LD 39 July 28–31, 2017

Tile engine and mouse/touchscreen input

I'm working on a top-down puzzle with an electic grapple beam that loses some range every time you use it to pull you in. I'm building this in HTML5 and raw Javascript and I just finished building a tile engine that imports a map I made in Tiled. That's the first 24 hours, and soon I'll make the character, grapple mechanic, and collectibles.

You can try this build here. This will be my first ever game that works on mobile phones, so I tried to get touchscreen input working too.

ld39wip1.png

Broken keys and tripped breakers! Oh My!

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This gets quite hard quite fast! Would appreciate any feedback!

(click the broken keys and switches to fix them)

http://www.cudascubby.com/ld39/

Slowbot - Day One

Slowbot gameplay video

https://www.youtube.com/watch?v=0yrkIMSbvbo

Progress wahoo!

Getting pretty far with the main character at least ! Got a bunch of rest the first night after coming up with the idea so hopefully we can power through the rest of this thing!

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got a bunch of rest the first night after coming up with the idea so hopefully we can power through the rest of this thing! You can follow updates on twitter . Or there's been a stream of our pixel art on twitch !

Skubot Update

I had a gif to show but for some reason the site wouldn't let me upload it. Don't look like much but here are some screenshots "Poot's" AI is almost complete and player controls are almost done. Unfortunately, I still got a loooong way to go. Stay Tuned!

SCem04.PNGSC/em03.PNG

10hrs and 30 mins, finally got an enemy

Yikes there's only 23 minutes left and I haven't started coding D: https://twitter.com/LatteDrift/status/891475069574291456 MissionCritical-Animation-Enemy-1.gif

Progress on the PandaBot

So I finished the character controller and give him his enhanced jumping ablity and laser. I also did a quick model for an idea for the platform. I just really need to set dress it and finish the enemys. I also created a loopable track for the map. d('.'d)

PandaMovementemGif2.gif Here's the link to the video: https://www.dropbox.com/s/7rspdq4wcc5rg2m/PandaIntro.mov?dl=0 Here is the link to the track: https://www.dropbox.com/s/t6glnethy19g4rv/PandaLevelBGMusic.mp3?dl=0

World's Worst Segway now "feature complete", with ~24h to go

Well, I'm calling it quits for the night... all the main features are complete, and tomorrow will be spent on polish (music, SFX, main menu, etc.) I'm calling the game "The World's Worst Segway", where you have a Segway that drains battery like mad and you have to recharge it a lot. It's kind of a score attack game where you have to try and deliver packages to the residents of the neighborhood on your trusty segway. But running out of juice or getting smashed by a car (which I got a pretty satisfying animation for now) will permanently drain your max energy, and the requests come quicker as time goes on.

I don't really have the setup or the desire to figure out how to do a gif right now, so I wont post any images here, but yeah, I think all of the core features are now implemented and functional, which I'm happy about :)

I also made some advances on graphics, making my first real set of 3D models and particle effects, and they are coming out, for me, pretty OK (but pretty bad overall... meh, programmer art). So despite the outcome of this, I will be pleased with this Ludum Dare.

Still coming along

My Brother is in the midst of creating a scripting engine and I'm churning out the artwork.

Dictator.png Soldier.png chemical plant.png statue.png

Once done we'll come together and start cranking out event "cards".

Finally something that resembles gameplay

So it has been a really short day one (only started really at 7PM), but have managed to get a little bit of art and a little bit of gameplay in. Still quite a few features to go in so it can be classed as a playable game from start to finish, but this gif should give you an idea of half of the gameplay :) firstgameplay2.gif

End of the first day

Really pleased with how the game is starting to look. Hopefully I will have enough time to add some gameplay.

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Go to sleep

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Progress Update #2!

So the game is finished essentially! Just a few odds and ends to tie together and I think it's a wrap!

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If you wanna check in more closely with the progress check out my BLOG!

Get a Move On

The tile generation system and player movement are complete, along with a little bit of tweening to make it juicy! The movement is grid-based; the player can move in the cardinal directions, turn in place, and strafe.

