LD21August 19–22, 2011

Time For Bed

Well tonight has gone a bit slower then I would have liked, I dont feel that I have gotten a great deal of stuff done but I have been on and off alot tonight..

 

Either way I have decided on a game type, You will be the little box guy and you have to escape from all the different levels. Their will be AI in it and if they see you then you get caught and have to start again, you can flip the map at any point unless you are falling. If the map is fliped the AI wont fall down with it, they stay wherever they are and will continue their course.

I really wanted to have my lighting engine in this game but it was having some serious issues, ow well I’ll probably thing of something tommorow.

Either way, Midnight here in Australia. Goodnight and good luck all.

http://www.youtube.com/watch?v=U5OW7_tUe9g

 

Chryssalid Escape

First I wanted to do something in the vein of Last Armageddon. Demons, their homeworld ravaged by aliens, have to find keys to a portal in their ruined city and escape to Earth. Magic vs Tech. Dragon Quest style, maybe with a Dangerous Swimsuit in there somewhere.

Then I felt like doing a TBS. As a twist, you play as the Chryssalids who have to escape the Alien Containment, with the X-COM soldiers hunting them down. The Chryssalids are simple “Alien” units with no upgrades or equipment (to code), but they can increase their numbers by infesting soldiers (in close combat). To offset this, the soldiers get more dangerous as the game progresses. The soldiers act more as stupid semi-mobile turrets that you can sneak up on. Perhaps they advance towards the position where they last saw something, allowing you to set traps (or get killed more efficiently).

Chryssalid Escape LD21 by Arne

Chryssalid Escape LD21 by Arne

I was thinking the game should be a single level that has to be traversed, the escape being the hangar/elevator rooms.

Unfortunately, I might need to code some pathfinding stuff, and the line of sight stuff is not trivial either. It requires some clever ray stepping (Digital Differential Analysis?), and something to speed recalculations due to movement up (adding and subtracting in the fog array as unit see and unsee?). I don’t know. On the other hand, a TBS could afford very slow update rates. Right now I just shoot a lot of rays at a high resolution. It obviously doesn’t work that well even though it’s costly.

Right now I’ve got a map class, some simple scrolling/drawing/selecting and brute force LoS. Working in BlitzMax. The engine is still pretty abstract and adaptable. I might switch to a more manageable project or just watch funny youtube videos all day while pondering the more important stuff that I should be doing.

Comments

20. Aug 2011 · 11:58 UTC
Love the concept art at the bottom!

About to begin…

It’s almost 12 hours since the theme announcement and I haven’t started working on the computer yet… I’ve been working on my mind. I got lots of ideas. It’s clear enough now. Let’s begin!!

 

My current dilemma, go or not to the gym? It would take at least 2 hours… I’ll probably just workout from home this time.

A puzzle, finally!

So, here’s how you start, how to get to that box?

Well certainly not past that guard!!

Progress? Yes, some! Got back on the horse after that horrible little wobble in confidence. Now got some cheezy music going on, sound effects, 3 levels and a mechanic! Wow. Look at me go!

In other news, I was really really happy with how that guard sprite came out :)

Comments

Tainted_Code
20. Aug 2011 · 11:56 UTC
Good luck man, looks good :)

And after 12 hours…….

I have an idea, and a pretty bad cave generator. I need to sleep now, but hopefully tomorrow i’ll be able to get a much nicer cave generator running, along with some gameplay. You can see current progress here:

http://clockworkgames.comuv.com/games/ld21/

 

Oyasumi!

Comments

20. Aug 2011 · 12:08 UTC
really nice 😀

The Nameless – Screenshot

(That’s not it’s actual name, but it’ll do for now.)

Simple screenshot. Not much happening. Basically you run from the left to the right, while the Evil Government™ tries to carpet bomb your experimental self. You upgrade existing, and gain new, movement abilities as your progress.

Boom. Time for a break.

Resistance is Futile

I was a bit late starting, and this is my first ‘official’ LD48 so I’d better get a move on.

The idea:

A mashup of Lunar Lander and Gravity Wars, but without landing or wars.

A group of humans that were previously captured by aliens have ESCAPED and are floating in space. Your job as head of human probing is to collect all the humans that escaped.

I’ve no idea how this will go.

Edit:

Using Python and pyglet for now. Probably Pixen and Pixelmater for graphics. I’ll hopefully have a Windows and a Mac build up later with source code for running it on Linux.

UI Design

Just threw together the UI, this picture isn’t quite the latest… …I do actually have a score section XD

UI Design

The design of the UI

Tags: blayze, blayzeing, design, escape, UI

Snack Time

Now you know why I had to have 8 teeth out…

Decided on a design about to get started

I have decided to make a puzzle based game in 2D, using unity3D game engine.

