LD 43 November 30–December 3, 2018

Finally Got an Idea

ProgressTwo.gif

Gotta protect your village from invaders but each defense costs a life

SWF is possible?

Is there any reason to make a game on Flash SWF in 2018? Will people be able to open standalone SWF files still? I wanna to make a game by Stencyl.

Hamlin's Quarrel - II

Okay, I can't understand why, but i'm really satisfied with this little deer. It doesn't even know what's awaiting in Unity...

Captura de pantalla (181).png

It's not where I wanted to be, but here I am

Not terribly inspired for the first 4 hours of the jam - I've got some good notes about what the theme might mean but haven't found the game in them yet.

I use a mindmaps to do my initial brainstorming, here's what it looks like at the moment:

Sacrifices Must Be Made.png

Gonna try to get a good sleep and be up bright and early to see if there's a game in here.

Night 1 - Something Different

Don't usually start my jams with arts but wanted to do something different after a month long jam on endless programming X|

I have my idea though :)

Got a simple walk look and a nice flame job on my ship. Time to work on a attack/interaction animation!

2018-12-01_00-27-36.gif The "high-point" was something I had to scratch my head about for a second to find a funny/nice solution :)

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We have concept images!

Came up with a game loop in our initial stream: https://www.youtube.com/watch?v=xN7HzIC1560

And drew some amazing images haha f1063aac-8b48-4a50-bde8-6a9df1742073.png

Okay a little better: b665e01c-9c4b-4c78-8f36-12166944f6f7.png

Also TBH this is our first major team effort (we did an Unreal game jam with just a couple, now we have a few more :O!) As we're learning and trying to control scope creep, we decided to look for some inspiration, so in the background while we work we're playing this

Slime Rancher: A Preemptive Postmortem:

https://www.youtube.com/watch?v=gyDOrNbvFN8

:)

4 Hours In Progress Report!

Hey guys, I had great time streaming for the last 4 hours. A bunch of you stopped buy to watch and that was awesome. I had some great conversations. I'm going to sleep now though to get a nice start tomorrow. Here's what I ended up with tonight:

ue9HftY.png

I think I made really good progress and I'm excited for tomorrow!

Starting Out

Out of necessity and forcing myself to think small, it won't be my only focus this weekend. So starting with very simple ideas.

Going well so far. Got a strong theme, strong idea of what to make, and most of the building blocks programmed.

Idea:

Trying to make a (heavy) mechanical abstraction of personal + interpersonal life through the lens of introversion + extroversion.

Theme comes in as sacrifices made balancing time, maintaining relationships, pursuing goals. Sounds more complicated than it is. I'm just big on high-level concepts. The simplicity comes in with the-

Mechanics:

(Final level of art abstraction uncertain, for now you're a circle.) Circles represent people with varying levels of introversion or extroversion which determine if they gain energy from being apart from or close to other people. Player controls one person, while the rest will run on basic AI trying to seek out or avoid others to maintain their energy.

Both running out of energy, and having too much will be bad and can lead to a fail state.

A fulfillment score will be gained by physically reaching goals that are placed in the world. Goals, especially valuable ones may move with time.

Additional Mechanics as Stretch Goals or Future Development:

If there is time I will implement an interpersonal attachment system. Once a character has been close to the player for a while it will form an attachment, and attempt to follow the player over greater distances to 'maintain the relationship'. And in return the player's fulfillment may be boosted by maintaining these friends.

Some type of randomized personality system. Mechanically it just means a random positive or negative score representing compatibility between yourself and other characters that affects fulfillment when they're near. This is to create variety so that not all relationships are equal, and possibly change with time.

Design Intent:

The AI characters should create a dynamic field of obstacles and short-term objectives that slow down pursuing goals, but are necessary to navigate to survive that long. The player will have to choose a balance to strike between personal well-being, pursuing goals, and maintaining relationships. Along the way, sacrifices must be made.

Going to bed

itstarts2.gif

Not much to show as I'm doing bts stuff, and no not that kind of bts!).

4:30 Progress

Glad with my progress at the four and the half hour mark. Got my three players running around, traps to sacrifice them to, things to trigger the traps, and at least half of the art done. It's starting to look like a real cozy blood god temple, and plenty of time for the level design and soundtrack tommorow. ;)

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Progress #1

Basically i wanna make a 2d shooter where u can "sacrifice" life per power, or power per life, or something like that...

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Confusion about base-code

I have read the LD rules weeks before doing this and re-read them before the jam started and it said you can have any base-code before starting. But I stumbled upon some older posts where people said you have to make that base-code available before the jam starts. There is no such thing in the rules. All it says is I should make the source available later. So I just wanted to make sure. I've written 2 classes just for menu buttons and sliders before the jam and wanted to use them.

That feeling when you finally have an idea

It's always soooo nice when you finally have a nice and workable idea after hours of desperation without being able to think about anything. Finally, progress!

Getting an idea for his theme...

This wasn't one of my preferred themes, but I think I've finally got a basic idea of what to do. I'm thinking of reverse the usual progression of a game. Like in a RPG you improve stats & abilities, or an RTS you advance your tech tree, or an FPS you get better equipment. Instead to will start fully loaded out and then at each level you have to give up something to progress. So as you face the harder levels, you have less stuff. Hopefully the player can balance this with increased skill at the game.

I've been playing Invisible Inc lately so I'm inclined toward making it a turn based strategy of some sort.

Usually I start of with something too complicated and run out of time, so this time I'm going to try and keep it real simple and then add to it only if I have time.

Accidental spam

My internet was being a bit buggy so I accidently posted twice. I've changed one to this. Sorry! Have a nice day/night! Keep working!

Movement Done (sort of)

I have the basic movement for the player, but there is a problem that can be seen in the video. Any Ideas how to fix it? Code.PNG

https://youtu.be/nEbXEzFZAVw