I don't think the system works


Our game is doing well ! The artists are always working and I'm trying to keep up. Anyway, I hope we'll continue to step forward smoothly in our game jam. Now, I'm going to sleep a bit.

Game is finally getting somewhere

This doesn't look like much but I feel the core mechanics are almost there. I think I could even make it for the compo.
Concept is pretty simple : you have to gather ressources to build your way out of a spaceship. Ressources are gathered from the environment BUT you get fewer and fewer ressources from the things you build there you might run out of space to move while the litteral space is out there to get you.
Also your jetpack is using the same ressource, there might be blackholes and all those lovely things.
I still have a bit more things to put in (tiles building, black holes and some funky objects) and I'll be able to focus on level design and art things. But first, some sleep.
(gif is a wee bit faster than actual gameplay, dunno why)
My game is going great, but I
still have stuff to do!
overall: procrastinated a bit too much and took a bit too much time to get into the infamous ZONE but overall not too bad for the first day! my teammate @happy did a good job at spriting the hell outta ...hell. which froze over.
here's a little gif https://static.jam.vg/raw/5af/81/z/15a3e.gif
Main mechanichs are ready.

Finally, after some hours of work I have a complete game loop.
This is a strategy game where the player has to decide if invest the UN money on the problems generated by the overpopulation or invest in R&D. The big part of coding is done, now it's time to improve the graphics and balance the game

It didn't move too much in past 9 hours, but I am feeling ready for the next half of the jam. I hope I can pull through, bite the bullet and complete it in time with most of the features I want to have. I think the idea and core concept is alright and I don't want it to fall flat.

So I'm almost 24 hours in and I have a good solid start on the concept and code but still working on a name.... Its a Tetris type of game where the blocks spawn from the center and you stack the on either of the sides of a square play area. The blocks still "fall down" but you are able to rotate the screen around the center of the play area. I have a play area I can rotate. All of the blocks in their basic form are in and I can move them around. I struggling getting blocks to rotate correctly with my data choice so I think I'm going to end up hard coding the rotations which I was trying to avoid :frowning2: I can also detect collisions but not lines yet but I don't foresee that being an issue.
Hopefully I'll make some progress after grabbing some dinner and I can spend tomorrow bug testing, polish, and sound! I'm just hoping once I get the rotations and the meshing down that the game actually plays well! :fingers_crossed: 
The work for one day is done and the work for another begins!
And I already have somewhat of a game..., this is flabbergasting! :D


Ending up here with the game for this day. My eyes burn ^^
I kinda have the general loop of the game
Tomorrow i'll add the effects of accepting or denying people to come onboard the bus
oh and there will be ZOMBIES too :-)!
Hey mates,
here is our progress for today ( working on the game with my GF, shes doin the graphics ). Most of the features are there.
You play a gravekeeper who has to burry the corpses. If they rot they turn into a zombie or if you open graves where an body is inside before he went to heaven, satan comes and spawns a super zombie and permanently destroys the grave.
It needs a lot of polish and some unlockable powerups to fight of the zombies. There are a lot of dummy sprites in here too. Looking forward to see your and my final result.
Best regards.
Heres a Gif


The day has officially drawn to a close for our little dev group and we all hope to get some shut eye before going all in on Sunday. Because of all the planning that has gone into this project, there is not much to show for it except maybe the drawings from the previous post. Some graphics have been made, but are yet to be implemented into the actual game, which so far consists of a scene with one (1) game object (and a bunch of console print lines) in it. There's a lot going on behind the scenes, however, with our GUI programmer working on what may be one of the core mechanics of the game, and as previously mentioned, the graphics that are more or less done, but are still waiting to be put into the game itself. I believe that there will be little to nothing to show until all of a sudden it's all there and working, as that seems to be the standard.
Tomorrow will be a long but exciting day, and hopefully a lot will get done! Good night!😴🌙
I noticed that i am still extremely bad at time management. I spend way too much time procrastinating.
At least i can spawn crates :P.
Sadly gameplay is nowhere to be seen yet.
So far, so good. Not gonna submit for compo anymore since we're two people on the team now. Overall mechanics are working nicely so far. Time to get serious with level design so the game feels awesome.
Game play after first day:
https://youtu.be/xup4LblfY8A
More level design tomorrow, and maybe some chnages in the art.
It's our first Ludum Dare, and it's really cool to participate to this event. We still have a lot of work to do, but it has been a good start, I think.