I am also going to use a pack of assets that I have been working on for my unity code blog. It wraps a few things in unity such as input and sound, and has afew component scripts in there, if anyone wants it, heres a link, http://newgamesmell.com/blogfiles/code/NGS_Asset_Pack.unitypackage . there more in there than i have had time to write articles about but there at http://newgamesmell.com if anyones interest.

There we go now that the (using anything done before the start time must be declared) is out of the way, back onto the design of the game….. oooooo.

In true indie honor, the design document is an immense 1 page long, that contains a small mockup and some character designs.

The game is quite simple, you have been abducted by aliens that want to probe you and all the other nasty things everyone knows aliens do. It just so happens that the aliens base is full of teleport pads that go to other rooms and switchs that change where the teleport goes to, isnt that great.

You escape by using the teleports to find your way to the exit.

Im a little, hmmmm, about how this game isnt going to turn out, depends on how well the puzzles are designed. Will find out in about 1day, 12 hours and 4 minutes time. 😀 time to start 😀

First update

After 2 hours this morning all basic stuff is set:

  • flashpunk basic project,
  • moevement,
  • few enemies,
  • walls,
  • life points

Gameplay? Escape from a prison full of monsters!! 😀

Tags: LD #21

Epic Meal Time

Today’s dinner: Bacalao. (Spells differently in Norwegian and English)

Progress so far – physics complete, started working on real graphics

What the physics engine sees

This is the data in the physics engine, drawn using the BEPU physics debug drawer. I’m compressing my tiles into linear batches for the physics, and using a single block for each one.

For the graphics, I’ compressing things further, into a flat list of triangles for each type of tile. Since most levels are more lava than tiles, this should result in a very small number of actual triangles and thus decent performance on even weaker GPU’s.

Demo 1

What’s implemented? Platformer engine. What’s left? Enemies and etc.

http://64pixels.org/t1.jar

Better than nothing…?

Just thought I would post my… progress…

Anyway, about 3 and a half hour’s work and I have…

– Collision

– Camera + Scrolling

– The ability to have more than one level (That chances are, I will not use)

nonsense is Good to Go!

Workstation is in one piece.  The technical on it is more than I’m going to describe here.  No webcam, and time-lapse is out of the question at this point.  But OpenGL’s up and running and I’ve got a game concept to run with.  YEAH!

OpenGL running on nonsense

Time to pull a concept together!

Some Graphics

Going to make a single screen stress platformer action… In the next 12 hours, a minimum 8 of which will be spent sleeping.

Wish me luck.

Added GUI Elements

Here is the newest screen of my game. Game mechanic is working now it’s time to add more features. I am still indecisive if to make fixed levels or randomized. Also my neck starts hurting (7 hours of coding with some breaks) so I think I will have some relaxing time at the balcony.

The new GUI elements are displaying actual food/hunger and hope state.

Tags: pygame, python, screenshot

Game work at a halt…

Because of some problems, my work is at a halt. I have made some basic engine stuff and graphics for player, turrets, and Neurotoxin emitters. The problem is that my “Wonderful” game’s Applet class won’t draw to the screen!

Also, here is the code for any who wants to help/see how i code my Applet.

WARNING: MESSY!!!

package net.petterroea;

import java.applet.Applet;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.FocusEvent;
import java.awt.event.FocusListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;

public class TheBox extends Applet implements Runnable{
Input input;
Screen screen;
boolean running;
Thread thisThread;
Image backBuffer;
public TheBox()
{
thisThread = new Thread(this);
input = new Input(this);
this.setPreferredSize(new Dimension(640, 480));
this.addKeyListener(input);
this.addFocusListener(input);
this.addMouseListener(input);
Media.loadImages();
screen = new MainMenuScreen();
}
@Override
public void start()
{
running = true;
thisThread.run();
}
@Override
public void stop()
{
running = false;
}
@Override
public void run()
{
Graphics realg = null;
Graphics g = null;
while(running)
{
synchronized(this)
{
System.out.println(this.getWidth() + ” ” + this.getHeight());
realg = this.getGraphics();
if(backBuffer == null)
{
backBuffer = createImage(this.getWidth(), this.getHeight());
}
else if(backBuffer.getWidth(null) != this.getWidth() || backBuffer.getHeight(null) != this.getHeight())
{
backBuffer = createImage(this.getWidth(), this.getHeight());

}

g = backBuffer.getGraphics();
screen.tick(g);
realg.drawImage(backBuffer, 0, 0, null);
try {
Thread.sleep(50);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
}

 

(My game IS open source)

I got an idea!

I just started, my project.

