LD20 April 29–May 2, 2011

Yeargggh brains

Ahhh the home stretch! Still need to add more weapons, a new zombie type or two, add better AI, and make the game challenging.  Here’s the game in it’s current state, right now death is turned off since I need to do the title/score screens as well: http://roachpuppy.com/ld48-20/

Oh! And I still need a title for this game… Post your suggestions in the comments!

Level selection

This is how my level selection will look like – if doors are closed, you can’t eneter that map otherwise you can. And there will be player’s image infront of the crypt that is currently selected, others will be dark / half invisible.

Tags: level selection

Done! *relax*

It’s now 6:18am and I need to be at work at 9am. Ergghhh.

Check out http://manypixies.com (in Chrome)

 

Forever Alone Finished!

Submission Page

My god I’ve actually finished it. This was my first Ludum Dare and I honestly never thought I would ever come CLOSE to cranking out a entry, I have very very very FEW finished projects, so to have one that I made within 48 hours is thrilling and will definitely give me a Confidence Boost to future projects. I was intimidated the whole way through and I am just glad I stuck with it. So try it out, let me know what you think, and when the time comes, give it an honest vote! This competition was amazing fun and I can’t wait to see what games are submitted! I find it absolutely hilarious how far I strayed from my original idea, check out my journal to see what I mean by that after giving it a playthrough 😀

No Mute Button Required!

Unfortunately, at this point, I don’t think I’ll have time to add audio. I do hope that the interface is intuitive enough to let people not fail at even playing. I mean, I just need them to read one sentence, and they should get it – but knowing how people play games, this might be too much! Also, I removed 2 more major bugs from the movement  code.

Well, at least I’ve left myself loads of room for improvement next time (because I’m definitely coming back for LD #21).

Almost Done so Here’s a Preview

Hey everybody,

I’ve never done this before and I’ve been so focused on putting my time into the game that I haven’t posted anything about it here.  Sure the competition is almost done, but I still have time for a little preview for you guys :) First a screenshot of what the basic game screen looks like at the start of a level:

"It is Dangerous to go Alone in the Dark"

Yup, that’s what it looks like.  Nope, you don’t play as a sentient ball of light.  I had a couple ideas to start with.  For a while, I was thinking of doing a sort of story-based game about going away by yourself to college or moving to a new city or whatever, but then I realized I wanted something with a little more gameplay.  The first thing that popped into my head was that exploring a dark cave by yourself was pretty dangerous.  I wanted to do something interesting with that though, so I decided that I should emphasize sound instead of visuals.  Therefore, the ‘this’ you take is a sonar monster detector.  The closer you are to an enemy, the faster it beeps.  Using this as well as a limited number of flares per level that you can place where you think enemies are, you must make your way through a series of caves with randomly placed, ever-increasing amounts of monsters.

Basically, think of it as minesweeper where you control an actual character instead of a mouse cursor, and where sound is your primary form of information on where the ‘mines’ are.

At this point, all the gameplay stuff is done.  I suppose I should give it another test runthrough or two, but we’ll see if I have time.  At this point, I’m just working on polish and adding assets.  More animations, sound, music, and plot-type-stuff.

This has certainly been an eye opening experience (I guess that’s kind of a pun, you’ll see what I mean when you play) and I’ve learned a lot from it.  It will also be the first game I’ve actually fully finished and released to the public, so that’s awesome!  Anyway, I hope you guys like it/at least think the idea is interesting.  Sorry for not posting more as I went about the process!

-Tim ‘fueelin’ Beck

Update :D

Ok. I have 4 levels…

And 5 and a half hours left.

The last level took me an hour… Hmm, let’s try for 10 levels 😀

Although I still do need to do a title screen and a bit of bug fixing :(

I think music is out of the question by now too. D:

Stand in the teleport and press X!

Ran out of time

Blah :(

I ran out of time.. I got this far. Most of the time was spent of tile map, input, drawing etc. Next time I will start with an actual engine, not just with a bunch classes for drawing stuff 😀

Comments

Blodyavenger
01. May 2011 · 18:39 UTC
It’s good to have prepared framework before you start (input, drawing sprites, audio etc.) so you just concentrate on the game.

Almost there!

Ok, i almost done…almost.

Good news – i have synthesised robotic voice for hero’s space boat!  Boat have superior artificial intellect. She will talk to hero and give directions.

By the way, at this site you can freely generate some voices with effects http://www.cepstral.com/demos/

Currently uploading short gameplay video, introducing first enemies and weapons. Fraps made me 1.5GB, dunno if i successfully upload this.

And, finally, there is screenshot of title screen, showing place where the game starts.

Vaguely unsettling abandoned place. OF DOOM!

