LD20 April 29–May 2, 2011
Welcome to Bonifaco’s Bazaar!
Finally got basic interaction in so now the player can craft using resources bought and create items to sell to heroes that try to overcome the threat of the evil empire! I hope to have heroes level up and come back and buy more stuff if they survive.

Basic crafting and automous fighting is in!
I’m quite happy with the progress so far, although I fear there will be a huge balancing act in the end.
Status Update #2: The plot thickens
First Screenshot
Here is the first screenshote of the game im currently workin on. I hope i’ll have enough time to finish it till the deadline :/

What was I doing again?
Progress has been maddeningly slow, seems I’m somewhat out of practice for this kind of thing. >_< Anyway, I have an overly ambitious plan, and I’ve got some art and a player that doesn’t even move yet. Must go faster!
Skeleton main menu
A very crude tile map
He animates, but badly. And on the spot.
Yay, Progress!
Getting there
Done the word selection system, next up on the list:
– Making the graphics and interface clash less & prettier
– The ability to choose new sentences (and actually write them :P)
– Grading
– People loitering around the shop (who will leave if they aren’t attended to in enough time)
All stuff to handle tomorrow… In the meantime, some 30 rock and then sleep. Night all!
Small update
Sleeping on my idea has indeed proved fruitful; it’s a bit more coherent in my head now. And IRC has spoken on the subject of my game’s protagonist, so I can present my first tentative title screen:

Expect GLORIOUS CIRCLES.
mailman update #1
Comments
Not much to show, but anyway
Evilcircles (html5 port SquareCity of pyweek fame)
Needs more levels and sound effects – but I think we really got a stew going here! It’s fun already.
TRY EVIL CIRCLES the web game (should work with any modern browser)
This is all due to petrazd great game design, I’m porting his pyweek entry to GameJs. Not sure if I can then submit it to ludumdare but I like the result 
I made a flight simulator!
Finally settling down to start coding the actual game. Did a bit of preparation work earlier today, but mostly distractions. I’ve had the whole design fleshed out in my head since I got out of bed though, and it has given me a sort of fake feeling of comfort all day. Like I don’t actually have to write the code… Well, good news is that it should be possible to create and test the basic mechanics/rules with very little code or content, then if it does end up working properly I can dress it up fancy tomorrow.
So right now I have a crude flight simulator where you guide this here airliner in 3D with the arrow keys. Works surprisingly well, and I’m enjoying it. Might get complicated and confusing once I introduce the restricted airspace I had in mind though, but we’ll see. That’s next.
kohina.com for soundtrack

Corridors
Progress!
Good Morning

Going with the tried and true here – had about two bowls total, adding in cereal as I went.
It will be interesting to watch the timelapse photos of the sun coming up later.
Upate #3 – Problems
So I started with the collision detection / physics engine.
Ouch.
It really makes things complicated that anything is both left and right of you on a round world. I wanted to use projection onto a line but that won’t work, at least not as easily as I had hoped. So I can’t/won’t do that.
I have two options.
- Screw the round world and most (if not all) of the code so far, just use an ordinary cartesian coordinate system (way simpler!)
- Use a different collision detection, e.g. “just try to move the player and see if he’ll be stuck”
I think I’ll do the latter, though doing the former might actually make things easier for me… I’m totally unsure. I’ll think about it while shaving.
So long,
Mr. Wonko
Obligatory breakfast photo
Progress — feedback appreciated!
Bees, rainbows and stars. Progress is coming along nicely I think. Next I will work on sound.
All feedback welcome!
EDIT: The image is a bit squished here, don’t know how to fix that, but it isn’t like this in game.

First screen
About a total of 5 hours work so far.
Concept is: before each level you’re given an ability which makes the level harder in various ways.
Reminder: this is java + libgdx. Basic gameplay is done.
Comments

CrazyCat – Off she goes
I warned you, Zelda style nethack it is.
Spent about 2h tweaking the layout and rendering.
Doing the GFX is a lot harder than expected.
Need to take some meds now, hope to get some more done later today.

