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

Screen1_EarlyDev.PNG

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!

LDJam39-1.png

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