We have most of the core mechanics. One song for the soundtrack is ready (there will be more), some part of the graphics are done, controls are mostly ok.
You can see a little video here: https://youtu.be/IESytJWMaT8
Courier Panic! is coming along nicely. I haven't put in any sounds yet, but the core is done (save for a game-over timer). You can pick up packages and drop them off.
https://youtu.be/8Hgv6TlKRL8
Next up is some UI, and to check on Picovolt's progres son SFX and music.

Managed to get most of the stuff on the roadmap for today done. We have almost whole level, movement, 4 player shared screen support, working conveyor belts and deliveries of boxes. The actual game mechanics come tomorrow.

Some platforms, a million particles and some brainstorming later, and I present to you a 9fps game!
Some settings for optimizing will have to be included for sure before the deadline.

Other than that, there are now three types of resources into the game! One of them is currently being used as material for platform building! In order to build platforms, you just have to click on the clearly marked spots in already existing platforms, and a new one will be made!
Now sleep, eat, and find a way in which the player can win the game. Simple enough! :yum:
The player has to escape an arcology (a self contained city in a tower aimed to help with over-population and lack of land) collapsing due to a plot to wipe out the population.
Zoomed in view to give a sense of claustrophobia and advancing "wall/floor/ceiling of death" to keep the player rushing to the floor's exit.
First time building anything with Unity. Most of the underlying engine is complete; tomorrow will be building the levels and polishing the graphics, etc.
Also wondering why my sprites exported from Aseprite seem to have colours wrong on them.


One day down in my first Ludum Dare and first game. I’ve just started using Unity for my University studies, and wanted to get some practice building a game from start to finish. Every Ludum Dare I’m amazed at the work that is produced in such a short amount of time, I hope one day I can create something to a similar quality.
My concept is a hex tile based tower defence game where the player has to protect the central CPU. The building space starts off large and for every tick an enemy is alive, the approaching corruption (the map boundary) ever so slightly shrinks. Towers are consumed by the corruption if the boundary shrinks past it.
Starting your build from the center of the map will mean you will lose vital map space early in the game, but invest in towers that will help you for the entire game. Outer rim towers will help kill enemies quickly to slow down the approaching corruption, but will be consumed before central towers.
Our day began at midnight, when we met up to collaborate on game ideas. Undecided, we left the final choice between two ideas until the morning, giving us some time to rest before throwing ourselves into work. (And giving me far too much time to make slideshows...)

So how's it looking so far?
We're focussing on the idea that health is linked to space, which means a constant struggle to stop the world from collapsing around you. A lot of our time has involved discussion around this, honing the central ideas behind it.
We've focussed on getting the core mechanics and gameplay nailed first, so we've implemented movement and some basic interactions related to our core mechanic.

We're using placeholder art at the moment, but we know exactly what we need to make to bring everything together (hint: the answer is clay).
This is all planned out, with room for expansion. I've put together an XML resources file containing every line of character dialogue we have so far, so that's all ready to go. We know exactly how the core concept ties in with the mechanics. All is well.
We've made a start on recording, modifying and packaging some sounds for our game, which has involved an odd combination of 'wooo' noises, cellotape, spare change, harmonicas and electrics toothbrushes... It's been a lot more fun than I imagined it would, especially since I've never touched sound effects before!

In any case, we'll see you all tomorrow! Here's to another day of jam.
I got off to a very late start trying to come up with a concept that could actually be fun, but I'm happy with where I've gotten up to today. I'm going for a train based theme with hopefully engaging procedural narratives and fun morality choices.
I'm making endless space shooter for my first game jam and this what i made after 24 hours :P

I found these pills in my Game and thought ill use them to help against my Insanity.
Game going strong.. Horror feels coming in. Atmosphere and Environment needs a lot of changes. Hope everyones work is going well!


I took the theme quite literally. In this game, you will be running OUT OF space... while RUNNING OUT of space. But we'll come to that part later ! For now, it's just a bunch of humans happily probing nearby star systems... what could go wrong ? :^)
This is my first game jam and I started a bit late (only 11 hours ago) but I'll try to make it in time for the compo !
With that said, good luck for day 2 everyone ! o/

I'm very sorry for this.