A New Beginning
Syntax, lag, understanding.
It’s hard to get used to the as3 syntax again after several months of C# coding (I really like “int someInt;” above “var someInt:int” – less writing) but I get by. That and for the first time I’m trying to work with collisions in Flixel (or any framework). Takes some getting used to, all that fancy automatic machinery.
I’ve been at work all day so progress is very slow but a lot of the boilerplate base is in place (basic states, base classes, base loops – all the base are belong to me). I would have posted a screenshot, but the only thing I have right now is a stick figure riding a sheep. And unfortunately, he’s “riding” the sheep, not riding the sheep – at least that’s how it looks.
Still, I should have something barebone simple ready by this evening if I can keep the progress up… and then come the art assets. Bah!
Off work in 10, then sushi, then more work.
Breakfast Of Champions
Comments
Texture Hunting
I live next to a national monument, so after my restless sleep I picked up my digital camera and shot took some pics of the ground, a statue pedestal, and walls. I loaded them into the GIMP, made them seamless, and resized them. Here’s a sample pic of them. Looks like my game will be a shade of gray. I would have gotten some sky pics too, but it’s a bit cloudy outside. I’m unclear as to what the rules for pics from stock photo websites. If they’re downloaded during the compo, are they valid? Need to check the rules again. Not wanting to skirt any rules (and to go out for some air and coffee) I gathered these textures. Back to work.
Dumbest HQ ever

So I got this thing now! Going to try to throw together a base building missile defense, where you control the position of stuff on the base, but not the base itself. Seem fun? Got the initial state of the base being set up through diffusion limited aggregation (more or less). I spent way to long getting that working, the secret is that if you are using flixel, and then yanking things around, remember to call reset on them on weird stuff will happen with the positioning.
Tags: screenshot, update
Woo, some progress!
mailman progress – zombieeee
Starting off
The theme was announced around 3 AM here, so I thought about it for a while and went to sleep. Guess it is time to start now! Realized now that I forgot to take a picture of my breakfast :(. Oh well…
I’m going to make some sketches and then write the code with flixel and box2d. The idea will be to build some kind of platformer that allows the player to play with some physics elements 
Reboot.
I think my previous game was too ambitious. In the interest of KISSing I have decided to start over, doing something simpler this time. Sticking to cartesian coordinate systems.
Now I’m where I was before – in need of an idea. I’ll just take another look at the themes that didn’t make it, maybe they’ll inspire me.
Basic Gameplay done!
Woo! Took 6 hours!
Thar
Again, numbers are walking, as soon the arrow appears you can take out enemies with WAD / Up Left Right.
Level loading and rendering
This is not going too well, loads of small things in the 3d system going wrong (why do I insist on trying 3d for this!!!!)… this one ended up just being a small problem in the redundant renderstates checking (was initializing the value with the wrong number)…
Anyway, I can now load a level from a DDS file:
And create level geometry… already had the idea of having just one huge level (works well with my idea) so I already prepared this so it has some clustering done (NxN blocks per mesh, so I can do culling easily)…
Also added texturing so this doesn’t look so ugly… Only use one texture for the whole level, but it has a kind of atlas that I can setup easily:
My graphic skills suck so badly… 
I’m having 3d billboard as “characters” in the game, so no modelling is required…
So, my current task list is:
- Framework working
- Loading a level data (from a DDS image)
- Rendering the level (3d generated from the level data)
- Drawing the character
- Rendering character
- Design levels/items so I know what to implement
- ….
Now I need to get a story going, so I know what to draw as a main character…
Progress
Hi all,
12 hours in and my head is starting to rattle around a bit, so I’m taking a break and leaving everyone with this marvellous screenshot.
I have the movement dynamics in more or less to my liking, but have yet to tackle collision detection. This is worrying, but I’m still considering using flixel for this, or something appropriate. I’ll see how I go.
Otherwise, I’ve started using TweenLite for various effects, and the textures are my own. There’s still a long way to go, but I’m really happy with how the silly movement system works, and I’m hoping it will translate into some frustratingly fun gameplay.
I’m Out :(
So it turns out that i’m completely demotivated this weekend. Due to a mixture of issues cropping up, including a poor design choice, external deadlines, and programming fatigue, i won’t be completing a game this weekend.
I’ll be giving it another shot in the next compo. I’ll have no assignments due, and will hopefully be in a less stressful mood.
See you next time!
-DeathBySnail
Comments
First update
It’s dangerouse to go alone! So take this WAND!
Summon monsters, make a path go to treasure 😀
Now working:
- level loading,
- sprite loading,
- hero selection using mouse,
- hero collision with walls
Next? put some gameplay into it 😀
So far so good..
First Screens after 13 hours *facepalm*
The first two screens!
I can’t believe it took me freakin’ 13 hours…
But all in all it’s coming along pretty well.
Also: I love the cave 😛
+ Simple Movement
+ Collision Detection
+ You can already go into the old farts cave already.
– No mighty axe right now
– No mighty sword right now
– No WEAPONS at all…
– No enemies
Moar Progress
Broadsword – Restarting with Love
Making a 3D model of a mech is taking too long and the results aren’t good.
I’ve decided that I still have time to start fresh, and I’m going to.
The game’s premise is the same, but I’m doing it in 2D using Lua and Love2D.
I hope to have a screenshot later.
Peace, love, and clever hacks,
— Mr. Dude
Phase 1: Eat.
Way to start the compo … is to eat and post a foodphoto.
My wife whipped up some excellent ingredients for this Tex Mex moment.
In fact I’ve been working on an entry for maybe 2-3 hours now, but I don’t have anything sensible to post about it yet.
Comments
25% Progress Report!
Well, the competition is quarter way through already. Time flies when you are having fun! ^___^
Having a lot of fun playing around with Flashpunk, got plenty of ideas to work with, so it’s all good!
Without further delay, my first screenshot!

