LD 39 July 28–31, 2017

Devlog #2

Day 1 has gone well! We've got some good art implemented, randomised backgrounds & mushrooms, some nice controls/feel, autorun and are beginning to implement randomised platforms! Woo.

day1.png

Hozomeen consists of Pip Turner (https://twitter.com/dwarph) and Poppy Lomax (https://twitter.com/spacebabe7).

Lesson learned

When starting to make a game, don't create it from start to finish. First create the game, then create everything else. What I did instead is create the beginning and we still don't have a game and we just wasted a whole entire day. Crap.

Sprite update

THIS is the sprite I've built so far. trump.gif

Game Project Update 1 - Shields Up!

So I finally found some direction. Apparently a night of casino fun and social drinking wasn't the best idea but alas, 3 hours of sleep isn't stopping me! I will be doing a Jam entry this round so I can ignore having to make any of my own art.

I'm taking a lot of inspiration from one of my favorite games called "Atlantis" on the Intellivision which is a game similar to Missile Command. I've always loved this sort of game so hopefully I can do something with it. I've taken a lot of time this time to plan out what I want to do (likely way too much but I have a list of musts and nice-to-have). I have some very basics completed and have a screenshot. Note that the only working aspect at this moment is that the cannons will follow the mouse. Unlike my previous games though, I'm going to ignore mouse inputs for anything other than aiming. I think mac users and laptop users with only touch-pads will appreciate this.

With the exception of the star background and the Shield bubble, all art assets from Kenney.nl

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One last try...

Dang it, messed up again. Here's the sprite. Just running a bit more slowly is all.trump.gif

Enjoying my first jam!

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Progress is coming very fast.

Basic idea of the game:

Since I love horror, I decided on working on a creepy game with a horror feel. Basically you spawn in and you must traverse the level by lighting lamp posts and picking up batteries to power them.

Enemies called "Moths" or "Dingbats spawn in and immediately start moving towards you. Due to the peculiar nature of moths, they can read your fear. As you encounter objects that let off a menacing glow and your sanity begins to dwindle. The dingbats seem to fear this light as much as any other light, but observing your weakness allows them to move faster and in greater force. While in the dark, they move at alarming speed closing in on your location in a second, while in the light they move slowly giving you plenty of time to outpace them. To make matters worse however, should a moth collide with another moth, it grows massively in size and speed as well as gains health. Because of all of these things, you must think on your toes as you try to escape from the shadowlands.

In your hands is your trusty lightgun. This weapon penetrates through moths, causing them to die painfully and horribly.

Due to limited ammo and batteries in the map, on top of the fact you can only hold 5 batteries and 20 shots at a time, you must quickly and carefully make your way through the dark landscape, lighting your way and planning your next move.

The game features multiple levels, and features different objectives for different levels. Light all of the torches, reach the exit, and defeat the boss are all available in this game.

I know my art is pretty weak, but hopefully some of the gameplay will make up for it!

Art Update - The Book of Dawn

Heya! I'm Nayla, the artist of Sophisticat :) We want to introduce to you our Aurora, a magical princess that brings happiness to the world with her Book of Dawn and your help to charge up its magic! :)!

Aurora.jpg

Also, a peek of the background, still in early stage.

Room1good1.jpg

Untitled Game - Progress Report #2

Hey everyone! :)

Day 1 is coming to an end! I must say I am pretty satisfied with the result so far. Most of the core elements of Gameplay are already implemented. That means I'll have more time to focus on creating sounds & polishing the game. =D

The goal of the game is to survive increasingly difficult waves of enemies until a distress signal is sent. Enemies will target specific locations in your base to disable some vital systems. The game actually has a fairly minimalist HUD. However all the information the player needs can be found in the environment.

Here's a short list of what's been done today: - Most 3D models; - Player interaction system; - Enemy AI; - Full Game Flow (from menu to game over);

And here's what remains to be done: - Win Conditions; - Improved menu; - Tutorial; - Sound;

And if I have the time: - Improve 3C; - Crafting;

And here's a small screenshot of the game so far: ProgressReport3-1.png

Happy jamming! :)

[LD39] Royalty - day 1

I chose a creative interpretation of "running out of power" for my first (proper) LD.

Currently the plan for Royalty is that you are the monarch of a kingdom and have to perform different tasks to keep your population happy and finances stable, but as your empire grows you become more busy so you can hire delegates (dukes? earls?) to run different parts of your kingdom. This is where you would lose your power.

