LD 42 August 10–13, 2018

First WIP

Urg, the theme. Anyhow, I've got the theme element mostly working (running out of space), the clouds are eating into your available space.

Yay!

Now I've just got to put a game in there somehow...

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Edit: The message editor is hilariously broken on Edge, you might want to fix that. The Focus is set to the Description box every second. You can't edit the title.

First progress update

After seeing the theme and going to sleep short after and waking up in the morning. I have now an idea and worked on it for about 3 hours and kinda finished with the movement of the player and the style I want to use. ezgif-3-dc68225a8a.gif It will be an isometric shooter but when the enemies die they leave after a corpse (or something else) that will block the player from moving there and stop bullets but not enemies, they can still traverse. The player must contentiously move the corpses around or throw them in the "shredder" to destroy them and if the player don't do it fast enough, they will quickly run out of space to move and shoot.

Started a bit late, but still off to a good start!

Totally forgot about the date for Ludum Dare! Started about 4 hours ago. Probably going to submit it as a Jam instead of a Compo, because I might not have enough time. (This is my first Ludum Dare)

Right now I'm trying to make a defense game involving stacking turrets and boxes on an old rickety ship... Will you survive the hoards of enemies from the skies, or have you ship toppled over by the weight of your own turrets?

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Tools: - Environment: Linux / vim - Programming: Love2D / Lua - Art: Aseprite - Music: Maybe Bosca Ceoil? - Effects: Sfxr (probably)

I'm In!

I'm in kinda late this time! I'll be using my own engine, so hopefully this will turn out alright! I have done some brainstorming, and implemented some basic logic already.

Here's the progress I made. Not much yet, but I'm very happy with how fast things are going! 2018-08-11_12-51-53.gif

Good luck everyone! :)

12 (13ish?) Hour report!

Progress is slow, but it was expected since this is my first time doing an original project with Blender and UE4. Basically I've been only working on setting up the stage (which I didn't think it would take this long...), like object interaction and some static meshes, so now I finally get to implement some gameplay!

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We are in

Hello Ludumites! I'm in again for my 11th LD and this time I'm doing things slightly differently, as part of a team with @cassandrakhaw - her first time doing Ludum Dare! - because two heads are better than one, although you should definitely consult your doctor before considering any further additional appendages.

There will be cosmic horror, and plushies, and more details to follow later on.

Good luck everyone and see you at the finish line!

We're off!

We have now started developing our entry for this ludum dare.

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Our idea for the theme this time (Running out of space) is to literally have you run out of space. We're going to basically have a dude, who's in a space station, run away from a threat towards earth.

Here's our current whiteboard scribble situation: IMG_9708[1].JPG.jpg

Our team this time is equally large as last time (8 people), although some members have changed.

Stream & acolyte!

Guys! If you speak Polish, I would like to invite you to my stream on working on LD game, which I'm making with my friends. This is our second LD jam :smile:

https://youtu.be/fs1dnckMZUg

This is our main protagonist, his first version :smile:

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Enjoy!

My Game Going Good!

Still Working On The Art But The Gameplay Is Good!Little WIP Image.PNG

New day

I didn't just woke up, but as soon as I did I was trying to review my ideas from last night and go quickly into photoshop and start making some artwork. Only problem is that my PS wasn't gonna help me out this time, and after several hours trying to just make it work I abandon PS.. for now.

So I've been drawing in my drawing pad for some time now and finished with a final concept and some basic concept art. Here's one: WhatsApp Image 2018-08-11 at 12.46.31.jpeg If you know Swedish then you can understand the game description. But for anyone not Swedish and still curious, here's the english translation:

-The player wants to collect 4 "Wall ID's" and bring them to a computer in the middle of the level from which the player is able to deactivate the moving walls that is about to crush the player. -The moment the player picks up the first "Wall ID" the walls starts to move(this leaves room for investigating the level). -You can only collect one "Wall ID" at a time. When you insert it in the computer, you can pick up a new one. -At the computer you can deactivate all walls by typing in the "Wall ID" under the deactivationfield. WhatsApp Image 2018-08-11 at 13.09.21.jpeg -If you succeed deactivating all four walls you win the level and is transported to the next level. -Extra ability(maybe): if you are stuck because of the inner walls you can press SPACE to go through them momentarily, and it's a limit amount of usage(during the level or the entire game).

Now on to actually make something in the engine with squares and stuff, and hopefully get PS to work in time for the artwork and assets:) (I'm using Unity btw)

How are you guys doing??

Quarter of the way through

Well, this is what I've got so far Screenshot.png

Still trying to get some actually game play implemented, so I haven't had time to pretty it up. This is going to be Paranoid Droid. Because Earth is Running Out of Space, colonists have been sent to find new planets. They are in suspended animation on these robot controlled starships. But Oh No! the robots have gone crazy. The type LD42 Infiltration unit has been sent to rescue the colonists. Inspired by Paradroid, although the mechanic used by the LD42 will be more in keeping with theme, I hope. Hacking the ship using its limited memory.

FAFGame

OwO what's this?

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An inventory?

Me now

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Some mechanics

I wanted it to be a roguelike... I guess it will be a puzzle game :)

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My Design notes so far

Game Design Notes

Introduction

My game will be about overpopulation. I'll try to take an abstract approach to the problems it can cause. The player will have to manage the peoples' interactions to avoid conflict.

Culture and Interactions

For each character: - culture dna (rgb) - a spatial representation of where the character's culture fits - conection power - how many connections the character has - are they positive or negative? - positive the more aligned their cultures' dna are - negative the more apart the between the cultures' dna - stress / frustration - when the character wants something, but can't achieve it - make babies - attack another culture - has been forcebly moved

Rythm of the game

In the beginning, when there's lots of space, the characters don't have a problem making babies :D

The player also hasn't a lot to worry about. The problem comes when it starts to run out of space.

Player Mechanics

The player can: - place buildings - move around characters (trade two positions at a time)

Buildings

The buildings trade space for benefits. The benefits depend on the type of building.

Some buildings enhance a culture, others move around people, for example.