Idea:

-The game is a running platformer (really original…)

-The levels are randomly generated

-The main game-play is that you need to switch between two character.

-Each character can stand on only one kind of block.

What is done?

-The level generator.

Back to the drawing board

So my initial idea, which was to make a top down escape from the bring your kid to work at the office style game, is not something I think I can finish in time. I currently had the player, walls (babies)  and enemies (fat kids). Back to the drawing board. I’ll let you know more when I know more.

 

Here’s what I had:

Tags: journal

HTML5 Canvas + 3d + Kinect

After first five hours I have:

  • implemented stupid 3D engine in HTML5 canvas
  • successfully read data from Kinect and displayed them in said 3D engine

Now I need to come up with some gameplay :)

Build 1

First few hours Timelapse

Can anyone tell me how to embed the YouTube player in here, for now… here’s a link:

 

 

 

 

 

 

TO INFINITY AND BEYOND!

Infinite level generator! Without obstacles and variation yet, just going down and right and down… but hey, first time doing something like this and it’s working!
Camera is also working – a bit jumpy, but meh.

Clicky!
A/D or Left/Right to fire Grappling Hooks
You can only fire at visible walls ot close to the border ones
Red line appears when you try to do an impossible shot

Hope you’ve got decent-ish graphics cards :)

Got the bike physics working quite nicely, after turning the friction up to 11.  Enabled bloom, added a smoky background.

A massive volcano has erupted… can you escape the advancing lava (well, I missed out on ‘Advancing wall of doom’ when that was the theme)…

Need to sort the camera out next, it’s not very playable that zoomed in…  but it does show off the bike that I spent far too long drawing, and which now has nicely working suspension…

Made a little logo

So I started making a little crappy logo for my game. This is what happens when someone without any knowledge tries to do graphics:

Crappy logo

By the way, I have a title!

Demonout: the roguesque adventures. It’s the simplest dungeon rpg you will ever see.

I’ll be recording every step in the development.

Damn, i can do this! I WON’T ESCAPE FROM THIS!

Started coding an entry using my .net opengl framework.

Goal of the game is to…ESCAPE

unexpected eh…

will post some screens, footage and more info later this evening.

12 Hours into the Competition

To my great surprise I actually managed to get myself motivated enough to enter my first Ludum Dare. In my game you’re playing a gunman who has to help a group of prisoners escape.

Perhaps not the most creative game but hopefully it’s something I can get finished in time.

Comments

20. Aug 2011 · 12:28 UTC
Looking pretty funky too – lofi art ftw :)
SusanTheCat
20. Aug 2011 · 12:36 UTC
I love that background
ippa
20. Aug 2011 · 12:36 UTC
retrolicious
pmeier747
20. Aug 2011 · 12:41 UTC
Oh wow many thanks for all the comments. 😀

Disaster has struck…

So, yesterday my desktop PC picked pretty much the worst time possible to quit working. I’m stuck typing this on my hand-me-down Macbook, without access to any of the tools I intended to use to make my game. I still intend to see what I can scrounge together on this combination of Ubuntu and OS X Tiger, but Flixel, Famitracker, and PXTone are all Windows-only, as far as I know.

My working title for my intended game is “TIME BOMB SET! ESCAPE IMMEDIATELY!”

Comments

20. Aug 2011 · 12:24 UTC
And by “Flixel” I mean FlashDevelop.
20. Aug 2011 · 12:25 UTC
Good luck, take is as a challenge to try out some new tools!
20. Aug 2011 · 14:18 UTC
Actually, it’s a challenge to see if I can reassemble old tools. I would’ve been using the new tools (Flixel) had my PC not croaked.

Bike bits

Why did I decide to make a game that needed a human character… that’s my golden rule of Ludum Dare… minimal art, and *absolutely no humans, or other hard-to-draw creatures!*

Spent hours now trying to draw this bike and rider…  this will have to do, let’s get back to some code…

 

Comments

20. Aug 2011 · 12:27 UTC
But the art is so pretty! :)

Taking part and getting on with it :)

So I was well annoyed for not taking part back in April due to not having the weekend free. However this time round I’m ready…ish

So I had a nice sleep before waking up to the announced theme (I actually had more sleep than I should have) which seems pretty cool.

Once again as usual I’m going with GM8 to make the game in, perhaps by the next LD I’ll have grown more code skills and can get on with a different program. But for now it’ll do for me!

No images of work in progress yet, plus it’s going to be a pretty simple game anyway, so I hope it all works out.

For now you can see my breakfast, raspberries with vanilla yogurt, yummy!

Tags: foodphoto

Eternal Life – Level Editor

My game is called “Eternal Life”, and it’s going to be a Metroidvania, which means it’s going to need a large, varied level. So an editor was pretty much inevitable.

