Sneak peek #2 Proof of concept
Things are coming along nicely!
(Animations are placeholders atm, will refine them later)
Things are coming along nicely!
(Animations are placeholders atm, will refine them later)
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:

Just a little WIP shot directly from the editor.
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 ;)

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:

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:

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

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

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

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.
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.

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
Animating Pixel art is hard work. I don't know if I deserve some (and sleep till tomorrow 4) or to push through.


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.

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

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:

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!
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...!)
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...~~

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

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