LD20 April 29–May 2, 2011

I’m sAd.

 

Song of Adventure Day is complete… or the one level compo entry is complete. And I’m uploading music that was made for but not used in the game.

 

Doodley Dude is the actual game track, though not the waveform seen as the game’s city backdrop.

That backdrop is actually Paladin Drone (I had a sub-theme in my mind of palindromes.)

Alone is a creeping version of the first, a trick I use way too much.

 

These aren’t arranged yet but I’m giddy from lack of oxyg… sleep. Sleep.

 

 

HR Giger Inspiration

After a 6 hour trip to Vienna i found some inspiration look at aliens with penises and tits. I have super awesome ideas, 12 levels planned and i implemented the core game mechanics in the last 40 minutes! Everything went better than expected.

I’m in. I can do this! 6:25h are enough for anyone!

Latest runnable: http://libgdx.badlogicgames.com/cubocy.jar

w,a,s,d -> control Bob or cube
e -> switch control to cube. After you moved it pressed e again to fix it for 5 minutes. During that time you can jump on it with Bob.

Got most of my main menu finished, the game engine is complete, 3/6 baddies, 1/6 levels, music but not sound, and my intro cutscene.

Still left to do, more main menuing, more baddies MOAR GUNS!, more levels, sound, and that’s it!

*gulp*

Here goes…

LD 20 finished!

Yeaaah! 😀

 

A good game this time, you can find it here

Tomorrow a good postmortem, now go to bed and wait to play another entries.. thanks to all 😀 Pretty fun read everyone thoughts 😀

OOF… not sure I have time!

It’s my first Ludum Dare, and I’ve made some rookie mistakes, and now I’m behind! Oh well =)  Not much of a game at this point. Here’s what it looks like:

 

Zach's LD20 Progress (or lack thereof)

It’s getting closer – lots of things done and cut!

Yep, I was quite productive but still I had to cut few features off and I’m afraid that game won’t be as fun as I thought at the start. I have to work on the main menu now and dialogs in game which is the most boring part for me. I have roughly 6 hours left and I’m tired to death but I’ll make it yep!

as simple as it can get in that time

few toasts to fill my stomach emptiness until the end

Tags: foodshot, screenshot menu

Quaintbrush – All levels complete

The game is now very close to completion. There’s 20 levels in total, and nineteen in this demo. The boss is not included.

http://www.mediafire.com/?xjv4vyzpcta17k1

 

 Checklist
 - Retouch all 20 levels' backgrounds
 - Make a boss
 - Menu stuff, and pause screen stuff: end game / skip level
 - Saving progress
 - More sound effects, background music 

Must…create….level…

still…need..to…make…more…levels

should have made more elements. being creative is hard with limited objects o.O

I am considering investing in a time machine.

Ostensibly, the game is finished. With just a single hour, I could rush something off and just scrape entering the compo. But I need actual proper art assets.

Cutscene a-go-go

For this very reason.

But the dialogue thing is done.

As can be seen here.

All that’s left now is the creative side of thing. All of the bits and pieces are there. I just need to assemble and paint them. And… stick a squeaky toy squeaker in them. And a music box. Okay, this analogy has worn out its usefulness. BACK TO WORK!

Some Progress

I’ve made a fair bit of progress on day 2, but I have a lot of work to squeeze into the next few hours to get something playable together.

I’ve done a cheap and cheerful intro sequence though, and here’s a screen from it:

I’m current racking my brains trying to come up with a way I can alter my game to make it more of a challenge, while at the same time trying to finish off bits that are required just for it to work properly.

Anyway, I should get back to work!

Tags: dangerous to go alone, intro, progress, screenshot

Comments

01. May 2011 · 18:04 UTC
You’re making a CD-I game?! B-)
Frimkron
01. May 2011 · 20:35 UTC
I lol’d XD

It’s dangerous to go outside.. take this… Map Editor…

So, we started working as soon as we matured the idea enough. Our progress so far:
This is our Map Editor (if it becomes something more polished to the end of the Jam, we are totally uploading it for other compos) and our current test setup for the game. We finally switched from Java to C++ (using Allegro) since we failed to find a Java framework with the features we wanted.

#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 */ test map_edit

We have uploaded some pics of our development lair to flickr. Be sure to check them out.