I'm SOOOOOOO happy with how this is going. I am doing it in Java, and OpenGL, I started from scratch. I managed to make a deferred shader for the first time this morning. So my game will certainly have heavy use of lights.
I also, somehow managed to make time to link up Bullet Physics (JBullet) :smile:.
So my game has awesome physics.
This is important, because in my game, the character has a gun, which fires red cubes and green cubes, whenever he fires a cube, the cube expands to fit the space it is in, red cubes kill enemies, but also kill the player. Green cubes allow the player to get away from the red cubes, and get to higher levels (as he can jump on top of the green cubes)
Anyway.... Implementing all that, and levels is tomorrows task, I'm going to bed. Here are some screenshots of the physics/deferred shading demo. There are only cubes, however, my model loading system allows for any 3D model :smile:


https://gyazo.com/e1cfbf290e1208ea513d8254bf71af25 - I couldn't get a gif working, but you can see it here!!
I hope everyone is having a great Ludum Dare :thumbsup:
Ned
Happy with my progress given how much of my time I can actually put into the jam.
Unfortunately can't here the sounds in the gif.

I just noticed the not-intended 'Capsule' pun on the current player model.
Todo: * Character Model/Animations * (More) Enemy Models/AI * Main Menu/Game Over Screen * Music * Proc Gen Levels
Coming along nicely.

It's been 24H since the begining of this ludum dare and I've been working on my game since 12H. Well, i've managed to end everything i should do with the "expansion" side, i've managed to write every function dedicated to the UI (may add one ore two more latter just to notify the player of things he have to look for).
What's left for tomorrow ? Well a lot of things :
And then maybe i'll be able to release the game. If I'm not ready for the compo then i'll take some time to polish some aspects of it and release it for the jam (wich I'm sure I will do).
NOW IT'S ENOUGHT TALKING FROM ME it's 0:30AM here and I'm awake since 5:00AM (after a pretty bad night) so i'm tired af !!!.... (forgive me for any grammar mistake i may have made in this post, I can't even see straight haha it's not healthy i shouldn't laugh)

Oh and yeah that's the title of the game and the itch.io cover i've made for it. May do some adjustments but only if I have the time to do it.
The main challenge I face with game jams has never been with making something but with having enough spoons to do everything I wanted to in the time frame. I once pushed so hard with the coding that after leaving the jam site I tried to pay for a snack and found myself too burned out to recall my debit PIN. I saved face by switching to credit, but the experience was a scary warning that yes, I will be old and broken someday.
From what I can tell there are basically three things that help with not feeling burned out:
I worked out in more detail what Zero Grace Megadrive is about while tossing and turning in bed. The main game loop will combine Snake with Bump 'n Jump:
https://www.youtube.com/watch?v=c2QpM5uoSlk
At the press of a button, the AX monster truck will be able to jump in the air and land on data and worms, crushing them. Button two will allow it to create a data trail and trap worms. Sort of like Qix:
https://www.youtube.com/watch?v=Wvzyd0OZg1I
The data trails will be tile-based, on the PICO-8 8x8 grid. Movement will be freeform, though, it'll just snap your trail to the nearest tiles. When crushed, connected horizontal and vertical data trails will "unravel" to the nearest corners(or the heads of worms), meaning long, simple paths unravel more easily than stairsteps. The worms themselves, I can start with a simple right-hand-rule AI and then go from there. A lot of the game's long-term interest is likely to come from learning how to exploit the AI, and so a possibility for expansion is in making different types of enemies that follow different patterns.
Anyway, now I need to actually get going with it.
Just connecting some various systems in the game.
Its also the end of the first day, good luck to everyone out there still going!


Time to make it fit the theme now


Look at our dragon <3 He/She doesn´t have a name yet.

We aren't running out of space yet, nor do we expect to, since no one will ever need more than 2 gigabytes of storage space.

Really happy with our team's progress so far. 24 hours in and we're having a good XP-rience working in 1998 so far.
So Day 1 is now over with, quite pleased with the progress made so far, need to finish up some models, continue polishing gameplay, main menu, start work on 2nd level (3rd if there is time).

