LD 43 November 30–December 3, 2018

End of day 1

Got the drag and drop inventory working and item use on player and car stats. Using Zenject to wire all of it up. Right now only the car moves along the road. The next thing is to be able to get in and out of the car and move around the road back and forth between places with or without the car and look for items. Then it's just a matter of working on locations along the road, the radiation wave effect and putting in decent music and sound. I am glad the core of the game functioning at least.2018-12-01 23em44/em13-Unity 2018.1.5f1 (64bit) - main.unity - escape - PC, Mac & Linux Standalone _DX1.png

MVPish

Time for bed... ld43 part 4.gif

Wrapping up mechanics

SlimeMechanics.gif

Almost finished with game mechanics, it's about time to start throwing together some simple levels!

We demand blood!

ezgif-2-34bab5b97726.gif

Also walk sprites, which is actually more of a triumph than the blood splatter. Always overshadowed by pizazz.

Inching Along

Progress is being made, but it seems I'll have to aim for minimum viable product very carefully tomorrow if I plan to have anything to show at the end of this. My Unreal usage is quite rusty, so some simple tasks are taking me far longer than they should.

On a happier note, the art style seems to be coalescing by itself, though it may need a bit of nudging to make sure things are visually distinct. Here's a picture of a ship and an asteroid. Yay space!

UE4Editorem2018-12-01/em22-58-12.png

Placeholder art

I've got the very basic turn-based movement mechanics sort of working for my game. Here's some fine programmer art: img20181202155320.png

The title of the game is "DOWNGRADE". You start with a fully upgraded robot and have to replace all your cool components and tools with keys to get through each end of level door.

Its looking a bit sparse, so I'd next better work on a level editor.

Progress!

90% of the gameplay is finished, 4/5 enemies types attack, I've got an idea for an ending and theme wrap for my game... I don't wanna jinx it, but things are looking (relatively) good!

...

And that's when it dawned on him.
He still had to do all of the graphics, music, sfx, and final code in less than a day.
Anyways, here's a link to the current prototype. There are no instructions, and I'm going to bed, so figure it out.
https://emcannon.itch.io/wip
Good night.

Sightings of a new hero

mrgeek.png There's a new hero in town! rummor has it his power comes from geek knowlege...

Progress Update - People are Money

I have been working on art and improved the controls so instead of multiple modes there is a little pop up window. I am going to have a good nights sleep and be back to work on sounds and extra features tomorrow.

Ludum Dare4 12em1/em2018 10em07/em31 PM.png Menu Screen

Ludum Dare4 12em1/em2018 10em07/em38 PM.png Art

Ludum Dare4 12em1/em2018 10em08/em19 PM.png New Pop up Menu

Music to my ears~

Untitled.png

Just finished my game's sound design (most of it atleast). Now moving on to the end screen.

Lets see how much I can accomplish within 20 hours.

Pecto progress!

Progress from day 1 & 2 and some music but not sure if goes with the style of the game

ezgif.com-optimize.gif

Like Father, Like Son - Mechanics As Metaphor

Creating a nest : ezgif-5-91baa691199e.gif

Gameplay: I would like to announce my game about the sacrifice that parents make for the sake of their children. The game lasts exactly 5 minutes - You have to live your life and make your choices within that time. You are a butterfly who has the choice to explore the world, woo a mate and make babies. If you choose to explore you get energized, your wings shine in many colors and you unlock different interesting parts of the world. If you decide to settle down, your energy is drained taking care of your spouse and your children.

This is my perspective as an almost 30 year old single male looking at my father's sacrifices and what is expected of me in the future. The game is gender neutral. There is no explicit gender coding of the main playable character and the NPCs.

Inspiration: I'm a huge fan of the mechanics as metaphor movement. This game is my love letter to Jason Rohrer's seminal work - Passage. Other inspirations are: Loneliness, One Hour One Life and Everything.

I'll keep on uploading and sharing new mechanics as they get completed. You can track the progress of the game here: https://gitlab.com/omey.salvi/parenting Best of luck to everyone.

Core gameplay is now working !

Core gameplay is now working !

Let's make some levels and UI for informations displays

2018-12-02 12.18.32.gif

Day 1 has ended

This is our first Ludum Dare, and we're doing surprisingly OK for the fact that we've never made a game before and are learning on the spot.

As day one ends, we are as tired as our little slime as he passes out gif1.gif

Tomorrow will be a long, hopefully productive day. We're working out our mechanics now, but we may have to cut down on the number of levels drastically (as in 13o89357918398 to 1, but hey 1 is all we need right)

Good night

-ecks dee signing out