As you can see, the game has lasers. The rest, is a secret! 😛
See you at the half way point!
Benn
Blue Wizard: First screenshot
After 5 hours of day-dreaming, design and making bad pixel art, I was able to whip up a decent-looking screenshot.
The Game
You’re a blue wizard that can conjure artefacts. Your job is to aid heroes in their journey by making artefacts that fit each hero’s journey requirements. You will draw the shape of the desired artefact in a 5×5 grid a-la Minecraft. As the game starts to shape up, I’ll probably refine this idea further to make it more exciting.
I use FlashPunk as the game engine.
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It’s original if no one else is doing it!
First time Ludum Darer here. I was born AFTER the original LoZ and never played it, so the “Take this!” meme doesn’t really mean much to me. I still decided to make a game despite that awful theme, and since there’s a category for posting, here’s some progress. Since I figured everyone in the world and their cats’ daughters would be making dungeon exploration games, I decided to just go with a Zelda theme. You’ll play as the old man in the cave, then people come in and you must give them what they need, like he gave Link the sword. Hopefully the simple gameplay will be fun and will give me time to draw something that’s more or less not too terrible (I suck at drawing). Here’s a screenshot:
I think it looks bad enough to be funny. Nothing worse than being caught in between “not bad enough, not good enough”. By the way, I use Game Maker.
Comments
Great minds think alike!
Only found out Ludum Dare was going on… right now…
So. I just found out that Ludum Dare was going on. WAAAY too late of course. I wanted to be part in a Ludum Dare contest for a while now, but well… never had time. And now, theoretically, I would’ve had time(And I do have an interesting idea already), but I only found out about it now. Well… maybe I can still make something. If not in time, then… too bad.
Have a nice day,
~Qqwy
Comments
Always nice to try the ludum dare experience \o
btw I have the same tablet as you .
Anyway, go fot it!!
Bidimensionnal Array
Just found out that they’re possible in AS3. I had just got the syntax wrong and then assumed that not…
Kicking myself for that error. I’ll try and fix it, as quickly as possible I hope.
Lets begin
12 hours have gone by since LD#20 started. It was 3am here in Portugal when the theme was announced. I only had time to give it some thought and went to dream land to prepare it.
Just so everyone know, my breakfast/lunch was sea food rice, but I didn’t take a picture. Maybe I’ll show photos of my next meals 
And now it’s time to get it started. I’ll be using flixel, and probably nape/box2d if needed. The ambient music I was thinking in Otomata. I really like the looping sounds it produces.
Given the theme, I’ll take the path of a plataformer where an item takes a special role. Lets begin!
Happy game development
Basic enemies and attacks done!
I’m getting close to finishing the core gameplay features. My hero can move on his own, my cat is controlled by the player, and my enemies walk around as well.
If an enemy touches you (or the hero), you will flash for a second or so and be invulnerable during that time, and you lose health. No health = death, sort of. On the other hand, you, as a cat, can claw in front of you, dealing damage to enemies, making them flash, AND stun them for a second or so. Also, enemies which are stunned won’t damage you or the hero if you walk through him.
In this pic you see the hero, the cat, the cat’s attack and some random simple enemy of doom.
I’m now going to create some more enemies, each with their own way of movement and perhaps even ranged attacks. After that, I’ll work on items for your hero to use. Right now he’s essentially a timed underwater escort mission objective without the underwater part, which will be the first portion of the game, but later on he will be more useful.
I’m wondering if I should add checkpoint saves, or make it so death = game over. It will probably depend on the length of the game.
Anyway, at this rate, I think I can get this game done in time! Yay! I might even have time to fancy up the graphics by adding animations.
Just starting with my game – Taken
I dunno what to do, I have some ideas but none of them are convincing, and for now the project’s codename is Taken (no, I mean, that’s the codename)
Anyways, I am preparing my workspace and all necessary stuff for my project, here a photo of the first one:

Arielsan - Workspace
Tags: deskphoto, introduction, journal, LD #20 - It's Dangerous to go Alone! Take This!, workspace
A new screenshot!
For the benefit of my loyal fans (all 2 of you), I must announce that I have finished the physics side of things, and the game is slightly playable. The red goo sticking to the walls will eventually be replaced by a real tileset.
And in case you were wondering where the sword from the last screenshot went, he’s standing on it.
Comments

2D Tile Engine!
Yay!
Just a few demos using only 10×10 tiles:
How it happens:
A 10×10 tile is created using a boolean array:
for(int i=0;i<10;i++){
for(int j=0;j<10;j++){
tiles[i,j] = (Random.Range(0.0f,1.0f)>=0.5f);
}
}
Then each tile checks its surrounding tiles and records the environment status into a flag:
byte getFlagsForTile(int i, int j){
byte result = 0;
int curPos = 0;
for(int k=-1;k<=1;k++){
for(int l=-1;l<=1;l++){
if(!(k==0&&l==0)){
if(hasTile(i+k,j+l))
result|=(byte)(1<<curPos);
curPos++;
}
}
}
return result;
}
Based on this flag system:
So if the flag’s first bit is 1, that means there’s a tile on the lower right of this tile.
Using the flag as a guide, the tile can then pick its graphics from this sprite sheet:
That’s it … also I will use the flag information to generate collision.
Comments
Bouncy bouncy
I like my idea of adding all the bits and pieces for a level first and then doing levels and graphics later.
Unfortunately it has lead to me bouncing up and down on the launch pad over and over. Curse my terrible attention span!

The launchpad happened to disappear when I took this picture.
Get a load of that programmer art. Oh yeah.
Comments
Getting a bit more complicated…
I keep confusing myself regarding the flight direction and world orientation… adding landmarks for reference, but it might be hard to get this playable without dropping into chase cam. Maybe there’s a chance for some novel control switch-ups though. I’m thinking point-the-mouse steering rather than keys for roll and tilt of the vehicle. That would add a global sense of overview for the player, without keeping track of exactly how the plane is turned. Not sure it would be flexible enough for what I want though. I’ll try something else first. It’s not actually supposed to be an airplane, so screen-space directional input might work out as more intuitive, if the camera follows along to some degree.