So here it is! Try not to laugh.

Eternal Life Editor

What fun is a Forest with no Wolf?

Feeling surprisingly refreshed after fewer hours of sleep than I am used to. Before I went to sleep last night, I got my procedurally generated forest adequately to my liking. Now the next step is to add some ACTION!

…and by “action”, of course I mean WOLF!

Comments

20. Aug 2011 · 12:26 UTC
Loving the look, can’t wait to see the finished product!
roboman
07. Jul 2012 · 02:33 UTC
You should release this forest without wolf and etc. We would all learn from it.

Update #1

Well I’m progressing. I’ve got the look that I want. Now it is just a matter of putting in the enemies and all the other goodies. Should be easy … yeah right.

Starting…

I’m in for this weekend, and I’ve started working on my game. Hopefully I can finish this time 😛

I’ll be using CraftyJS (http://craftyjs.com/). Planning to do a turn based game set in some aztec ruins. Grab the treasure and get out!

Progress after approx 12 hours

I don’t yet have the pretty graphics I hoped for, but the physics is nearly finished, which is half the game anyway. The following things work

0) Character moving around the level and aiming FPS style (Thanks to the new release of BEPU physics with its character controller)
1) Floaty enemy who dies when you shoot him enough, and falls to the ground.
2) Physics debug renderer integrated, so I can see everything
3) Level loads from the tiled file format into linear batches of identical tiles
4) Physics side of weapon system finished, and waiting for me to code pickups

Groggy Progress

 

Woke up 30 mins ago and coded part of my map loading/drawing. Pretty good since all i did last night was come up with an idea. Got a whole game left now! No big deal…

 

 

 

Tags: making maps, progress

Making progress; chugging along!

Nobody replied to my last post (understandably, since we’re all so busy!), so no high fives were won!  Better luck next time!

Anyway, my game is an implementation of the viking board game Tablut!  See more info HERE!

Here’s my latest update:  Got the key artwork done, got the game board displaying and mouse input being recognized… now I need to make pieces movable, and perhaps add highlighting for possible moves and some sounds and movement animations.  Then I need win/loss conditions.  Then… the real fun begins, as I will attempt to make an AI player!  I have no idea how I’m going to do that yet… decision trees with some kind of mysterious weighting system.  Time shall tell?

SCREENSHOT!

Comments

SusanTheCat
20. Aug 2011 · 12:43 UTC
That looks totally awesome. ‘Specially since I recognized the game.
20. Aug 2011 · 13:01 UTC
Totally totally totally awesome graphicals.
20. Aug 2011 · 13:19 UTC
I absolutely LOVE Tablut!!! My dad made a C++ implementation a while ago… Keep up the good work!!!

A problem

Does anyone on EST Time have much progress? Because i passed out at 2:00 AM with just everything on paper, and 2 sprites on the screen.

Comments

20. Aug 2011 · 12:42 UTC
That just means you’ve got the important stuff done.. just coding to go :)
20. Aug 2011 · 12:45 UTC
Yeah, i guess so. :) And gfx, and sfx, and music. Lol

Some progress

I got a blue box to move around and collide with walls. Then I implemented a simple “change level” system. Designing levels and sleep followed.

A pic of the testing setup:

Also, a bowl of ramen:

Tags: foodphoto, progress

FINALLY A THING!

man, I spent way too long copying the collision detection out of flixel and into my own framework, but now I have working collision detection, hazzu hazzah!

Also I threw in the little animation that my buddy and teammate Sean put together before abandoning me 😀

Also I forgot to start the timelapse until quite a ways into the project, but it is started and running now.

Deep in it

Right, so it actually has some graphics and music now! Starting to seem more like an actual game. Almost looks like I’m going to finish it, but I won’t get cocky just yet.

I’ve removed two horizontal and two vertical lines from the data of each level. There was a lot of empty space, and there still is. I might have to include an option to turn scaling off for those with laptops or otherwise small screens.

Tags: scaling everything to be more indie

Volcano Escape

After sleeping on it, the kids have settled on the volcano escape idea.

The idea is a basic platformer, where you are deep inside a volcano that is erupting, and you have to escape before you are overtaken by the lava.  If we have time, the bonus round will be surfing down the lava flow and avoiding the lava alligators.

Now time to start really coding, and figuring out some graphics.

So far…

Hi all,

 

This is going to be my third LD!!!

I’m currently working on a 2.5d maze adventure game using Game Maker 8.1

So far I managed to make the camera and character code in order to turn this:

into this:

 

My plan is to add:

– blocks (using different heights)
– jumping
– Add warp zones (change camera depending on the room)
– Add enemies
– more to come

Good luck to all participants!!!