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Persistence

This is clearly a problem for me.

Less than 24 hours and I'm starting a new project. Oh dear.

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Day 1 Progress

I didn't get started until quite late today, but things are beginning to come together now. Calling it a night as it's approaching 4am here.

I'm working on something with gameplay inspired by Night Shift, but aesthetics and narrative inspired by Robo Rally, Wall-E, and the security robot that fell into a fountain last week.

Gameplay is a bit lacking at the moment, but I have working player sprite, power meter and conveyer belts. I'm reasonably happy with the graphics too considering my lack of artistic ability...

Screenshot 2017-07-30 03.24.31.png

Day 2 Status (1+ hrs)

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Steady progress ahead! Since the last status I was able to nail down basic lap/race rules. This included the ability to count each lap that the player finishes as well as regulations to prevent them from just backing up and crossing the finish line. Also the race will end after a determined number of laps. On top of those rules a simple AI system was added to provide some competition to the player during a race.

Even if I struggle to complete too much else with the last half of the event, I'll feel pretty proud of the billboarding algorithm and basic path-finding I was able to knockout today. Both are very crude, but for a first attempt at the problems and under these time constants I'm happy :nerd:.

Well I think I'm going to pick up the rest tomorrow. I'm aiming to add a solar energy system to the engine mechanics and add some polish to the player control and AI interesting factor. Might add a simple slash screen for a menu, but I'm not going to spend as much time on a menu as I did during my first event last time.

Good night everyone, catch you in the morning!

LD39 - Status After 24 Hours

Twenty-four hours in and I do have a playable game. The game is currently untitled, but the object is to stay alive by adding fuel to the generator so that the shield spheres can destroy the alien ships. If you run out of fuel, or if you hit the shield spheres or enemies, the game is over.

The rest of this evening is to tweak, add some nice effects, maybe revisit some of the 3D models. Tomorrow comes sound, music, title screen, and more tweaking of game play.

https://www.youtube.com/watch?v=rl3ZLEUtAC8

26 Hours In.

Well it's been 26 hours since the commencement of the summer Ludum Dare, and I have next to nothing done. Time is not on my side this LD. Hopefully will get more done tomorrow.

The scedule of Day 1

So this is my scedule! Don't try to atemt it unless you're a bat! (or just don't need so much sleep)

6 hours awake before the jam

11 hours programming/art making/updating the LD page

5 hours of sleeping (My eyes were burning at that point!)

9 hours of programming

20min of eating (I skiped lunch)

10min bathroom break (probably less)

In other words, don't try it. It is only good if you're super-energized! (I don't like coffe so I had none of that by the way!)

That sure is an achivement for me!

Status Update

Good progress but running out of the time i have left! eek! check out these epic gifs though! warlock1.gif warlock4.gif warlock2.gif warlock3.gif

nightowl

oh gods, it's 5am and i've spent like 3 hours messin with tiny details and sin pulsating.

this is so much fun though

After the first 24 hours. Where I stand and What's Next.

First of all, let me just say that Ludum Dare has been a blast. I've enjoyed not only making my own game faster than I've ever made one before (the last game I made took 4 months to complete and was much worse than this one). After just 24 hours, I'm almost done! With 22 hours left to go at the time of this post I'm fully prepared to have an amazing game to submit tomorrow night!

It's also been amazing watching everyone else's progress. I've seen some amazing projects both here and on Discord and I can't wait to play them. Whenever I'm not working on my game I've either on here or on Discord looking at everyone else's progress.

At this point I already have a very playable and fairly polished game that I'd possibly be ready for release. That's where you come in. If you're able to I'd love if you could download the most recent build of my game and find bugs, give feedback, or feature suggestions. Download Link

Tomorrow I'll try to implement as much suggestions as I can to make something that's truly amazing. I also want to polish up the graphics and sound design a bit.

This community is amazing and I can't wait to see what games everyone made and I'll be sure to play and rate as many as I can!

If you want the source code for my game is available on Github

GL on this final day!

~ Exedo

Sleep!