Out to lunch
Comments

Very very early update
maiman progress – the kitten !!
perpetual idk
No Time
Unfortunately I had to work late last night and will need to be at work for most of the day today. However I do have a decent idea and I’m starting to put something together in case I’m luck enough to have tomorrow off. I will need to cut corners everywhere but I may still be able to squeeze something out. Anyway, here’s a screenshot of my progress…
Speedy folks!
I’m really impressed with the speed of the Action Script users on here, nicely done!
Things are going well for me in the land of C. For me, since I just started, that means I’m not confused and it doesn’t segfault. Screenshots later. I’m going to enter the jam I think, more relaxing 😀
The Alone Sword – Update I

Basic movement, attack, field mechanics are in place. I did some of this on an airplane from Hawaii to Vancouver! Kind of cool… =)
Danger!
Phase One – Complete
I’m finished the intro, movement and collision for my game! Now all that I have left to do is the creation of three different challenges and the artwork, along with the small amounts of coding I have left.


Also, hours of sleep? Zilch.
Comments
The Start

Well so far I have a menu screen stupid UK timezone. Well here is my breakfast / lunch chocolate, and iron bru
Comments
Back on track!
God damned. This morning I had to go to my company’s office to work, so no dev. Yesterday I went completely off at about 4 AM. I decided what kind of game I would make, looked at some tutorials and thought about the story of the game. As my game will be GUI intensive, I am switching to Flex and building to a SWF, as it is easier to use Spark components. My objective is to have a fully playable version (with a crappy mock story) by 1700 today.
Stuff is dying
I have been up for 25 hours now (stupid work). I finally implemented the bullet collision and health system. So now I can shoot down bot controlled planes. Playable link is still:
http://www.monkeydev.com/unity/ld20/ld20.html
I am going to catch a few Z’s. When I get up I will make new graphics and get started on the real AI.
Fantasy Arms Dealer
“It is dangerous to go alone,” he said. “Take this.”
He handed me the sword, and his words infused me with courage.
But then I heard him say the same thing to the troll who was next in line.
4 hours of coding in
heya, this is what i got up to now. spent the last four hours creating a level loader from png->level, though it looks very crappy. oh yeah, the game will be a platformer. what’s bugging me though is that i had an old tutorial of flixel, it seems which i followed yesterday evening, and only realized a short time ago that many functions are gone :/
left: the game, right, the level
i know i wasn’t sure if i want to participate or not, but when you’re in, you’re in i guess 😛
Sleepytime
It’s 1:30AM in Australia and definitely time to hit the sack.
I’ve got the game mechanics working nicely and it is fun to play with. Now just need to add some AI, some goals, some polish and it’ll be done. An excellent place to leave it for the night.
The game will include single player and multiplayer. I’m more interested in the multiplayer because I love playing cool little games my my brother and sister. I’m making a game I want to play. The single player is being added so people can judge it easily for Ludum Dare. I’ll make a good effort to make that fun too though.
Here is what it looks like as I leave it for the night:
Goodnight all.
Red towers…
There be strange red towers on that there island…
And even strange effects in the water from your lamplight!
Note: Overwriting previous projects so only the latest post is relevant.
Comments
Clone Wolf progress report
Warrior cloning works as expected, enemy bashing as well, try it out for yourself: (click the image to get redirected to flash)
Now I’ll move on to set up level scrolling, cloning item cooldown and some basic HUD. Then multiple levels, then sounds and intro&outro&title screen.
Wish me luck 
If you encounter any problems, please let me know.
Tags: progress, screenshot
Micromanage! (Like a Boss!)
Quaintbrush – Anti-Gravity Brush
In Quaintbrush, you use your nifty new brush to change the environment around you. The blue brush here is the Anti-Gravity brush.
Comments
13 Hour Update – map done and going strong
A quick update on our game. Below is the map, just completed, for a game about traversing a dangerous neighbourhood. It’s gonna be a mixture of top-down and side-scrolling platforming.

Crucial console
Another first time for me, it’s going to be incredibly useful for the genre I’m in considering I’ll just be pushing every information through the console.
Now I need to implement some social combat with npc’s to befriend them and have them go with you so that you can avoid going alone.
Comments
Take T.H.I.S.
So hangovers are evil, but at this point seem to be the normal progression for the first day of LD for me. I am attempting to regain the ballmer peak with some chemical flavoured pear cider.