Will continue streaming tomorrow over on https://www.twitch.tv/angelofdeath1000
explosion particle by @mochakingup works really well with this tile system.

and also this is me right now
gotta sleep a couple hours before going back to work again. see ya!
It's been 24 hours! And boy I did a lot of stuff in that time (at least, more than I expected I could do)
Here's a build of my game if anyone wants to play: https://ecmelberk.com/ld42/test04/ (test01-03 do exist, in case you want to see the game's evolution)
I hope this won't be like the previous Ludum Dare I entered where I do everything in a single day and just spend 2 hours doing absolutely nothing the second day.

Game still not working but now you could loose ! \o/

This is the first time I actually commit to doing LD. My game is a sort of base building game set on Mars, where you have to continuously keep up with the arrival of refugees from an overpopulated Earth. She's coming along nicely; hopefully I'll finish on time and not go insane.
It's funny, this jam's theme fit with a side project I had in mind for a mobile game. I've decided this'll be the perfect opportunity to start it. I'm gonna be uploading it to the jam this time rather than the compo. Couldn't upload this last night, but this was about 6-7 hours of work. I'm kinda liking the hyper-casual aesthetic. I may decide to just go with it.

I'm really happy about my results after a day. It is very very far from being a game, but I consider this grid movement as a success in regard of my skills. See you guys tomorrow!
I've got a fair amount done today. The menu system's working - I think - and tomorrow it'll mostly just be a matter of getting the collision detection to work properly, recording the player's high score, and polishing everything up.
Oh, and I have a name and logo, too:

Good luck, everyone!

Today began early for us, we almost immediately after the disclosure of the topic staged a brainstorm. Long thinking and talking about everything over the world, we came to the conclusion that we will make a game about sheep. The roles in our team were distributed automatically and almost all were predictable, we can only note the complete switching of one of the programmers to drawing (everything) and changing the role of our Boss from coder to support. We've come a long way, we've drawn a lot of models, thought out a lot of lines of code and written cool background tunes. In the beginning, we didn't have any pieces that could help us. At the end of the day we have written a lot of both system and game classes, drawn and applied textures. A software layout for working with multiple scenes. For some classes prescribed conflict. A lot of work has been done, but two more days are ahead. The order of the day in our Studio, all free, all do it to the best of its capabilities. {@iokin}
Follow our twitter https://twitter.com/SumGamStudio
See our resourses on GitHub-REP https://github.com/YarikBur/sgs02



Finished the core gameplay at 5AM, now it's time to polish the existing content before adding new stuff!
https://gfycat.com/WelltodoMeanBlackrussianterrier
So I finished most (all?) of game mechanics and made some levels. :) Todo: menu, end screen, new graphics?, music, more levels!


And somehow I started making Tetris: The Top-Down Shooter.


This animation is a nice sum up of my brain's current status after this first full day of drawing and animation ! See you tomorrow and good luck everyone !
We're happy to show you the finished character! It makes me wanna play NMS and chill, but our game has a chasing alien so the astronaut must run! 🏃

Got super excited about my idea and spent all night working on it! now i feel like a zombie haha gonna catch some sleep good luck everyone!
2 fast 4 butter
So far my game look likes this
Im going to bed now.
Tomorrow will bring polish!
Set up a basic dialogue message system for having characters talk to the player.

That's what I've done in the last 24 hours! Sometimes I think in change the whole game (3 times), but now it's going on!!!


https://youtu.be/Bdie9qcrpYQ

Making a mobile vr fps with full locomotion required some thinking with controls, but I think we got them now nailed down. Tomorrow it is all about adding content as all the basic game mechanics are in.
The twist in our game is that your inventory is also your health. So you will lose your loot when you take damage and dies once you have no longer stuff in your bag.
I have never designed any character before, and this time I decided to give it a try. I ended up spending 5 hours in total for some very simple character design and animation haha!
So here is my dumb ass looking character. His name is Blind.

And Im pretty sure I made the most of the derivative material on google to come up with this hand twisted animation haha.

I tried to figure out what is wrong with the hands but nothing works. I guess it doesn't matter right? #ProgrammerArts
I think I made a decent progress. As I mentioned in a previous post, the "minimum viable product"'s base is there. Mechanics, kind of a level editor, couple of levels, level changing system, menu system, UI and some sound effects are done. Sadly I remembered too late that for the compo, I have to do them as well (I downloaded them from freesfx.co.uk) so may be I'll switch to jam instead. After some sleep I will proceed with levels (including tutorials), may be couple of upgrades and finally the art. Not sure if I will have time left for art but even now, I'm not hating how the game looks and feels. The sound effects really sets the mood nicely.


