LD 39 July 28–31, 2017

4 am progress

Whoops, I ended up throwing a character together, rigging it, and started on doing some animations.

http://i.imgur.com/2F7qmuc.gif

Loving the animations glitches, might end up animation features if I don't figure out how to fix it quickly.

I'm in :D

I'm joining the jam this time using Unity and Asset Forge to create models. Progress after 2h: https://video.twimg.com/tweet_video/DF5dGESXoAArOYP.mp4

I may be in I guess. Is this how you do it? confused

Guess I might be joining even though I'm late. At least I have some idea/s. Probably going to be using Love2D even though I haven't touched it in ages, try out that Bosca Ceoil, brfx, paint.net/paint tool sai. This website still confuses me. Why is it blog based, whats the point

Finally started coding

We're approx. 4 hours into the jam (started at 09.00 here in sweden, 6 hours after the theme announcement), and I've finally started writing some initial code for the game.

I'm using the phaser HTML5 game lib this time around, I want to be able to give graphics and sound some more love, so using a game lib with good support for what I want to accomplish is really nice.

The game will be Mad Max inspired, you will have gasoline as the main resource, and go through a series of levels to reach your goal which will be a gasoline refinery (just like in mad max 2). You will start out with 6 vehicles, 2 cars, 2 motorbikes and a big-ass truck. They will have their pros and cons which will work better or worse depending on the level you engage. You will be able to loot smaller amounts of gas on the levels, and you will have the choice to scout a level before hand so that you choose the right setup of vehicles to tackle the next level (this also costs gas).

You need to be careful not to spend to much gas, or you'll dry out before reaching the refinery, but you also need to have enough vehicles on a given level to not loose out right on the spot.

Hopefully I can make the mechanics balanced and fun in the end.

Here's the WIP title screen of the game in pixelated glory!

wasteland-survivor01.png

Now into grinding some more code! Cheerioz!

Laaate

Daaamn am 12 hours late, my first jam and i get late ._. god ...

So Far ,so good!

I don't want to spoil anything about my game. Started this morning and I've got a lot of things done.its looking good so far.

Some of the basic features have almost been completed and the complex stuff is what I am just about to get into for this game.

Super excited about this one !!

Here's is an early screenshot: LD39 Snippet.png

Can I use other people libraries in compo?

I know this usually is a big no-no, but love2d doesn't have light functionality built in. I think of using one of these libraries: - https://github.com/matiasah/shadows - https://github.com/tanema/light_world.lua

These libraries also have some shaders built in so I guess I shouldn't use those but light... I mean people using Unity, Godot or whatever have that already so using these libraries seems justified :thinking:

Our ideas

I'm participating with a team and we are stuck on idea selection. The mechanic is about an explorer / survivor who needs to collect energy packs. Possible themes: - Desert (you must run from oasis to oasis before the water runs out) - Steampunk (you have limited amount of steam and must power some kind of engine) - Arctic expedition (you collect coal / heat and must reach to the north pole) - Deep cosmos (you collect energy from deep space station and haave to reach to the target planet)

I'm in

a little late to join the party! i'm in for the jam with a friend with who i worked on the previous LD. we will be using Unity and Photoshop.

Im in :) First LD

Yay, my first LD... and im late. Got the idea and the motivation just need to start :) Wish me luck!

Let's get it started!

bZDcaLsqHZQ.jpgStarted planning and thinking. Ours first LD, little nervous.

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I'm not awake; you're awake!

Ok, ok, you caught me. I've stayed up a goooood four hours past my intended sleep time. BUT, I have one completed level. All mechanics work. I even have a primitive intro to the game.

Fingers crossed, as I have several long dayjob work days ahead of me, but I think I can focus on art and level design now. Ideally I'd like for every level to have its own background, and maybe its own reskins for the obstacles. We'll see how the time goes. I simultaneously feel like I'm reaching too far AND that I'm doing way better than the last jam. Just gonna come down to how the time works out. And no one said backgrounds couldn't be totally abstract or whatever.

Zombies and RVs

zombies.gif

It's been about 8 hours of work and I've got the basics in there. Gameplay is insanely fun! Something about platforming on top of moving RVs and shooting zombies really gets me haha. If you're curious about the way it plays out, think Clustertruck meets Nuclear Throne? That's how it feels to me anyhow.

Here's the tools I'm using too, since I didn't do an IM IN post: - Unity w/ C# - The engine, using c# because it's better than JS :stuckouttongue: - Pyxel Edit - Sprites and anims are done in here, it reminds me a lot of the game maker shortcuts so I love it. - FL Studio - Easiest way to make music on Windows imo - SFXR - Easiest way to cheat my way out of sound effects imo

For funsies here's the concept of the RVs in practice before the zombies, it might show the RV play a little better: convoy.gif

Feel free to follow me on Twitter (@pixelgriffin) for more up-to-date info or to ask any Qs.

Scene 3 semi done!

I just added a path for scene 3! As I said, I want to make it like a tell-tale game would be, so the first option is now done!

I also added the background for it! Here, take a look! Screenshotem144.png I also updated the background for scene 1, make it look more "2d" Screenshot/em145.png

Calling it for now...

I have been up for 16 hours and my eyes are REALLY starting to burn right now. For the shake of my eyes I'll call it here. I'll continue it in some hours... Good luck with your games! At least you won't have to experience burning eyes, even though you want to continue programming! :smile:

Ludum Dare, second attempt

The previous Ludum Dare (which was my first try at it) was a complete letdown for me - I've failed to come up with any decent idea for the theme and I've spent most of the weekend trying too hard to make something - ANYTHING - work, which not surprisingly, didn't work well. Or at all. Well this one hopefully comes out a bit better - at least I have some sort of an idea already and I've started to actually make something working in Unity.

exodusemscreen/em1.png

My game is Exodus: Fleet Commander.

I had the basic idea about making a game similar to FTL, but more focused on managing a fleet of ships, rather than one ship and it's few crewmembers. The bigger scale should allow for some interesting decisions for the player - limited resources, attacks from enemies and managing the fleet should all be part of it. Kind of like Battlestar Galactica, but with a bit less politics and religion. Maybe.

What I've just described is NOT this game, though. That game might at some point come out of this one, but for Ludum Dare it needs to be much more focused.

So, "running out of power". This is something that I can pretty easily imagine being included as part of the bigger game.

Your fleet is pretty much stranded in a remote sector of space with your fuel resources running low. You're the commander, how will you proceed? Will you strip the fuel from the other ships, so your flagship can survive and move on? Will you try to scout for fuel in nearby systems, risking attack from the enemies (and scouting uses fuel too, so you can't do it indefinetly)?

How will your fleet survive?

Good morning day two!

Good morning everyone! Today's work is actually to make up some sprites to make the game actually look like a game. Right now it just looks like a few blocks and a sphere.

Some progress

A bit slow for my liking, but some progress. Decided to go with Haxe Flixel in the end. Off to bed soon.

Screen Shot 2017-07-29 at 9.50.58 PM.png Screen Shot 2017-07-29 at 9.51.11 PM.png