So far, I've added the ground work (tracking populations, resources and colonies). Tomorrow I plan to add "tasks" and finalise how the delegates work (they'll probably be dukes in the final game), and on Monday hopefully I'll just be adding finishing touches (graphics, music, maybe a tutorial/help text).

The other unconventional thing is that rather than a traditional game framework, I'm using a web app framework (Vue) within the game. Since the bulk of the work lies in the game's logic rather than in having fancy graphics, it felt more appropriate to use Vue over a regular game framework (not to mention I'm not particularly familiar with any game libraries).

In the meantime, here's an underwhelming screenshot of one of the popups that tells you how your kingdom is doing: Resources menu

Progress #1

Not much, but there are still two days left...20170730_003928.gif

Day 1: Systems, Planning for Remainder

Things are going well! This is my first real try at Ludum Dare, and I'm making a top-down wave survival game with a dash of tower defense set in a spaceship. Aliens are boarding your busted Space-Ninja-Dojo ship, and you, the lone survivor, must survive long enough for rescue to arrive. Only problem being that the aliens want your warm, shiny fusion core, which, if ruptured, will wipe out the entire ship, including you. The aliens don't seem to care too much, however, as they appear to be ripping apart any electrical boxes and paneling they can find. If you don't keep this ship together, that core will end up the least of your concerns.

You get only a few tools: First, stationary turrets and repair drones will help you defend and sustain the ship - You get 3 turrets and 3 drones to work with, and can carry one of either in each hand. You also have energy grenades, constructed on the fly from universe-sauce (i.e. you have infinitely many of them, albeit on a cooldown.) Finally, you have your physical ninja skills, allowing you to dash around and knock enemies into the line of fire.

scrsh.png

I'm designing with a focus on light UI and fast gameplay - note the health and cooldown meters surrounding the player, which also act as a pick-up range.

I'm just about done building the underlying mechanics. Player movement feels good, turrets are functional, bugs are being continuously squashed... I'm pretty confident I'll be done in time for the jam, at least! A rough list of remaining tasks in no particular order:

  • Build level. Considering making a rudimentary ingame click-and-place wall layout tool.
  • Alien AI. Probably going to lay out movement nodes on paths for aliens to walk, diverting as new goals enter a radius (e.g. bust down door, attack player or turret, etc.)
  • Visual Effects. The camera system I'm using can handle basic screen shakes and punches, so I'll probably rely on that with some basic particle systems.
  • Sounds. I've got Reason 7 and a license to ~~kill!~~ push buttons and twist knobs, so I'll likely end up with something pretty retro sounding. Maybe not, though.
  • If time permits, some prettier art. My weakest skill, but I can make do, with time.

Best of luck, everybody!

Off to bed now...

Here's all the assets I've made today in one horrible disgusting pile!background22lol.png

Tomorrow I'm going to add tree body parts, animal and fish shapes and body parts, more plant body parts - a huge amount of possible combinations!

I'll also add in assets for different foods, different tools, and start working on the dialogue.

Yes, these plants can talk back!

So far...

Sorry for background sound :sweat_smile: I forgot to turn it off while recording & I didn't realize until I uploaded it.

https://www.youtube.com/watch?v=XkcvqeMViQw&feature=youtu.be

  • [x] Finished my main mechanics
  • [x] Health System, Sound
  • [ ] Finish versus, Start Co-op.
  • [ ] Playtestand Art, Polish, Game Feel

first enemy is up!

probably going to sleep soon. ezgif.com-optimize.gif

Running a bit late, but at last, I am in

I had the day to think about the theme, but I was afk the whole Saturday. Usually, I was quite good on time, so I hope to finish my game in one day. I have quite big stakes, but I really like my concept and am confident I will finish something in time for the compo. And, there is still the Jam, right?

Anyway. My game will be a survival game. You are left at Place Of Weather Experimental Research for the polar night, and have to skillfully manage your stamina to get batteries for the Place, which will increase the temperature, slowing down your stamina decrease. And, you need to get food. And there may be upgrades. And it will be good.

Demo build available!

Hi everyone, hope the jam is going well for you!

I figured I would throw a build of what I had so far up on my website if anybody is interested. http://www.shorremccolman.com/deliverydrain

The basic idea is that you will need to use your map to navigate around the city collecting resources at the locations marked with F and deliver them to the proper locations marked with D. You can only open your map at a stop signs or at pickup/dropoff locations. No real win/lose state or anything right now but its a start!