Yea! First Ludum Dare and it works really good :) Here is what ive got so far:

http://gph.is/2uJswN9

Its a little Beat'em Up, with focus on changeing your form, when "Power" is high or low.

But now I need to sleeeeeeeeep !

Unnamed tree game - 24 hs later

In 24 hours i went from this:

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To this:

firstpart.gif secondpart.gif

After 24 hours of work i have almost all of the gameplay elements finished! I think i'll implement some rain mechanics , but the game still needs a lot of balancing.

I haven't have time to come up with a name, any suggestions?

If any of you guys are really interested, here's my Twitter.

Bees

Queen bees trying to get rid of a crown to avoid an angry mob of bees.

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Patient Out Of Time - Update 2

Continuing to develop the hopeless adventure of this poor doctor in a wasteland at the end of the world, desperately battling an army of machines in the desert to harvest their batteries and keep the last patient's life support running a while longer.ldjam39-2.gif.gif

But Seriously, How Do We Fix This?

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We have a floor-layer door tile, then the door. Then we have the player-layer, which is on top of both of those. On top of that, there is the door-arch layer. This gives the effect of actually walking through the door. Buuuuuuut if you walk over to the edge of a door, your head/hand pops through. Any ideas how to fix it?

Evolution of Recharged

In the past 24 hours my game's graphics have improved immensely. Firstly we have:

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While the graphics aren't terrible. They're extremely rudimentary. They almost look like something from the Atari 2600. I'm not dissing the retro-ish graphics in any way, I can do better. The first part was improving the god-awful player sprite and batteries (the batteries look more like watter bottles ffs).

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Our updated player and batteries look much better. Our player looks more like a robot and less like a meaningless rectangle and our batteries look like, well, batteries!

But something was still bugging me about the map, so I updated my tileset. The first idea I had was a tiled floor which I did with a grid.

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What was I thinking. With a grid it looked terrible. This won't do at all. Readers with a keen eye may have also noticed the font of the HUD changed. I changed it from LibGDX's default Arial to Roboto, a font I like a lot better and just looks nicer than Arial. However that map is just hideous.

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So we bring ourselves to the latest graphics. The grid is gone and replaced with a solid floor. In the end I went from wanting to change my tileset entirely to changing it only slightly (really only changed the floor color and added the black in the corners to accent the walls), but yet it looks so much better than the previous placeholder graphics. I'm fairly pleased with these graphics and the batteries, player, and map look so much better than I thought they would. Tomorrow I'll probably polish up the textures to really push them over the edge and make the beautiful.

Hamster pathfinding in a powerless world

Look out this hamster's on the move! :hamster:

Pathfinding!!!

Don't understand why? Think the hamster kind of looks like poop? Feel free to be confused with me at https://twitch.tv/defectivemelon

Basic Gameplay Finished

Basic gameplayer is finally finished! We're going for a sidescrolling combat game. You play as a powerful mage, but if you run out of mana you'll easily be overcome.

Gameplay: https://gfycat.com/DisfiguredAstonishingGalapagoshawk

We've got a ton to do tomorrow, mostly new enemy types and level design. Luckily, I used an entity component system this time around, so they're relatively easy to program. Art and sound may be the issue.

Scope too large?

Wrapping up day 1 and I am pretty sure my scope for the game is bigger than I can accomplish in 48 hours. My game is a little too mechanics and AI heavy as it stands right now. Oh well, lesson learned. We'll see if tomorrow morning I can add some fun mechanics or something to it.

Optimization :(

Game is almost complete but nowhere near playable because of frame-rate issues. Hopefully I'll be able to finish.

LD 39

I’ll have to opt out of this Ludum Dare since I only knew about it just today. Plus, I’m too busy on other projects and I haven’t gotten any ideas up yet.

Sorry about that.

Good luck to everyone who’s participating! Hope your projects turn out well!