The illusive goal
My game is going to me side scrolling platformer, with puzzle elements. (I never do platformers, so this is virgin territory for me oddly). The THIS will be a robot companion, who fills many roles based on the level and elements of the puzzles. Hope to get the majority of the game knocked out in the next few hours and then watch the UFC, before returning tomorrow to make the puzzles.
Tags: foodphoto
4:44 in…
Comments
Progress…
Right now, there is not much stuff I’ve done, but here is what I have so far: http://www.planetnana.co.il/vladp/ld20.html(Push the Start button). The game is still kinda missing the point of the theme, but we’ll see. PLEASE if you have anything to tell about the game, leave a comment, even if you hate it write it plz, thanks.
And the gameplay is done
Now there’s a wave structure, beginning simple but getting harder. Also stats on the bottom. Also² sounds and less earrape music.
After 30 waves, the game is over and scoring will happen in the final version. But for now, GRAPHICS.
Spray pepper spray at incoming people with Arrow Keys or W A D.
Now listening to: Koi wa Sensou – Miku Hatsune
Food
Comments
Shut up old man and give me my sword
In adapting this level from top-down to side-scrolling, I inadvertently gave the old man the ability to fly.
Comments
Allons-y!
I’ve run out of whale related titles, but I am back from our “super official Victoria LD meetup” with Blackduck and Zatech. and I decided to set up my computer in a different spot, which allowed me to finally set up a second monitor!
Behold: workspace photo!

So yeah. I’m still fiddling with getting off the whale. so here’s a pic of our brainstorm last night (I’ll give you a guess as to which marker was mine)

Ipods actually take really good photos. I’m impressed
Nitro Racer update
Im out!
I just cant keep my motivation. And other than that im pretty sick so I really need my rest. I will be participating in LD21 though. Hopefully I will be using AS3 at that point and not Game Maker. Well I guess I will see you all there.
Comments

block can jump progress and idea
i have tile rendering done but collisions not completed yet.
the game will be about a device you acquire which give you the ability to make copiew of yourself, so you are not alone, you see cause its dangerous.
you will also be able to record your actions with the device and then move to the next copy to record another action.
A little like multitrack recording everything that you have done gets played back the next time you play and record.
Lets see how far I come i guess making intersting levels willeven be the tougher challenge.
Got a character!
This has been slow going, but on the bright side, my character doesn’t look like total puke (just like semi-puke)! 
After a great lunch, courtesy of my awesome wife:
got the character moving through the level, with collision detection (my old nemesis… I always get stuck on this and end up with ugly code!)… Even have a small shadow on his feet (helps the visuals, not looking like he’s floating)… The ground texture now seems terrible, so I probably need to work on that (think I just need to tweak the contrast a bit)…
Now I need to take a step back and think what I want to do with the game from here on… Current task list:
- Framework working
- Loading a level data (from a DDS image)
- Rendering the level (3d generated from the level data)
- Drawing the character
- Rendering character
- Design levels/items so I know what to implement
- Spawn points
- Bind spawn points to scripting events
- Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
- Give and take objects to the player (through scripting)
- Spawn creatures and give them rudimentary AI (also through scripts)
- ….
It seems I’m a little behind.
Icons for the game

Editing the icons on Inkscape
Right now, I’m coding the core of the game.
However, I finished drawing icons for each of the actions of the fighters:
Fist is attack, shield is defend, chicken is healing and the battery is charging.
Don’t have time to think about better ones. They are kinda funny thought xD
Comments
<3
Current progress
Combat screen progressing
So I’ve been spending some time looking at the combat screen and have looked at implementing a simple menu like system. Reminds me of some old school games I played back in the 90’s.