WASD to control the car. Just press W before you drive by the front of a pickup/dropoff to park there.

Day 1 Progress - Force Field

ld39ForceField4.gif

I decided to spend the first day thinking up some ideas and fleshing out a force field. Tomorrow, I make the actual game part!

The galaxy has been mapped

In an effort to play god, I've created a Galaxy Generator. It generates planetary systems and its stars and planets! Nearly everything is randomized. Here you can see the overview of all systems for this run.

Did I tell you that you can jump from system to system with your FTL drive? But be careful don't run out of power or fuel!

Galaxy Map.png

Incredible progress so far!

Even with that hiccup of having to update Unity, this game is coming along really well!

http://gph.is/2uJ5xSd

In case I don't make it...

... let it be known that I was here.

Decided to sleep late after checking the theme. Sadly it was a dreamless sleep devoid of game ideas. After waking up it took me perhaps two more hours of fiddling my thumbs until I figured I should just get started with something, even if I wasn't too happy with my unoriginal concept.

Instead of sticking to my initial plan of improving the work ergonomic before I started on anything, I foolishly spent the day hacking away at the netbook. Now I'm paying the price as my head is pounding due to hunching over and using a font that was clearly too small, not to mention the colorscheme that should've been changed ages ago. Either that or my programmer art is worse than I thought :dizzy_face:. https://www.youtube.com/watch?v=t3QDMkSMro0 First post on the new platform, hope it works alright!

Progress so far.

First time working as a team, so that's one thing. First time using pygame, an experience I don't look forward to in the future. So far we have bullets that bounce and a player that moves and collides well with walls, but the sprites for the walls are in the wrong place. Still plenty of time but progress is rough. I think the game will work out well though. scrn.bmp

Dawn of The Second day

Progress has been pretty good, got a simple little survive them up were waves of balls and eye balls are coming to attack you so you need the beach balls to restore your torch and eye balls make you lose power, if your out of power and touch an eye ball then you die. Also touching the monster are instant death.

Now adding sound, particles, other things that make the game better.

Agile Ludum

I decided to work a mini-scrumm development process for this Ludum Dare. So far it is working out pretty well. I've finished my first three sprints and am adding content at a pretty good pace. Coding is now 90% finished and soon will come content, art, and music.

Here's my Kanban board! 20170729_185258[1].jpg

Art rework

I'm giving my game a darker, abandoned look now! It looks like this:Unbenannt.PNG

The last update for today. Fantasy LD game.

It was a long day and we all are very excited to work tomorrow.

A little bit of information about our game. You will be surrounded by a huge number of enemies, and the strength of your unit will run out with every second. Can you hold your ground and save from the death the one who you sworn to protect?

Mage.png

Have a great day to everyone!

First time entries

My brother and I are trying this out.

We decided to go with a Dictator Simulator.

You play as a dictator of a country trying to balance military force and civil unrest, while avoiding having the US invade.

Dictator.png

Progress o/

Our first day was cool, even if we have had some collision issues with Phaser at first x)

Really looking forward to seeing how we can improve our runner !

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First signs of life

Hiya! Slow start on my part, but here's the first functional steps for a bit of interactive art for the compo (LMB adds sparks, RMB erases them): https://verdantnode.com/builds/201707292222ghostsendfirst_sparks/

It was tougher than expected to correctly get sparks to bounce off each other instead of either annihilating or getting duplicated.

The end-goal is to use a webcam (or static portrait if webcam isn't present/permitted), and try to illustrate an AI as its running out of power to run on. I intend make the webcam aspect optional and disabled by default, instead defaulting to a static portrait until the viewer clicks a button to enable the webcam.

Next up is adding occasional random steering to the sparks (instead of just on collisions), and a bit of "rain" sparks to provide an ambient level. After that it'll be playing with using the webcam to make the sparks steer/prefer being in areas that are bright on the webcam texture (thereby hopefully getting the sparks to mimic the viewer).

ghostsemend/emfirstemsparks/em2.png

Day 1 down.

I had a pretty weird first day but I'm pretty proud of how this is going.