Progressssssssssss #4

Some music! :D made in flStudio

https://soundcloud.com/geeeron/ludum-dare-39

Tutorial level

Done a short tutorial level tut.gif

More Progress

There is now a level select, though who knows if I'll finish all 7 levels levelselect.png

And a shot of the second level level2.png

Making Progress

Here's what I have so far, after working last night and a good bit of today. Graphics are a bit wonky, but I think the concept is cool.

https://gfycat.com/LegitimateWellinformedBluefintuna

Progress report (#3)

Wrapping up for the night! It's 5 to midnight! :sleeping:

I'm actually pretty happy with my progress today, in the next 1 day, 20 hours and 58 minutes left, I might just have the best game I've ever completed! (By sheer technicality of the fact that I'll be the only game I've ever completed, but that's good enough for me! Your prize is your product!)

I've got tile rendering, power ups, projectiles, a system for storing level data, and the beginnings of a combat and enemy system! I haven't got any cool screenshots though, so have this sprite sheet instead.

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(It's like a sneak peek! But not as cool...)

Suddenly, a vaporwave head

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just when I thought this game couldn't get any more bizarre

Done for the night

Alright, just one more day to work on this! The core gameplay loop is now working, with infinite waves where the baddies get stronger and more frequent and you need more energy, etc. Now I'm working on a shop to hopefully make these waves more and more possible!

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Right now it'll just go forever, especially considering there's no lose state. Should I add a final wave? What should happen afterwards? idk, we'll see if I have time to deal with that tomorrow. I've still got to implement the shop items, and add some more enemy types.

What is sleep

Message in title

Satisfied for now

It was a very long day. Normally I have all the graphics for my game done before I start code but this time I decided to go a different route. I used placeholder graphics instead. I got all of the mechanics into the game that I wanted to and I even worked on some of the effects as well.

Now it's time to work on art and some other missing effects along with sound, music and a few missing screens. But I will leave that all for tomorrow. I'm beat! No pics as not much has really changed. Well I do now have a background and a cool starfield effect. Anyways I'm too tired to post a pic right now. I'm going to bed, night all! I'll post some pics tomorrow.

Mech Battle Game

We might have went a little overboard for our first Ludum Dare but we've been working hard on building up the base systems and blocking out our level for our 1 vs. 1 mech battle game where your health is tied to your mechs power and abilities. Working in Unity, Perforce, Photoshop and Spine! purpmech.png divekick.gif Level.PNG

I'm in (5th time is the charm!)

Yet again, I'm in this thing and ready to go!

Just hope to finish a game this time (lol!!)

What happens when your map runs out of power? I'm going to try to make a game that finds out...here we go!

WooHoo!

Done for tonight

Made a lot of progress today - the game is nearly complete. Tomorrow, I will be adding graphics and a soundtrack. Here's a little sneak peek:

https://video.twimg.com/tweet_video/DF9MwjBW0AEW3-S.mp4

Co-op Progress!

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Have fully functioning Co-op for our light and dark based game!

Rejoining a Ludum Dare

Last time I joined a game dev jam, I usually quit halfway due to not having enough time, unable to come up with idea, procrastination, or all three. But this time, I wanted to make sure I went into this jam with a proper idea and that I will finish it to completion. So I spent most of today creating scripts as the mechanics and leave the artwork for tomorrow. And finalizing it by Monday.

So a quick blurb on the game I am making is it will be a top-down 2D game where you have to fight off small hordes of ghosts while collecting energy to keep your bunker running.

More info tomorrow.

2nd day starts

yesterday we(me, Derp and Brizzle) started working on our game called Nuke watcher here's what we have done progress.png

Narrative Game!

What up Ludum Dare people. My game is going to be a topdown non-linear narrative game where you explore someone's old phone and read their old emails and messages before you run out of battery juicescreenshott.png

I'm doing the programming, DigitalFudge did art, and Troisnyx did a ballin song and everyone needs to check it out! http://www.newgrounds.com/audio/listen/757870

I'm using HaxeFlixel, OgmoEditor, and OpenToonz. All great stuff that I do recommend.

The reason I hate working on Hud

Well , Finished Working on HealthBar Hud, And the reason i hate working on Hud is because i can't prevent myself from polishing it to the maximum , making a Wonderfull hud for a far to be done game ...

