caves and dungeons would be overhead.

And now, here’s the moment you’ve been waiting for. The obligatory sword cave:

I still have a ton of code left — you can’t actually use the sword yet for example. And more map rooms. I’m not sure if it will be quite finished by the deadline but we’ll see how far I can get.

These voxels are pretty fun, tho.

5

This entry was posted on Sunday, May 1st, 2011 at 4:04 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.

Post-apocalyptic particles

Shiny particles. I’ve finally nailed the gameplay mechanics, and the game is finishable logically. The two lines drawn here links to the other two cars, and show the status of your connection with your opponents. When you are too far from your opponents, you start to loose health. I will start to work on glue between levels and see if I can cook up a few more levels.

Progress!

I’ve got animation, much of my engine together, and a few map screens already! I have a few more gameplay mechanics to implement, and collision, and a TON more map screens to make, but I’m entering the home stretch. This is awesome! I’m going to FINISH!

Lessons for the future:

  • Build the engine beforehand – or at least parts of the engine
  • Use a language I know
  • Have more snacks on hand!

Here we go! Good luck to everybody still working!

Final gameplay video with sound

Comments

Nuts
01. May 2011 · 17:15 UTC
awesome, wery-wery awesome

Action!

Deadline is too near. School tomorrow. No time. Portal 2

Anyway here are 2 screenshots from my game :)

Old man wants his book. I found it! :D

 

How nice! He gave me a flashlight! :)

First Screenshot

Game already “playable”, looks like this:

Tags: screenshot

Level loading and lights

I didn’t get started until just a few hours ago, as I was pretty busy on Saturday. With only 8 hours left I really don’t have too much to show for it and practically no gameplay. I’m hoping that by the time this is done it will be at least playable, but we’ll see I guess.

You can check out what I have here.
Edot: whoops, misspelled emergency. My bad 😛

Comments

ahmeni
01. May 2011 · 16:23 UTC
Lookin’ good!
wademcgillis
01. May 2011 · 16:27 UTC
I fell. Was that supposed to happen?
01. May 2011 · 16:31 UTC
Nothing yet. You can’t do anything, although you can Jump to get back up. Like I said, I basically have nothing done yet.

In a jam

I’m really tired, so I’m admitting this is a jam game, if even, and calling it a night. If you can call it that; it’s after 2pm.

I can’t say I’m impressed with my stamina today. I’ve only been up a little over 21 hours (I haven’t really been sleeping well in general though).

Anyways, here’s another screenshot.

I don’t think I could get everything working before the end of the competition anyways, even if I was well rested.

Here‘s a very incomplete build if you’re curious. Arrows or A and D to move, space to do things. 5-9 when in the starting room do stuff (for debugging purposes).

Goodnight (afternoon?).

Comments

dadads
01. May 2011 · 17:22 UTC
I just realized I know you from the game club after opening the link!

Didn’t think I’d see some UW faces here.