Here's a low quality video!

https://www.youtube.com/watch?v=zeD9FI7aco8&feature=youtu.be

My Game - Day 1 - What I've done so far

So I woke up today and sat down to brainstorm for about 2 hours. I got an idea that is not really worth 2 hours but I know that the idea won't matter as much as its implementation so I started working on it right away. I've been working for about 10 hours now (dunno if that's healthy). So here's my progress so far (sorry for the bad quality GIFs :slight_frown::

  • Platforming Mechanics (Running, Jumping) [STATUS: COMPLETE]:

gif-2.gif

  • Pushing Crates [STATUS: TOO MANY GLITCHES]:

gif-1.gif

  • Jetpack and Power Consumption [STATUS: JUST NEEDS POLISHING]:

gif-4.gif

  • Battery Collectible [STATUS: COMPLETE]:

gif-3.gif

  • Levels [STATUS: IF YOU CONSIDER THAT A LEVEL]:

screenshot-1.png

  • Art and Animation [STATUS: NEEDS A LOT OF WORK, OBVIOUSLY]

  • Audio [STATUS: DIDN'T EVEN START]

  • Game Title [STATUS: NONE! MY BRAIN HAS SHUTDOWN!]

If you wanna see more of the game's progress check out my twitter (https://twitter.com/JustMoaz).

So that's what I've got so far I'm shooting for the Compo but probably will end up in the Jam. I hope I finish the game in time, though. I'm really tired right now so I'll watch some YouTube and go to bed :sleeping:. Good Luck to everyone!

Game Logic done!

Not going to be winning any awards for technical merit - to ensure a finish, I went with the most basic gameplay loop I could imagine.. I give you, Donald Trump teaches Typing (in a desperate attempt to keep some level of political power).

screenshot.png

Now that the gameplay loop is ready, it's finally time to get rid of those white boxes and start drawing us some programmer art.

Good Night !

First day ended. I'm pretty happy with what I currently have : usually, I don't have much done at the end of the first day. This time, a good chunk of game logic is done, and I hope I'll be able to finish it soon.

To the ones still working : have fun !

Done for the first day!

So we have a nice idea and we think that this will turn out great. Here's a little gif of our game.

test.gif

This level needs just a little bit more work to be finished.

I'm quite literally running out of power...

I've been working for 10 hours now, it's 1 AM in the morning, and I just found out that there is no coffee in the house... PERFECT! I've been doing no art so far, just game mechanics and trying to get them finished. It's been taking a long time since it's my very first entry in Ludum Dare :grin: . Anyway, I think my concept might as well be kinda good. Wish me luck, should go back to work!

Genuine Earthmen - Day #1

It's 1:07am as I begin writing this blog post, and I feel we got some good progress done today. We started our brainstorm this morning, ending up with about 15 ideas of varying quality. Objectively reviewing them yielded two concepts that were realistic for a weekend jam, and then we chose the one we clearly liked best.

I present to you, Unnamed LD39 Game. Err... Yeah, that will change.

mockup.png

That's a still image because I figured I'd get the bulk of the still sprites done today. Tomorrow I will begin animating things. Then gifs may follow. :grin:

@daanvanyperen has been doing the programming work that resulted in our project already having a jumping player character, a large robot that follows her, and batteries that open doors. Altogether quite functional already.

@meatmachine already wrote a few themes for different stages in the game and has whipped up some sound effects, as well as documenting guidelines for the levels of the game.

For now, however, I will sleep. Goodnight, jammers! :alien:

previousgames2.png

Tesla Defence Day 1 finished

Well, that's enough for today. Finished almost all graphics and core gameplay is here. Now time to sleep. Or try to sleep, it's extraordinary hot here today. tesla_defence03.jpg

-

-

We've finally decided for a style

And we started with the modelling.

Capture2.PNG

Quick Concept

image1.jpg

Doing retopo from the hi-poly sculpts

Capture.PNG Capture.PNG

More Concepts

image3.png tumblremo6fzemuwri1qbm27no1/em1280.jpg image4.png image2.jpg

Soon Bed, Now Pictjers

Afternoon snacks; half a day ago:

snaksem0/em39.jpg

Dinner (and some for tomorrow); several hours ago:

dinneremvs/em0_39.jpg

"This is not where I'd hoped to be"; just now:

Peek 2017-07-30 01-22.gif

First day, first part

This has been a good day. I have settled on a story about an incompetent astronaut running out of fuel.

I have written the first part (although it will require a bit more polish): 2299 words, 27 pages. Twine is really a wonderful tool. This is mostly dialog and simple actions. The next part will involve more gameplay (pilot the space pod, control the engines and fuel, connect with stations,...). I plan on doing illustrations and polish on Monday, so I need to get all that "gameplay" done tomorrow.