LD39 Hud finished.gif

Now i'll head to adding some number over ennemy when hit AND THEN the AI stuff (fun start now !) Then I'll have very little time left for Assets creation

Don't think i'll have time to prorerly add Item , but well , not the priority for now

Time for sleep

I am very happy with the progress I made today! I kept my scope small and it payed off more than I even imagined it would. when I wake up I should have plenty of time to get a cutscene done. Then anything else I add is just bonus.

Sprint 5 Finished!

Did some graphics work. The spawn point has graphics and effects when you enter and leave it. appear.gif disappear.gif

You can jump up and down. jumping.gif

You can make out the crappy tileset I put in. There are other graphics changes too. State transitions and all that jazz. I've got one bug that I've spent hours on and it is driving me crazy. But I'm pushing on!

So far so good :)

I've managed to make a lot of progress during the first day. It seems that I might make it after all.

Here're a couple of pics:

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Screen Shot 2017-07-30 at 1.38.22 AM.png

Going to bed now. See you tomorrow

Enemies can fight you now!

I think I might just make the deadline! Made tons of progress in the first day and change. ow.gif

Worldbuilding!

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Even a little arcade style game like this could use a little of it!

Progress: Thunderstorm and lightning (Working title)

Some progress!

After ruling out a few other ideas I had (power grid management, decaying empires or a couple of more conventional mechanics), I decided to go with a crisis management game inspired by FTL. The key concept right now is...how long can you keep your 21st century, electricity-dependent family happy during a relatively long power outage with the limited supply of a backup generator?

https://www.youtube.com/watch?v=CZmZ-liPxyY

So far I've got the room layout for a single level (I'd like to be able to have more, but I need to improve the workflow and I still need to get the core gameplay),together with power management.

Besides, I also have the main logic for path traversal ready, but it's a bit too late right now (or early :sweat_smile:) to start implementing character movement and needs. That, and interaction, will be the focus for tomorrow.

I still hope I can submit for the compo, but I want to have a relatively enjoyable experience, so if find myself in a rush tomorrow evening I might consider switching to the Jam for the first time since I started participating :S

Any artists want to make a small roguelike tile set for the jam?

PoweRL is a pocket-sized roguelike about not running out of power before the end of the game, and also shooting things. It needs about ten simple sprites and some UI love. I've already got a soundtrack and nice non-bfxr sound effects, so you'll be part of something relatively polished.

I'm putting it in the compo with the Unicode graphics, but a jam version would be great.

This game will be Mac and iOS only.

If that appeals to you, get in touch! steve@steveasleep.com

Screenshot 2017-07-29 22.03.28.png

LD39 - Day 2 - Ministry of Synthesis

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Particle effects including dust when walking/jumping and opening doors, and sparks when connecting cables. Background ambience Walking, jumping animations (3 frames all up but it makes a big difference).

Levels now connect up, but I still need a nice scene transition. Still need to make all the levels! Why do I always leave that so late?

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Heading down

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This little guy was firing from the wrong cylinders. I'm sorting out little details and bugs then on to making levels after dinner (fingers crossed). Hope your games are coming along OK out there. I've been fighting my tools much more this time than last, but I'm getting there.

Gotta clutch this deadline.

Boy, I spent the first day on nothing but programming the player character and adding aesthetics. It was worth it, though, I think my game's lookin' beautiful. I'd take a screenshot right now, but I have the hiccups and cannot hold this dang phone firmly enough! Well, all I have to add now are enemies, a boss, levels, sound eff- man, I have a lot on my plate. When's the deadline again?

Yep. I Definitely Did Stay Up Too Late

Apparently peer pressure makes me do weird things like stay up too late. :grin:

But it's ok. I made progress today. It's been a while since I've made a 3D game and I've been enjoying it. I'm afraid my game may end up being an exercise in moon logic, but it should work, which is comforting to know.

Most of the mechanics are in place (one or two more obstacles to program) and I should be able to hit level design tomorrow. Unfortunately, asset polishing (i.e. not programmer art) is also relegated to tomorrow, so we'll see how that goes (if it happens at all).