Tags: screenshot

Well, something

Okay… I got some work done here. It doesn’t look like much, but it has an AI, depth ordering, really smooth movement, resource management… so I just need to build variety and assets.

Going to go eat breakfast and shower, then get back to coding.

Progress?

Progress?

Heading out to get some lunch.

Heading out to get some lunch. I’ll be back to working soon!

Luckily the moons entered the Roche limit of the black hole before melting my CPU.

Luckily the moons entered the Roche limit of the black hole before melting my CPU.

The Livestream is still up, showing a little demo of the progress so far: http://www.livestream.com/ludum

Starting off!

This is the second Ludum Dare that I’ve attempted. I’m blogging about this one because I think I’ve got a hope in hell of finishing on time.

The obligatory desk photo:

My desk

My desk - Windows laptop with the code on, Mac mini with the social networks and the entertainment :P

And a screenshot of my code so far:

My code so far

Some of my code - in my puzzle escape game thingy, there are 6 chambers you must get through. This is the code that loads the chamber graphics.

I’m coding in XNA. I’ll learn Flash one of these days. Or Java.

So we’re getting somewhere. See you on the other side.

Tags: C++, deskphoto, LD #21, progress, screenshot, Windows, xna

First Shots

So here are the first screens of my game. I watched one episode of “The Lost Room” last night and it has inspired me a lot for this game. Hope it gets out right!

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */

WIP with Sackboy and chips

LD 21 has been going far too fast so far. After an attempt at using Flixel, and failing due to too little knowledge I’ve slid back to GM8. I hope to use Flixel for the next LD after I’ve had a proper look at it.

Like a few others on here I’ve opted for a Tower Defence, I didn’t stretch the boat like I usually do with my interpretation of the theme, but it was 3am and I was tired.

The base game is there with placeholders, just gotta flesh it out, do my graphics and make more gameplay, so should be finished as usual 10 minutes before submission!

Until then, Sackboy is helping me eat some awesome Garden of Eatin’ Sesame Blues, yum!

 

 

 

Tags: Flixel, food, Game Maker, sackboy

Dropping out…

I’m dropping out of the compo…

I’ve been tired like a dog, and not feeling very motivated with this game (although I have an idea and progress has been good)… Some ideas just don’t click like they should when it’s time to develop them… Confused smile

Anyway, good luck everyone!

The weather’s shite, so I’m in.

Got an awesome game idea lined up, so I’m praying I can get it done in time.

NOW. TO CODING!

Wallazoo: The Path to Freedom

After spending the first quarter of the competition working on 2d platformer, i decided I need to do something a bit simpler. So what better to do than something I have experience with, a maze game. So now I have Wallazoo: The Path to Freedom. The core gameplay is just about finished. I’d like to add a few more features, but the game is playable as of now.

Here’s the basics. The green and red dots bounce back and fourth on the yellow walls. Every so often they all change from going left and right to up and down. Clicking the rounded yellow blocks will turn them blue for a few seconds. The dots can go through the blue blocks. When a red dot and a green dot touch each other the green one dies. Your goal is to get the green dots to the blue part at the top.

Here’s the features I hope to add.

  • More levels
  • A tutorial
  • Lasers

Something

After lots of trouble getting the level to scroll correctly, I focused on the player controls and physics and made some progress. Behold.

I just got message…

..that i have to release the source of my framework so there’s no unfair competition.

well here you go, it is under heavy construction, not documented, and relies on other third party libraries, like opentk, bass.dll and jitter physics. Use at your own risk :)

 

Here is a first Work in progress Screenshot.

wip

Enjoy guessing what it is about 😀

 

My Dude – No Texture Yet, Though

I made a model of the protagonist for my game. It doesn’t have a texture yet (hand-drawing in blender!) but it is shaped the way I want it.

Here’s a render:

Glyde, with no texture

238 polygons of untextured, partially rigged glory

Drawing is time-consuming

Starting to suspect I may have made a NOOB MISTAKE and gone with a graphics style that was way too time consuming to pull off within 24hrs. Graphics are done now, but I’ve yet to write a single line of code :-(

Comments

20. Aug 2011 · 13:28 UTC
Very cool graphics style.

My game :O

Well 4 level’s done xD

Snacktime

Snacktime! Pancake with peanut butter!

 

Tags: foodphoto

Almost a Working Game

I have walls to hit and lava and fireballs now. The player gets faster as time goes on but slows down if they hit something. If they go too slow, they are consumed by hot magma and in all likelyhood probably die!

I’m reasonably happy with the progress so far. It’s not much to look at but I’ve been tweaking values all over the place to get it to feel right. And that feels much more productive than worrying about whether my code is tidy enough or my graphics pretty enough, at this stage.