Good night everyone!

Random is AWESOME! Random Encounters are in the Game

When you orbit a planet random encounters can appear. There can be a trader how offers you a trade or enemy spaceships you must battle.
Take a look how random encounters appear:
Encounters.gif

Engine finished!

So I went into this LD deciding to focus on game play instead of building out some fun tech.

But... I just can't help myself.

I've ended up making a super lightweight entity-component system (not a 'pure' system like the one described on t=machine but an object based one like unity/unreal) in typescript with pixi wrapped in a react app. Components are loaded async onto the actor, so you can instantly load and manipulate an actor even if assets aren't done loading yet. I'll probably make the async even more robust by requiring event driven interaction with components, which will pave the way really nicely for the network component.

Even if I don't get my game finished, this is a very cool base for doing 2d webgl games.

Feel free to check it out here (as of writing this is appropriate as boilerplate, but very barebones) https://github.com/abeck99/sunhunter

Making progress

Started this jam kinda late so I'm nowhere near where I would like to be. That being said I've managed to finish all the player animations so tomorrow I can proper get started on putting stuff together! Hope everyone else is doing good!

FloatBig.gif

Early prototype done

Took longer than planned but still felt like it got here fast. Here's a sneak peek (placeholder assets of course).LD39 prototype gif.gif

Progress report (#2)

7:51pm my time. Hasn't been as productive of a day as I would have liked it to have been, but not disastrous either (and I'm still carrying on into the night).

I've got movement working just fine now, as well as the code to render the level and the UI. Also got some basic projectiles going, which are a surprising amount of fun to spam everywhere (too bad the theme is about 'running out').

Now creating a tutorial, so that I can see what kind of system I'll have to use to store the levels. It's actually quite cathartic manually entering tiles and entities and things.

I doubt I'm going to have much time to polish by the end of the Jam, but I think I'm about on track to have a complete game (a rubbish one perhaps, but a complete one none the less!)

Here is how to Submit

In case you weren't around for Ludum Dare 38, here's a quick video guide how to submit.

https://www.youtube.com/watch?v=RsmCW7chKBw

For those familiar with the old site, I'm actually in the middle of finishing this:

newsubmit.png

Once it's ready, using it Tags your game with that platform. And soon after you'll be able to browse games by platform (and other Tags).

Big thanks to Jezzamonn for getting this started.

Screenshot after day 1

We are making a "Binding of Isaac"-like game. The player is a robot who needs energy.

The goal: Reactivate the generator to have (nearly) endless energy.

But be aware, enemy robots are trying to collect all energy for themself.

screeny.png


Made with @Hacktier

Day one

Day one is over now and I got the basic of the basic game mechanics ready. :sweat_smile:

At least the isometric rendering works pretty well.

Anyway, I think I need to develop a little faster the next days.

Day One 2017-07-30T01-59.png

I'm in for the first time!

Hey guys, i woke up today and saw that LD started again. I always have been a huge fan, but never made a game too. This changed today (yesterday). I'm making a memorize game. I will upload some pictures later.

First Day Progress

More than 3/4 of the graphic is done ( I know it's orrible but this is what i can do ) , mechanics are ready to be implemented , player control is ok ( for me aahahahha ) . Basically you drive a vapor-powered train , as long as you have coal in your furnace you get score but you must to mantain the furnace to continue running . So i presented to you :

RUN TO COAL!

Up1Day1.png

Feel free to judge the amazing graphic that i've done! ( Almost it for now )

Tnx!

So far, so good!

print 01.png

looking kinda neat!

Canteen Scene Finally Complete!

The Canteen Scene took the longest by far! I have been working on it for 2 to 3 hours! (I lost track of time!) But there is a good reason for it! It contains by far the most amount of dialoge and movement than all of the other scenes combined!

Here is an image of the background for the canteen scene! Screenshot_156.png Now I just need to add the next scenes!

(By the way, I also added some more funny parts! Just to swetten the taste a little bit! pun intended!)

