LD 39 July 28–31, 2017

Day 2 Status (1+ hrs)

race.gif

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:

tree.gif

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.

bee002.gif

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?

help.png

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.

f130a75b119a88e3faf9e506eb7260f9.png

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.