I’m going to put in proper win and lose logic, throw together a title and menu, and then it should be complete, gameplay-wise. Hopefully by the end of today I’ll have met my target of having a functioning game by the end of day 1.

Tags: gameplay, lava, magma, progress

Status update

Motivation: running dangerously low

Need food

Status Update #3: A demo!

Click the image to try out what I’ve done so far! Which is not, admittedly, much. I like the atmosphere I’ve got going, though!

EDIT: Fixed a positioning bug due to last-minute style changes. Mixing percentage and em measurements causes strange things, people!

 

 

 

 

Tags: demo

I’ll get you with my RABID SHEEP!

After taking a quick break to watch torchwood, I am now working on a list on enemies for the evil guy to fling and the player. and have just planned the contact between the player and the bad guy, note the comic-based cross-over line

The contact UI

this is the contact UI

Tags: comic, rabid, sheep

Okay I should probably start now

As it turns out I have been at Freeplay all day, so I haven’t programmed anything yet. Partly because my laptop is useless in this situation. So anyway I am making a 2d game where you drink potions to be unceremoniously booted into other 2d worlds such as paintings and tv shows and whatever, at which point you grab the loot and make your spectacular escape or something. Or maybe you jump into a painting inside that painting….

Anyway the art will probably look like it was drawn quickly with pen on paper then photographed because that is precisely what it will be. I don’t know if I’ll get it done for the compo, but I’ll make sure to have something by the jam deadline.

It’s 2am, time for bed. But first, progress!

Artist hasn’t joined me, so probably going to stick to the comp.

Spent the day on first-pass (probably final though, let’s be honest) art, input and motion code for the player (the pink capsule for now), and writing a script in unity to support updating nested prefabs (so for example I can modify one of my fences and they will all update).

Probably a waste of time as I’ll be spawning it all procedurally if I get to it.

Game idea is basically similar to Skyroads or Audio-Surf. There are lanes, and things you can jump up on. If I get time there will also be turrets shooting you, planes dropping bombs, and sections of bridges with holes in them. If I get even more time there will be sections where planes are blowing up the bridge as you’re driving/running along it and turrets are shooting you.

Uploaded a Unity web build, basically only shows the controls, there’s no gameplay yet. Interested to know if it doesn’t run for anyone.

Controls
A – Move left
D – Move right
Q – Jump left
E – Jump right
W/S – Sprint

Looking forward to a full day tomorrow.

Morning Update

After a few hours last night, I managed to come up with an idea and get a prototype going.  My idea involves both “escapism” and “escape”. You play a character stuck in a dystopian hotel resort, where you must stay entertained via close proximity to television sets and vast consumption of food and alcohol. As long as you’re in the hotel, you must not stay entertained, or you will die of boredom. Literally. I have lots of ideas for where this go, but at the same time have idea of how to keep it well-scoped.

Sleepy and angry

My machine gave me a bit of grief earlier, and screenninja ended up crashing and losing my timelapse. Quickly threw together a post processing pipeline, started to finalise the look of the game. Tomorrow I will be cracking on with the music gen, and also the mechanic. I won’t spoil the mechanic by telling you what it’s going to be, well, I am not 100% sure on it yet have a few ideas floating around in my head and I want to try a few of them out. It’ll mostly be to do with keeping the visuals and audio in check through movement though.

Pretty much the same as all the previous, but with more colour.

idea – first screen – engine half-ok – this time i’m in!

 

puzzlegame about moving blocks to open a cell

16×16 tile screens with 8×8 tiles, lofi-ish.

Comments

20. Aug 2011 · 13:59 UTC
Sounds similar to what I’m up to! Can’t wait to see what you come up with!

A first glimpse of “Another Escape From Self Replicating Bugs 2”

Also called AEFSRB 2 !!

Comments

20. Aug 2011 · 13:58 UTC
Oooh, looks complicated! Whats the deal?
20. Aug 2011 · 14:08 UTC
hehhe , thats just the developer-view. The player will see much less. Its about killing bugs with lasers and escaping from an experiment gone wrong :-)
snowyowl
20. Aug 2011 · 14:15 UTC
Can I play AEFSRB1?
21. Aug 2011 · 23:51 UTC
@snowyowl : I really don’t know

Stranded: The Escape!