Here's an obligatory screenshot. Have a good night!

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Progress and to do list in the 2nd day !!!

I made a dialogue system !!! And you can see the decoration has changed also !!! I also made two other types enemies ! I made the main menu also and the sounds !!! giphy (1).gif * To do : * * Make a fast enemy with low health. * PUBLISH THE GAME !!!

* GOOD LUCK EVERYONE !!!! *

Electric Energy Tycoon: GUI WIP

Working on the GUI right now, soon I will post some gameplay. Almost 2AM here but I'm not sleepy at all. Let's keep jamming people.

eet.png

Very good progress for tonight. Signing off.

I'd say this is a very good amount of progress made for tonight. Core gameplay is done, finishing up story and level design tomorrow. May even try to get some dialogue boxes in there if I can, lol.Basic Gameplay 2.png

Too Much to Do!

Whelp. I tried to keep my scope limited. I really did. But I think I may have overshot. Going to do everything I can to make this game happen though!. Wish me luck!

I've got a lot of the core mechanics in the game but I'm not finding it fun enough right now. It needs more. And it needs to be better!

I spent some time working on the music for the game today and I wish it came out a little better. It feels a bit dark for the game I've been making. Oh well I can always tweak it!

Reminder: I'm streaming a lot of the development for this game on Twitch right now! https://www.twitch.tv/seanw265/ Come hang out with me!

And here's a gif of what I spent the last little while on: DifferentBuildings.gif

Complete Chaos

Unfortunately I have work this weekend, all 4 days the jam is on. I'm driving myself crazy trying to make this work. Accidentally deleted 2 hours worth of work last night, but things look like they'll be ok for now. A lot of work ahead, I'll try to keep you guys posted! :D

19 Hours to go. Balance seems good

Capture.JPG

Happy with what I have so far. I look forward to finishing things up tomorrow. Got maybe 4 or 5 more art assets to make, and then maybe some music

How to find the motivation?

After the theme was posted I came up with an idea for a silly pun interpretation of it, and a fully-formed game popped into my head. But I'm having some serious motivation problems and can't bring myself to actually write any code or make any sprites. Maybe I'll just add this to the ever-growing pile of game ideas I have, except that I don't think the game itself is valuable as anything but a joke on the theme.

Maybe that's the problem.

Scene 5 is now done!

I just added the fifth scene, which ties up all of the diferent options and takes them to one line again! This is espacially good, becuase if it were to keep going I'd have to create 10 paths for one scene, or 10 scenes for just one!

Some extra dialoge may still be needed but it will be easier than creating 10 times that amount! Time is really starting to close up on me and I haven't even made it half way!

Either I need to cut some scenes I was thinking about adding or close it sooner. Or even have less path changing choices!

Anyway, the new scene takes place on the Candy Corns, where the dialoge is different if you picked "truth" or "excuse", and there is a whole new scene if you picked "play it cool" when you first encountered officer Lollipop.

I just need to polish the Candy Corn eyes. Make them change accordingly when the text changes. Other than that it is done!

Here is an image from the "play it cool" path: Screenshot_160.png

Pirates, Airships, and Disintegration!

Finished the core of the game! ^_^

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Sadly, the computer I'm working with doesn't have enough RAM to record that much in the normal resolution. >.>

It'd be great if someone could give me some feedback!

.....

.....

Textures! More Juice!

Now there are some real textures in the game! Each cell in the world grid can have its own floor, ceiling, and wall textures, independent of other cells. I've also added a little bit more juice in the camera movement, to give it a sense of physicality!

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Worst sleep ever, how's everyone?

7 Hours of sleep? More like 5, I couldn't stop thinking about flaws in the game which kept me awake, ugh, my eyes look like I've just puffed a heep of weed, ahaha.

How's everyone doing?!

Progress blog

As planned, I woke up early on Saturday and looked into a theme.

Chewed on some Ideas, came up with a somewhat unusual one and went on creating assets in Blender. After spending circa 7 hours modelling, I ended up with a decent Table model, bearable model for chair back (the rest of the chair would've been hidden by table anyway) and a... humanoid(?) model... well... It was just an upper half of humanoid anyway.