The menus respond to mouse clicks but I might implement some keyboard commands for those that don’t want to deal with a mouse (seeing as movement is done via wasd or arrow keys anyways).
Would anyone be interested in trying this out early and provide feedback if I get something a bit more playable? 
Comments
mailman progress – shotgun and building
Wait For Me!
Progressing a little
Something on the screen
Progress on the Wall
Another update to “Against the Wall”. The scripts for creating the ledges and making the blocks pop out of the wall are pretty much done. There are two ways to do it. LMB makes the block pop all the way out/in from the wall. RMB lets you drag it slowly into or out of the wall to the degree that you choose. Also, I’ve baked some textures/normal maps and applied it to the block model. In addition, I’ve created some preset “chunks” that are 64×64 units in size. In Minecraft style, new chunks will be loaded as the player nears the end of the world.
Also, special black blocks will be added that cannot be moved. These blocks will house static elements such as cities and story related elements. The blue block in the pic below is the player’s current target, in the middle of the screen.
Comments
Solidarity!
Finally a progress update
Here is the first screenshot of what I am working on.
I am rather excited about my shotgun. It enables you to fly. :’D
Because of the rate of fire, the recoil of the weapon can send you flying.
Try it yourself at http://server.yspierings.nl/ld20/id0001/
Back to serious stuff.
I am not so happy about the progress I’ve made. I got stuck on the physics. My character kept stuttering somehow.
Luckily I was able to fix it and I am back on track.
Maps, Desk Photo, and a Snack
Got map loading and rendering working, with a little Cave Jimmy walking around. Those cave entrance things don’t go anywhere yet.

Also having a quick roll of Smarties as the clock nears noon. Here’s a shot of my desk, Smarties included:

WIP Video Progress so far
okay here’s where I’m at so far….
Still todo :
UI, Enemy AI, Food cart (The goal) , level design, story elements, tonnes basically, not slept yet and doesn’t look like I’m going to get much tonight!
I love LD xx!
5This entry was posted on Saturday, April 30th, 2011 at 2:52 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.
First LD Update
Take This!??
There be strange red towers on that there island…
It be Dangerous to go Alone! …
What be that thing on the rock…
Note: Overwriting previous projects so only the latest post is relevant.
Finally with the game mechanics!
So, this isn’t particularly fun, and it is horribly buggy, but you can play the game now. I should have tried to get to this point quicker, but I guess that is the fun / challenge of making games, that it is unclear on how to execute on mechanics. There is a bug where you brick dropper can get stuck off the tower, so you just gotta refresh in that case.

Instructions:
Press Z to drop bricks.
Protect the HQ.
Go Play! (flash)
So, now that I have that, I can start working on everything else, and ideas are starting to really flow. Here are some things that I want to do:
- Tune the aggressiveness of the missiles. Right now most of them don’t even come close to hitting you HQ. There is also no difficulty ramp.
- Have the brick dropper need to refresh before you can drop another brick.
- Make more types of bricks that can be dropped, including offensive ones that will attack the missiles.
- Have a brick dropper on either side of your hq so that you can protect the sides. The brick dropper would either get the next brick in the completed queue, or it would wait until a brick finished constructing.
- More enemies (the UFO, and possibly ground troops)
Now, the question is, do I keep hammering away at this, or do I go watch Thor3d…
Preoccupation and progress
Popped off to help a friend out, and only managed to come back 7 hours later. Oh well, I did sort of plan for this. Shouldn’t take too long to make.
Anyway, my game now has a working title, “A Portrait of my Curious World”, a game with a vaguely silly/surreal story.
And as for the element of “It’s too dangerous to go alone, take this”?
All in good time.
In the meantime, I’m almost finished my basic engine, after which adding new features will be a breeze. I’ve also figured out my art style (the protagonist is deliberately inconsistent with the rest of the world). See screenshot for details 😛
Best of luck, O worthy opponents 
That Can’t Be Right!
My movement algorithm seems to be a bit… wrong. Its collision resolution code SHOULD put my little ugly character on TOP of the line, but, clearly, it is doing the wrong thing:
Math is usually so nice to me! Somehow, I forgot all my trig, all my algebra, and everything else when the theme was announced.
EDIT: Oh, you two-faced square root function! Giving me the root that hangs Mr. Smiley-yellow-1-minute-in-GIMP from his head.
























