How to use the nav computer

- Put me down, Dave
- I'll put you down for good, you rusty bucket of bolts!

gameplay_2breach.gif

Our cool blog posts guy is sleeping, so no cool blog posts for you till tomorrow. <3

I'm in ld39

I started late. Here's my progress after 5 hours. It's a hybrid endless runner/idle clicker with upgrades

Done for today

I actually didn't want to participate but changed my mind and spent a few hours on a shoot'em up. You get energy for hitting enemies and loose energy over time if you don't shoot anything. The more energy you have, the faster you shoot and the faster the scrolling/game goes. Energy will also be consumed by the use of special weapons :smile:

shmup.jpg

I hope you are all having fun :heart:

Spawn Animation

Art almost done. Now I just have to program the damn thing. I'm thinking that at this speed, finishing for the compo is not possible.spawn.gif

Day one

Here's a first gif of our space shooter game! @natwomb, @kungkras, @reax, @stcky, and @daniel-olsson have been battling all day with the flashy graphics and movements. The results looks promising!

v1.3.gif

Sprint 4 finished!

It's turning into an actual game with puzzles and abilities and stuff.

So far, a robot can jump, self destruct to destroy blocks, shot down to function as a platform, and stick to the wall with a spike to make help the robots that come after him.

spike.gif

Next sprint is going to be an art sprint. I'm getting tired of looking at my placeholder art.

Sneak peek #2 Proof of concept

Things are coming along nicely!Preview_level3.gif (Animations are placeholders atm, will refine them later)

Well let's see if I can finish this!

Estoy vivo aún!!! I still alive! For a First time LD-JAM I made a lot of progress. I need a few more art to show progress maybe after the first 24hrs.

I need another coffee! Running out of power! :coffee:

Firekeeper - Day 1

Just a little WIP shot directly from the editor. firekeeperwip.png The basic mechanics are done and hopefully no more additional 3D modelling or sound-stuff will pop up. Tomorrow I'll just have to polish stuff up, add some nice texts and icons and then ship it. I hope it all will result in a noteworthy 2-minute experience for you guys ;)

Day 1 Done

So we are 3 guys working on our first entry together, and we've decided to create a story driven strategy card game where you play a king that's struggling to control his kingdom.

It's actually going pretty well so far. Besides our insanely ridiculous temp graphics, we spent our day laying the bases for characters with random faces, stats, traits and desires that will all affect the gameplay. We also have basic UI working, and so far it seams like the difficult part is behind us.

This is how it looks right now: Capture.PNG

I know, it's terrible. But it's functional - all the character cards are drag&drop-able, and cities are clickable. You have stat pages for characters, where you can drop action cards: Capture1.PNG

and for cities, where you can drop in a mayor card: Capture2.PNG

Overall, we are pretty happy. The faces and names are all randomized, and so are all the stats and traits, but in a clever way - a psychopath trait, for example, will result in other negative traits and a very bad desire.

Let's see how we go with the actual gameplay development tomorrow...

Halfway there?

Well, I had a pretty great break earlier today that included boating, wakeboarding, and tubing.

20170729_130705.jpg

Since then it's been back to work. I'm pretty happy with where I am after day 1. I've followed my goal of having a working prototype early on and was even able to test it on my phone with my friends on the boat. Armed with their feedback, I've made some adjustments and forged onwards. After one or two more level concepts I'll dive into the visual design before swinging back to see how I feel about the music I threw together earlier.

It's definitely time for me to start watching feature creep and cutting out things that I won't have done by the compo's end so I can have as polished a result as possible.

Best of luck everyone!

LD39 Blog #3: Needs More Thrusters!

Well, I now have a build screen as well as thrusters that affect your movement speed!

screengif.gif

Also, not shown, but ships parts have health now. I'm getting a little worried about time, and I might have to enter as a jam game if I don't finish by the deadline.

First Day of my First LD down...

So this is my first Ludum Dare, so far things are going ok...

Got the basic UI up and running, a little card flipping / resource management thing. Not pictured (because it occupies the same space as the "click the cards..." text) - the build / scrap powerplant menu. Also, I'm not happy with literally ALL the graphics. Except the water (1) and coal (3) powerplants - those are ok. Card backs are basic but reasonable, will give them a polish later. UI Complete.PNG

Last minutes of first day... Here's my 1st Day/1st Compo recap.

Well, my first LD and its first day nears its end. I have 90% of whole game logic done, with quite playable build I would say.

If you want, you can try it here: https://uzyfeo.github.io/

Controls are as simple as the games aesthetics right now: Left/Right Arrows - movement Space - jump

Goal is (or better said will be...) to get as far as possible. You will run out of power so you need to pick up every battery you encounter (this part is not yet implemented...). Game gets harder by every second passing - more obstacles spawning and higher velocities to overcome (first part is kind of there, there's just nothing to control it, second one is fully implemented). Every playthrough is different, as everything is generated procedurally.