Nearly there, WIP build

In the morning I’ll do a title screen and some more enemies if I have the time (and maybe readdress the player’s movement now that I have mouse editing, which I’m probably going to keep). But for now I’m pretty tired. Check out this WIP build if you want (and make some screens, if you want!):

http://klikscene.com/flash/ld20.html

Summary: it’s LoZ, but everybody can edit the world.

Behind schedule

Not much progress...

So here we are. Six hours to finish the game, and still a long way to go. I wasted a lot of time today. But I still hope I’m going to release game. Yeah. For Great Justice!

Here are some new features:

  • Poor fellows can now die, should they wander too far away from the others. As you can see on the screenshot, they leave a nice puddle of blood.
  • Player can click mouse on the dark areas to make *very scary* monster (see on the left) appear for half a second. Monster is supposed to scare people away, but right now, it doesn’t.
  • There’s dynamic lighting! 😀 Well, not really smooth, but it’s there and serves two functions: restrict monster spawn areas and give player a hint as to how far away should the human go to become suitable prey.
  • Humans now try to stick together and don’t bump into walls (they didn’t enter the walls in previous version too, but now they don’t even *try*).
  • Oh, and they are now moving smoothly. Physics is tile-based, however.

All is not so bright though. After losing a lot of time on “humans-stick-together-but-try-to-explore” thing, I failed miserably. Most of them just stick around the spawn point. Those who try to explore used to get to the other end of the map, given about half an hour, but now they don’t — they just die.

Also, surprisingly, I ran into severe performance problems when I tried using alpha-channel for lighting. Seems like Qt is horrendously slow when drawing software graphics. My first impulse was to use its OpenGL facilities, but it turns out to be more complicated than originally anticipated. Maybe it’s just me. But my solution for the problem was to resign alpha channel altogether and use sprite with every other pixel being black and every other transparent. Smooth lighting going down the drain.

Oh, and the Scrollbars. That’s just plain wrong.

Here’s my todo list for remaining hours:

  1. Exits for the map and some simple pathfinding. I know how to do it and it seems to be easy — provided that there’s always one destination. For all mobs. I’m just tired of watching them dance around in the spawn room. Randomness will stay, though.
  2. Let humans be actually scared of monsters. The good part: this will finally turn it into the game. The bad part: I don’t even know if it will be any fun. I doubt, however, that it will be challenging at all. Maybe if I limit player’s ability to spawn monsters and make humans to to the exit fast enough and stick together well…
  3. Scores for killing every human. Preferably, combos too.
  4. Sound effects. Because recording screams is faster than drawing death animations.
  5. And some sort of GUI + short tutorial (just to show a few messages on screen).

Hm, on the second thought, how am I going to accomplish it in the time left? Will I have to settle for jam? I hope not.

Starting to see the light at the end…

I’ve got most of the code finished for the new gameplay direction. Haskell really shines through as an awesome language for gameplay programming. I was really stumbling over the tile engine stuff, but now that that’s over and my scope is reduced, I think I might actually finish this thing. I have tons of polish-type work to do, but I’m hopeful now. The game’s actually kind of fun, even though it looks like crap.

What’s left, roughly in priority:

  • re-work the intro cinematics to fit the new game story, along with a description of how to play
  • make real graphics for the king, the enemies, the crown, and the castle
  • add sound to the gameplay
  • fix the map so it’s more interesting
  • make music for the gameplay
  • add more object types
  • make graphics for the cinematics
  • make more levels with increasing difficulty
  • make new cinematics to tie the additional levels together

Shaping up

Gameplay and graphics are pretty much finished now. Next up: music and sound. And if there is time; online highscores.

Finally a game!

So I think my program now deservers to be called a game.

There are now enemies, levels, health, a score and you can win and loose.

Well, there is actually just one level and just one kind of enemy so far, and the level is not final or anything, but it can no be properly played. Wohoo!

So since it is already playable now I’m pretty sure I’ll have something playable for this LD.

So long,

Mr. Wonko

Wrap Up

I will do a proper wrap / post mortem later, just posting to say OMG I FINISHED SOMETHING.

 

Now to switch computer off.

Good luck in the last bit of crunch time all!!! I don’t know who you are but I am exciting to play your game.