Not sure how to fit the theme just yet but the PNG level generation seems to be working
https://gfycat.com/VibrantFakeAgouti
After long day of coding, painting and thinking it's time to go to bed. I think project is on good way, almost all code is done, so just need to add more graphics and audio effects (and a looot of polishing, but i don't want to think about that right now :tired_face:).
(they are looking for something to PLUNDER, so be careful :smiley:)

Goodnight guys!

Some concept art done
I updated our game's page. Now we have title (temporary), description and screenshots made by Marcin Mero. I hope you like it :D
https://ldjam.com/events/ludum-dare/42/$102307

Lil photo op with the bun now that they're all modeled~

TENORMS is coming along rather nicely, with all base mechanics and half the levels done. Audio is still a huge WIP, and my pile of bugs is more like a termite's den, but other than that, I'm feeling pretty good about it! I expect to have a reasonable finished game by the time the Compo ends.

-Mathstr0


The game is looking great! We have a much smaller scope compared to last time, but we still need to work hard to get the result we're looking for! Good luck to everyone in the competition, I can't wait to play all your wonderful and quirky games.
Here's some goof

We've gotten a functional player controller, with a few animations. Also some assets for the map!


Martinsoft Doors!
Well, an early version of it.

I'm a joke master.

Most of the core mechanics are set up, now I just need to make it more fun

We have zero experience of games development before now but having a blast (despite the power cut which meant we had to change venue last minute and have had very uncomfortable chairs as a result)
There is a score it's just a bit small on the screen at the moment
ToDo
Game over screen
Game Start menu
More Shapes that do different things
Sound
Animations
Fine tune the OnMouseDown Collision detection (sometimes the clicks don't register this has us puzzled)
Some balancing / size / speed tweaks
The play area is a bit wider then the screen at the moment
https://youtu.be/znl-fQzQymw
Feedback appreciated
Peace and Love
Floodtown, 24.5 hours after first idea for it. Now that it is mostly playable, I find it better than I expected it to be, although it's still far from state of the art (especially source code). Most of the 2nd day I will spend on finishing touches, and sounds, which will be something new for me.
In Floodtown, player is tasked with earned the biggest amount of money possible, while Floodtown is being, well, flooded.

Hope your projects are going well too!
After coding all morning, and procrastinating all afternoon,
Day 2 has still been productive.
Here's a chill cat to keep you chill. :)


Me, after the nice day of work. See you guys tomorrow
In the video below you will see everything!!
Have a good night!
https://youtu.be/pRlw3aC0r6M


Having a great and hilarious time with #42! Can't wait to see all your entries! :D

We are basically feeding out of oatmeal biscuits and doritos.
Now to figure out how to create polygons for collision detection instead of boxes with Three JS.
Pretty happy with the first days work. Think I'll make a habit of joining this compo. :)

I'm making a platformer located in space, as the Ultimate Heat Death of the Universe is coming much faster and sooner than we could have ever expected.
Platforming mechanics include climbing across ceilings (Shown in screenshot), a second jump that functions as a jet that hurls you towards your mouse cursor on click which you can not move during, possibly looking to implement sliding/crouching.
Main ToDo: Replace Asteroid Graphics (Not my own work) Add sound Add a few more gameplay elements (New movement mechanic, way to die, bonuses, etc) Title Screen, Tutorial, End Screen If I have time, include plot instead of jumping right into the race against time (and space)


Gotta get some sleep :sleeping:

This is what happens when you're making a totally normal space game and then listen to SYNTH MUSIC FOR 10 HOURS STRAIGHT.
I'd say "save me" but you all know I do not want to be saved.

-Jodi
Artist, Space Jammer, Bass Dropper

After working a total of 20h on this project, I'm tired and I'm playing the winner game of the nordic game jam of 2017... Halp people.

So, I added some color, effects and debugged it. A lot.


I've had some surprisingly well time-managed game jams recently, but this will not be one of them. Starting more than 12 hours late was no big deal, but I also had to go for a game with an obviously unreachable scope.
Anyway, in spite of its title, this post is more like an attempt to keep myself motivated for tomorrow. There might still be a chance to salvage something out of this.