 

The walls are re-enforced concrete, at least 2 feet thick.  There are no windows.  One locked door, pneumatic bolts with their own backup power system that “fails closed”… but there is a tiny gap.  Under the door — it’s no higher than a piece of paper.  But it’s there.  If you were… somehow… smaller…

Stranded is an arcade-style game where you are a tiny brown spider living in a research lab, and you’ve recently gotten a new resident… a teenage girl was  throw into the room last night by some very angry men.  She cried and screamed all night, pounding and kicking at the door, throwing things around the lab.  She finally exhausted herself, and fell asleep on the floor.  She awoke this morning, sobbing.  She wants to run.  She wants to Escape.  You will help her Escape, and free yourself as well.

Damn Timezones

So… ludum dare started while I was sleeping. Luckily inspiration struck early in the morning. let’s begin.

Level Select Screen and Instructions

Got a few levels now so spent 30 minutes building a level screen and giving some instructions. Hopefully it gives some indications how the game is meant to play.

Let me know what you think! :)

Can’t decide which idea

Trying to think ideas for the game, I believe that Escape is a hard theme because is an open and closed theme at the same time, you have freedom in a lot of variables but you cant escape from making a game where you are Escaping from someone/something to reach some goal, or at least I lack of imagination.

I thought about making some wordplay like E–Scape or Esc-Ape but don’t think it will be so cool.

So, in the end, I decide to use the word like it is and make an Escape game, the first idea I had was to make something philosophical like playing a game where you want to achieve total freedom but that was impossible and the idea of the game was to transmit exactly that, total freedom don’t exists (sad game).

After thinking more ideas, I decided to make something really simple and try to finish it, so my last idea is a simple game like Canabalt where you play as a Vampire escaping from the Sun light, with some features like Robot Unicorn Attack where you can dash in the air.

Lets see what happens, maybe I get a better idea later and abandon this game to do the other one.

Tags: ideas, LD21, start

Comments

20. Aug 2011 · 14:11 UTC
Should have gone for ES-Cape! :)

First Demo online!

After hours of struggling with resource-management in jar-files, I can hereby proudly present: Planet of Plants, Alpha 1. Have fun and give feedback.

Someone was very careless experimenting with some plants, now his poison ivy is mutatet. It got mega.growth-rate and developed a hunger for flesh, human flesh. When the military used nuclear weapons, everything became even worse, now it can assimilate other plants. Mankind has only one chance of survival: escape from earth!

Restart. MoveOut

I stoped working on my first game for LD21 when I came with a new much better idea. This game you need to escape to the exit by moving walls away.

  • Make graphics [DONE]
  • Load levels [WORK-IN-PROGRESS]
  • Move player
  • Move parts

Tags: flashdevelop, haXe, work-in-progress

Comments

20. Aug 2011 · 14:11 UTC
Sounds similar to what I’m up to, can’t wait to see what you come up with!

Starfire Update #2 – Title Change and Collision!

Took me a long time, but I programmed in some brute force collision and a “death” where the game simply stops. It’s interesting to generate random enemies again and again to see how quickly you die.

 

Going for a few hours’ sleep, and when I get back I’ll be adding bullets and cool stuff like that.

Here’s the latest version for anyone who wants to see it in action:
http://dl.dropbox.com/u/38489921/Starfire.jar 

 

 

 

 

 

Icarus takes to the skies

Phew! It’s been a long slog this afternoon. Lots of coding so far, although sadly not a whole lot to show for it just yet. It’s coming together though. Here’s the screenshot of my first working prototype:

Pretty much all the physics I’m going to need (which isn’t terribly much) has been implemented, and I can make him flap his wings to gain some lift. As per the mythology, if he goes too high then he’s in trouble! The background is a very basic parallax, but I’d like to add a few buildings to it to make it look a bit more like Ancient Crete (whatever that looks like). I still need to include the actual launch platform (the cannon), and some kind of interface to control the launch (power and trajectory). Thereafter, the upgrades interface will go in.

 

move it move it

haven’t really done much, since my idea is relatively simple. been working on TEXT which i’ve always had problems with in game maker (still a rookie). here’s a screen:

this is just a temp layout… and is very deceptive (MYSTERIOUS)…

Brunch….

it’s noon here so i decided to whip up some breakfast.

I baked bacon and eggs with cheese on top to make these adorable breakfast puffs. We also have the most professional plates. Okay? Okay.

And breakfast for Machiavelli too!

 

Hope everyone is doing okay! I have some backgrounds to color.

Tags: Fish, food, foodphoto, journal

I am ready to fail!

Hi there ludumdaretians.

I can’t say to much, but my game will be simple. I probably fail because I have no time to work, but I am here, ready to fail!.

This is the game mechanics inspiration:

I am using flixel, flash develop, and graphic gale. I hope to finish something playable!

 

Comments

CoveBit
20. Aug 2011 · 14:18 UTC
Would love to see this further into development.

My 12 hour update, the idea is taking some shape i guess..

