LD 42 August 10–13, 2018

almost done with day 1

Screenshot (47).png as you can see from the image above I've made some progress there is more than just what is shown in that screenshot I hope day 2 won't be as painful as day 1 but will see

Quick VR Question for Compo

I was thinking about trying to implement Vive support in my LD entry. The problem is, I need to install the SteamVR assets from the asset store to do this. Would this be a violation of the compo rules? If so, I'll skip it.

Crowded Dungeon

Well, I decided about an hour before the theme was announced that I would try to do a visual novel. In the first four hours of the jam, I created a very simple JavaScript framework for taking JSON story files and populating the game. I’ve written about four rooms so far.

Art will be the challenge.Screenshotem20180810-202039/emChrome.jpg

Let's start ! I'm in !

It's morning here and I'm in with my team. We'll use unity, maya, 3ds, photoshop, etc Good luck everyone.

Done with Day 1...

Well, I'm done with Day 1! Good night folks! I'm going to get some sleep. :sleepy:

So far, I've been working on a dynamic 'platformer' on a hexagonal grid. Each hexagon has a count-down timer on it, and when it gets to zero the hexagon becomes black and can no longer be traveled through. The loose condition is when the player is trapped under a black untraversable hexagon.

I'll put some videos and/or screenshots up tomorrow!

Good luck!

So much to do

So little time

Screenshot_20180811-025809.png

The marathon begins!!!!

OH MY GOD HERE WE ARE!

My alarm woke me up at 3:30 am and I thought I was an hour late but I was actually 15 minutes early. :D

@r3nrohan and I are working on tile based game. Capture.PNG

I'm making and animating modular characters for the first time in my life, let's see how this goes! :D

Back to work!

Progress #2 || End of day 1

I added a little motion animation, and the incremet of pieces works, it's all for today

ld42-2.gif

Running Out

Hello and as you can see, I am making a platformer where the room shrinks when an enemy flees. Best of luck everyone!

LD42 - First Assets

assetsemday/em1.png

The first thing I worked on asset-wise was our main character. She still doesn't have a name, but fortunately that's the easy part to change.

I'm working in Pro Motion NG - I've been a longtime Pro Motion user. PICO-8 carts export a 128x128 spritesheet image with the lower half being shared with tilemap data, although it's possible to do various compression tricks to expand that(probably out of scope here). This resolution limit immediately forced me to reconsider using the whole screen for a title, reducing the possibilities for composition to "girl and monster truck". I can scale them up, though, and maybe scroll the screen or something. Something to play with later.

The pixel art method I'm leaning on is the one castpixel is known for: solid lines and groupings of at least two same-color pixels, with little AA and basic shading. This technique gives a lot of emphasis to shape and proportion and speeds up the process of working on details: either they lock into place quickly and consistently, or you just can't fit them. The individual elements look a little bit blocky as a result, but are easy to parse.

The glasses got eliminated since they really dominated the facial design. I flirted with breaking the two-pixel rule to give her a side-smile, but eventually went for nose emphasis. The pose isn't super dynamic, but it's easier to compress with mirroring if need be.

Now, for the truck, I think I can do some kind of never-before-seen merger between "Tron" and "monster truck".

madusa_ref.jpg

I ended up referencing a few different trucks, but primarily the pink-colored "Madusa". Then I reworked the sillhouette and details to reflect the more computer-y, Tron-like nature of the design. Monster trucks have a ton of exposed guts and they show more and more as an event progresses - trashing the body, overheating the engine, and popping the tires are all expected parts of the proceedings. That's a little bit hard to reproduce in a tiny resolution - I basically gave up and drew in some abstract lines. I gave it the name "AX", derived from the CPU register.

Now, for the in-game stuff, I had to figure out some terrain, vehicles, and our worms. I found my anxiety growing and growing as I worked on these assets, because it raised all kinds of questions about the details of the gameplay. First of all, to have a vehicle that can rotate, I would probably want to go with vector assets and therefore allocate some time to get a vector engine going(not really a huge issue - every game has its share of custom rendering code and I can copypaste some stuff I already have - but just one more thing to worry about). Second, I need to figure out what the levels are. I can't be bothered to do both procedural levels AND an interesting enemy AI under this time constraint, which means that I need a simple fixed map design. Leaning on the themes again, it looks like I have the options of "sectors" and "disks". So, a circular track, and I'm trying to clean up each sector of it. It makes sense for the circle to be made up of tiles, and to have some kind of system where I smash into the sectors to compress them and knock out the worms.

The worms themselves will probably be some kind of lightcycle-game AI. They're each trying to survive as long as they can, and when they hit "food" they reproduce, so they can take over the board quickly if you aren't fast. But they should leave behind a mixture of stuff that will make you crash and stuff that you can compress, e.g. an analogy like run-length encoding, where the uncompressible part is at the corners, so if you can make them run in straight lines that's actually better, you can shoot your compressor cannon and open up a gap, and you can optionally leave your own data trail if you want. That makes it a two-button game which is perfect for PICO-8. Most likely I should have the truck and enemies move four-directionally, but make it fine-grained and not locked to tiles like traditional Snake, so you can react quickly.

Now that I've written down this stuff I'm feeling a little more confident about resolving the gameplay again.

Hi, I'm in!

It's my first Ludum Dare project, but I think I'll be alright. My only goal is to not be the last in the end. Wish me luck!

Running out of space, time to do game

So I woke up and start think about the my game. Here are my thoughts.

  1. You are a manager of graveyard in year of 2120, so many people died and get their grave on public graveyards, and you are choosing which grave to destroy and put another guy into it. It is Papers Please game about decisions.

2.Multiplayer 2D arena game where weapons cause decrease of play area.

3.Singleplayer/Coop Multiplayer 2D game about to stay long as possible alive, fighting against AI which is going to decrease playground area.

Time to do something finally

The Bike Bunny

Early concept for... the bike bunny. The idea we decided to go with is all about a little bunny bike messenger, let's see where this goes!

ld43MainCharacterConcept001.jpg

Day 1 - Not as Productive as I'd Like

So I had a hard time coming up with ideas for the theme. Watch about an hours worth of indie dev talks when the theme was announced and played some Forager (Closed Beta) while I thought more.

Initially had 2 ideas (one I like more for simplicity's sake) but wanted to come up with something that would fit another jam I want to be in. After wrestling with it for hours I finally stuck with my gut and started making a partial prototype about 2 hours ago with some code allowing for runtime randomness....

Going to head to bed now (2 AM) and hope for a more productive day tomorrow... Want to sleep for a few hours but that will probably turn into 5-6 hours with me waking up around 9 or 10.

Still haven't come up with a title yet but "Space is Money" or "Space is Running Out" are two I'm toying with. Anywho here's a little screenie of what I've got thus far!

Unityem2018-08-11/em02-05-13.png

I'm here for the experience

I decided to pursue game development this year and I heard about Ludum Dare from Youtube and I decided to give it a go. So I woke up this morning, still hesitating to create a game for the jam, but I decided to try and make something. Keeping it simple, a game with some squares. Still prototyping.

I just want to create something pleasant, fun and simple to play, get and give feedback and engage with the community. I'm here just for the whole experience. Good luck to everyone and I'm really looking forward to seeing what people are going to create! :) <3