Yeah I have no idea what the black stuff is either. I don’t even know what this place is. It has tiled walls and metal floors. Maybe it’s a hospital or something. Could be a swimming pool for all I know.

Are the floors broken, or is this some sort of bizarro staircase? And why are there two rooms full of spikes on the bottom floor? These are questions that I have about 5 hours left to answer.

Nothing new – polish (demo!)

There’s really nothing new to show on the screenshots. The devil’s in the details.

Uploaded the demo (so far) here: http://www.j-space.dk/ld20/index.html

It’s a mess compared to many of the other things I’ve seen displayed on the site, but I’m proud of the amount of stuff I’ve produced on my own throughout the weekend. I’ve decided to purchase a drawing tablet for the next compo and practice drawing – I also plan to secure the services (well, availability) of a friend’s recording studio so I can make cleaner sounds.

Criticism is welcome, but will be promptly ignored 😛

Status Update #7: IT IS COMPLETE!

This otter is as happy as I am. Almost.

My entry, A Colorful Man, has been submitted!

It is cheesy and wonderful and I am so glad that it isn’t terrible.

 

I hope!

Nearing the end, but have a preview

Wow, time flies.

There’s still a lot left for me to do but I’ll see if I can submit something into the 48 hour competition. I mean, I’ve made it this far.

I’ve been fighting with sound and py2exe for the last bit. I have a preview up so far with some roaming enemies and you can walk around and fight. You start the game with 8 pieces of bread. Hurray!

I tried to test this on a WinXP virtual machine. You need Visual C++ 2008 SP1 runtimes to run the exe, otherwise you’ll get an error. However, I couldn’t seem to click on anything in the main menu, but it worked fine on my Windows 7 machine.

We’ll see what happens I guess :s

Download link can be found here – http://dl.dropbox.com/u/27865321/adventures_of_adam_we.zip

The final stretch

After taking a break for food and non-screen time, it’s time for the last burst of activity. Tect-wise I’m almost done, things to do:

  • Expand NPC conversation options
  • Add win condition and success screen
  • Design world
  • Package up for other computers
  • Add sounds
  • Add room props
  • Still missing one enemy type (may be dropped)
  • Music?
  • Particle effects
  • Polish graphics

Yeah, that’s a pretty big list still. In particular ‘design world’ means designing and testing all the rooms and puzzles and making sure they fit together nicely.

Onwards!

Throwing in the towel.

This marks the third LD48 that I’ve failed to finish. Feels bad, man. :(

If you want to play what I did finish, you can check it out here.

Good luck everyone. :)

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This entry was posted on Sunday, May 1st, 2011 at 6:53 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.

Final sprint

I am nearly done, but with only 3 hours left, it could be a close one.

 

Comments

ntdb
01. May 2011 · 19:08 UTC
I’m glad you stuck with it, I’m looking forward to seeing what you’ve come up with!

Climbing Vines

I just finished adding a vine climbing mechanic that is working pretty well.

Now I need to hunker down in level-editing mode to get this game done.

Won’t be able to submit a compo entry…

…since I spent a great part of my saturday being ill. Too much junk brain food kills the brain, I guess. In my postmortem, I will note that : only vegetables and real fruits allowed.

Anyway, I’m almost done, and with a few more hours to finish graphics and fix some strange epicyclic bugs, I will submit a nice little jam entry tomorrow. Now, time to sleep. :)

It is fun to write help content.

 

 

It’s Crunch Time

I got into a big nice slump a few hours ago, too tired to do anything real productive and useful. So I quit coding/graphics whatever I was doing and I trained a bit, stretched and doing some limbering up in front of Idra vs Select. Damn Idra played well despite his rage quits. Thereafter I went to the shower and now I’m back and now I’m ready to go.

I’ve got most of the functionality done, I think, and the graphics looks fairly okay. But the game isn’t fun and the sounds are awful and I’ve got a lot to do. But it’s crunch time now baby.

Prototype 4

5 hours to go and I’m up to prototype 4 of Waterfall Rescue:

UPDATE: Forgot to include the link, now it should work.

Click the image to play this prototype

Click the image to play this prototype

I’ve added sound effects, and done some work on the swing. I widened the arc for it, and added easing into the tops of the swing, which will hopefully make it easier and more natural-feeling. This played a little bit of havoc with my already spotty physics on the survivors hanging off of you, but in a 48-hour game you need to focus on gameplay first and damn the consequences. Hopefully the benefit this has to the feel of the swinging will outweigh the physics weirdness introduced.

What do you think? Any and all feedback between now and 9 PM tonight would be highly appreciated!

Todo list:

  1. Sound effects
  2. Character art
  3. MORE LEVELS