Here is a screenshot, i decided finally, a 360° shoot-em-up. The player is trapped in some kind of dream/ hallucination or whatever.  My head is burning, i´m gonna get some sleep, tomorrow will be a hard day!

 

HUZZAH

THE CODE WORKS.

 

 

SO FAR.

And we have liftoff!

Alright everybody, last post may have seemed overly pessimistic what with having to restart everything again. However, I am happy to say I do have a new idea. In the game you’re a person who is suffering from depression and has to escape from the sick parts of themselves (represented as the person’s “shadow self”). Pretty much, it’s a tile based puzzler, where every time you move, you doppelganger moves the exact same way (minus inverted vertical movement). The point is to kill your shadow by making it fall into traps (so far all I have are burning fire pits) without getting yourself killed. If you die… well you know the drill. Also, level loading and a level editor are working perfectly :)

I also implemented a text system to the one in LoZ with text seaming to be “typed” onto the screen. The system is in the screenshots, but neither the positioning nor the text are representative of the final implementation (I’m pretty sure you could have guessed that one).

A sample level

 

And a second sample level

Tags: journal

Locks, Keys, Doors, and Buttons!

A key and a locked door

^A key and locked door^

A door and a button to open the door^A door and a button to open the door^

^The button pressed and the door open^

Now Toasting…

After sleeping on the theme, an idea just popped up in my head. So I started coding away in XNA with a bit of my old broken game framework. While I have a partially busy day, I kept the idea simple enough that I should be able to finish it all up by tomorrow.

Sneak peek at… something…

YAY MS PAINT!

More Progress!

You can test it out here: http://jonathanedgecombe.com/LD21/

So far you can drag and drop instructions into the memory, there is only one real level and the upgrades don’t work yet. There are still only 6 instructions (I really need ideas for more, i’ll have the obvious ones such as loops, if’s and basic variables).

Update, disappointing :(

Well, do to some unknow error, I’m stopping working on VT74 (I may resume it if I can fix the code). For now, though, I’ll start work on a new game. Wish me luck!

Slow, slower, slowest

Just throwing out an update that I’m still working on this. Using my engine makes it a lot easier, as expected, even if it is early alpha stage. What I’ve done so far is a box going around box world, including buggy collision. Threw in a simple level loader as well, but that might change later. Looking at other peoples games makes me think that the only thing to stand out is making something original. Check.

Testing with more cages

This day is going great. I feel like I could finish a satisfying game even today. So far minimum requirement for my game will be setting up a starting screen to explain the story, making the kill-condition more than just a print ‘died!’ in console and making the game replayable without restart. Everything else is in. Better graphics, more features, sound and music is optional for tomorrow.

After adding more cages and enforcing hunger and desperation on the player it looks like that:

Tags: pygame, python, screenshot

The 8 ways – riddle spoiling!

Today is a hard day… The time is fleeing and my ideas are confused.

Anyway I’m trying to do a game with unity where the player embodies an avatar trapped in a strange place divided in 6 test rooms. Will the player succeed to escape?

Here is a screen showing one of the riddle I’m trying to insert.

a riddle (I hope it's understandable...)

If the sentences are not correct, please tell me! I’ll correct it!

Tags: 8 ways, cccp, riddle, unity

Naps.

I took a not entirely planned nap.

I’m not worried about falling behind tho. I’m pretty happy with the game play at the moment.

Day 1, productive day

http://medice.kapsi.fi/flash/escape/

Showcases the enemies so far in the three levels. I strayed from my original vision quite a bit. A bit too general of a platformer still.

Will try to implement what i had in mind tomorrow and edit the maps to fit the idea..

Using a bug to my advantage

So. I encountered a bug. You can jump once in mid-air ONLY if you WALK off the platform. And that’s the only way to get past the spike trap shown here:

I obviously plan on telling the player this in the final build, but I haven’t added a way of doing that…

 

 

YET.

Progress Report 1

Short status report, then right back to work.

I seem to have most basic stuff working in my engine now. I was a bit unprepared, so I had to spend almost 4 hours on getting a really good collision detection, but thats finally done now.

So I have sprites with collision detection. I can create and load maps from a very simple level editor. Scrolling works correct. I have a spriteManager that spawns the correct objects at the correct place (the diamond).

Time to start on the game play =)

Comments

tcstyle
20. Aug 2011 · 14:40 UTC
I really like this graphic style.

Snack time

Time for a snack – sugar rush for the brain:

The game now has a full compliment of levels and most of the bugs seemed to be ironed out.

Update

Came up with a simple, yet fun idea.

Here are 3 screenshots, It’ll be a bullet-hell-platformer.

Titlescreen

MainMenu

Test Level