It is surely no GOTY material, but I think it is not as bad as it could have been so this keeps me kind of up I guess :P

Anyway, tomorrow morning, I'll give myself 1-2h to finish rest of game logic (sound system, main menu, ui, some fixing). I think it should be fairly manageable, I have everything written down so I'll be just going "by the script" :P

After that, aesthetic side comes in, on which I want to spare most of the day.

Around end of the compo, I'm planning on some final polishing and bug fixing.

Well, in retrospective, I have really a lot more then time I could have ever imagined, but that's maybe just an illusion :D

24 Hours

The jam is 1/3 finished, so i decided to run a progress report for my game. I haven't posted anything about my game yet, but the logic is quite interesting. I plan to make my game take place in a computer running out of power, and then puzzles must be solved in order to turn back on the power, and win.
Here's a screenshot of the main screen featuring one of the mathematical puzzles.
^E904ED81162189851301B688F82E80923798A4E1C25FF8AD87^pimgpshemfullsize/emdistr.jpg

Scheduling...

I thought it would be interesting to share my Day One plan for the jam...

Day One (Plan)

10-11: Brainstorm

11-12: Setup project

12-14: Initial prototype

14-15: Prototype review

15-17: Art mockup

17-19: Apply first pass assets to prototype

19-20: Art pass review

20-22: Art polish

22-24: Plans to expand scope/nice to have stuff

I feel like it was a noble attempt, and I wasn't far off. I just didn't realise how much of a time sink AI would be. Here's what actually happened...

Day One (Actual)

10-11: Brainstorm

11-12: Setup project

12-17: Initial prototype

17-18: Prototype review

18-19: Art mockup

19-24 Apply first pass assets to prototype

...

So yeah, the art isn't even all first pass yet. However, I'm way ahead on audio now. So that's something. My next post should be sharing a video of the build so far.

Thanks for reading and remember, you can follow my progress on Twitter: @SeanNoonan

Snapshot

24 Hours in! Here's a screen shot for the masses to see (or scroll past, up to you!)

Screen Shot 2017-07-29 at 21.02.27.png

End of day 1

Now that the first 24 hours are over, I will describe my game in detail!

So, you are this weird looking triangle and you have to kill monsters. Right now there are two monsters and they drop 3 different items: recharge, max energy up and damage up!

Every action drains energy from that triangle thing. The energy can be recharged with one of the drops.

This is how it looks right now: version2.gif

Progress of the first Day

Well, I managed to make 4 scenes, fully animated, with all the dialoge I want and I even polished them! The music is still absent though, so that might be for the next day...

I've made a short GIF showing the event timeline, and all the possible routes available right now! First Day's Event Timeline.gif I think that significant progress was made today! Good luck with your jams as well! :smile:

(Also, for anyone new to this project that's wondering what is going on here, I've got no clue! Some random candy decided to invade my game, and now, this happened...!)

A 'Functional' Console

I've implemented a thing that's supposed to be some kind of console? The menu items don't do anything yet but going to the terminal will open the menu and movement is disabled while the console is open. ~~The only problem is what to do next...~~ console-0.gif

Day 1 Progress

e48a60a0-064e-4bd9-9550-c977791aff62.png Today, I wrote the graphics code and the back-end for my game. It takes programmer art to a whole new level, where everything you see is made with code. There are no image files. The game will be similar to the power system in Factorio, but a lot simpler. The objective of the game is to not run out of power (You guessed it.) I wrote the entire thing in JavaScript and HTML, using the canvas. I don't have a title yet, sadly. I'm working on it.

Start of Day 2

My game is called Low Power, it's an rts/tower defence about running out of resources against a hungry horde of tofu.

rts.png

http://i.imgur.com/MpEgl0I.png

http://i.imgur.com/LrNVBPG.png

http://i.imgur.com/OagRqac.png

I'm streaming development on twitch, stream restarts in 15 min or so.

https://www.twitch.tv/empty5013

Gonna be developing all today hopefully, I have work monday so this is basically my deadline (though I'll have time monday night to polish/bugfix)

Feature complete within 12 hours? No problem.

Time for sleep!

It's 3:14 pm where i live, so i have to have some sleep! Good luck to everyone!