Couple of last two hours were spent trying to rig this abomination to let me position the arms and hands. And I did make a half-decent rig (Woot!) and then I realized that half a day is passed, and I still haven't even started implementing any game logic, and I am not even done with the humanoid yet as now I need to do animations and... I basically overscoped on the graphical asset side. Terribly.

So at 16:00 I took a decision to cut my loses and try making another game. ((BTW. If anyone is curious, you can check the assets I created In this archived blender file

Which bumped me back to square one. I needed a new concept. Something simple. And that would require low graphical asset work.

Curiosly enough - the Idea came after some struggle. That idea wouldn't offer much in a way of replayability or length... So I wouldn't bet on it being a succesful commercial game. Essentially that is a variation of a known puzzle, turned into a videogame. But that hopefully voild make an intersting 5 minutes experience for the player and that is essentially what we are aiming for.

So I started hacking at it. Once again - following my plan - I started with creating visals assets, which were just a bunch of sprites. Then I went into coding, and... By 22:00 I had core mechanic of the game set up. Bu 1am I made a first build that would run the entire puzzle (and I tested it a few times to make sure that the solution I designed for is in fact achievable).

So... Despite the fiasco with the first idea and half a day wasted on largely entertaining, but not utilizable playing with riging humanoid arms ((Damn you, Blender, for putting IK over Rotation limiters in bone constraints!!! Why do you have to make it so hard to make a rig that would not spaggetify the human!)) I made some good progress and now with a whole work day ahead I have a playable game that only needs polish.

Oh... And with all this hustle, I totally forgot to set up the cloning between my Repo and local Assets folder. Now I will have to do some dark woodoo magic (i.e. Move contents of Assets folder, set up the cloning with an empty folder, and then paste the contents back in) in order to make it work.

So... Things that are done: -The Game.

Thing that needs to be done: - Repository (for source code) - Supplementary texts, manuals... Basically something to explayin rules of the puzzle. - Sounds (at least some effects for player interaction, but ideally some backgound music as well.. currently the game is mute as a mime...:smile: ) - Better visuals? I am not the best pixelartist... So there are ways to improve my sprites. Maybe I should look into this if I have time.

Making Progress

Music finished, character models complete and base game play accomplished. Still working on sound effects, level design, character animations, screen implementation and UI. I'm super excited, it's all starting to come together. The finish line is in sight!!

Here's a sneak peek at what it'll look like! LD39emLittleDude.png LD39/emSceneemScreen/emShot.jpg

Progress #5

This is all for today, i'm gonna sleep

gif5.gif

Level 3 completed and a "cut scene"

The word cutscene is used very loosely. Basically, after completing a level, there's a small animation as the next level unlocks.

https://www.youtube.com/watch?v=02XQVOA25Zs&feature=youtu.be

And below is a sneak peak of level 3. It's sorta a difficulty spike from the previous two levels. May need some balancing, but it's definitely winnable.

level3.png

And alas, I'm running on three hours sleep as it is and have another long day of work ahead of me. Gonna try to wake up an extra hour early, get some drawing in before work. And then stay up as late as I need to tomorrow night to get it done. Unfortunately, I am working past the final submission time on Monday, so I've gotta get this thing done by monday morning.

It begins to take form.

After hours of work, the game is beginning to take form :)

There is still much to do but our Mahou Shoujo Shoot’em up is going fine.

We shall see if we manage to give birth to a new heroin!

Capturar.JPG 20170730em013404.jpg 20170730/em013426.jpg

The Sourcerer is late for the party

...but world of Zea still needs to be saved.. One puzzle at the time. And he was born to do it!

https://ldjam.com/events/ludum-dare/39/the-sourcerer

Second ludum dare here I come!!!!!

Well 4h sleep is the best sleep I guess...

I wanted to sleep for like 7h at least but my mum woke me up early this morning... Well, let's try to work I think!

If it won't go well, I take a small nap on top after lunch I think :P