LD21 August 19–22, 2011

End of Round One!

With quite a bit to show for it, if I do say so myself! 😀 A checklist, for those of you with that sort of brain:

Brainstorming/Fleshing Idea: Done.
Intro: Done.

Menu: Done.

Credits/About: Done.

Basic Collision Engine: Done.

FX Engine: Done.

Images: 50% Completion.

Movement Engine: 25% Completion.

AI: 0% Completion.

Multiplayer: 0% Completion.

SFX/Music: 0% Completion.

And for those of you who are more art oriented:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ BackgroundTexture BlackHolePlatformTexture
ButtonCredits ButtonMenu
ButtonPlay CreditsTexture
screenshot1 screenshot2
screenshot3 splash18

Progress so far ( roughly 7 hours in )

Woke up at around 06:00 brainstormed for around one hour and got the game plan written down. Being my first Ludum Dare ever, I decided to go with extremely simple game concept as my only goal is to actually create something playable.

Escape as theme gave kazillions of ideas, but most of them were just simply out of reach in such a short time span. In the end I decided to go with simple puzzler as it seemed like concept I can actually finish and could be enjoyable.

On actual progress I’ve coded some of the basic logic and the “engine” can load maps from external files. In hindsight I probably should’ve slept few hours more as the first hours of coding was just pain and I made more typos than actual code =).

Here’s a screenie what I actually have on the screen so far… nothing much, but the underlying code is flexible enough so adding new kinds of objects is quick and painless:
screenie1

screenie1


And yes I do intend to replace the graphics later on =P

Tags: C++, escape, progress, screenshot

I’m in!

First time doing a Ludum Dare, I will be using:

– XNA & VS2010

– sfxr

– Photoshop

EDIT: And Tiled, probably

Good luck all!

Progress 2.0

The place-holder graphics are gone, and new features are added, including the traditional Mega Man disappearing blocks!

Now for bosses, a few more enemies, actual levels and then sound effects and music.

Screenshot:

Errors, Crashes and Complete Disaster.

Well the past 2 and a bit hours been nerve racking. I nearly destroyed 4 months worth of work for my final year university programming assignment. Imagine working day in day out for months on end and having it all of a sudden crashing and not working as it should..

 

It turned out that 1 function in the application was throwing the whole thing off and it took me 2 hours to fix.. Either way, I now have a level editor working so I am now building levels.

 

 

Some progress

I just got the player.io API connecting to a dev server. I have some experience with this from other projects – it’s pretty decent for making a multiplayer or otherwise net-connected Flash game, though I had some issues getting it into haXe initially(my solution was to get rid of the type annotations and use Dynamic on the parts that were breaking).

The game design has developed from “Dungeon Master and Runners” to “Ice Queen vs. Fire Mages.” The title will be “Heartbreaker” – one which I’ve been itching to use for a while. The mages have been spurned by the Ice Queen, and now compete to escape her cold, deadly kingdom, using their fire magic to clear the path. Meanwhile, the Queen toys with them, placing ice-themed traps and obstacles such as spiky icicles, Yetis, and slippery ground.

Some arts(spritesheets not shown – for effort reasons):

#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 */ mage map queen

Idea Get!

It’s only been eight hours into the compo (aaaagh) but I finally have my ideas selected and filled reams of paper with the planning I’ll need to carry it out. One of the things I quickly learned in LD20 was the value of planning when I ran out of plan and had to waste precious hours coming up with new plans.

I’d scan in my planning documents to show everyone, but I feel like that’d ruin the surprise, so here’s a vague and cryptic micro-pitch of the game idea. You’re some weird alien thing (a reoccuring theme in my works, I realise) on a space station trying to escape, and the only other thing I’ll mention is that this would have probably worked for the theme of Enemies as Weapons just as well.

Time to start frantically coding!

Tags: alien, cliches everywhere, Flixel, space station

The Not-So-Great Escape!

Very early progress

The theme seemed a bit uninspiring. And I wanted to do something that’s not a tile-based platformer this time…  ended up thinking about the motorbike chase in ‘The Great Escape’, and decided to do a physics-based motorbike game, with procedurally generated terrain (rather heavily inspired by Tiny Wings/Extreme Road Trip/Smuggle Truck/Elastomania etc.)

Got a basic sum-of-sine-waves rendering+scrolling, but I’ve got some ideas to make it more varied. But first, time to add Chipmunk for physics, and get the beginnings of a player in…

I’m late, but in!

I’ve been debating whether to join in the Dare action since late last night. Finally decided I’m going to give it a shot. I won’t be able to put in a whole lot of time, but it’s definitely worth a try.

I’m planning to make a Flash game (using FlashDevelop… can’t afford a licence for the real thing!). Still thrashing out some ideas for the basic concept, but I’m on my mark, I’m ready, and I’m raring to go!

Comments

Kalakian
20. Aug 2011 · 07:18 UTC
Glad to see someone who I’ve been hassling on Twitter and Facebook has joined! 😀

Progress…

Woke up at 8:00, saw theme, thought of vague idea, started work on vague idea…

Here’s what I’ve got so far:

"escape" game screenshot

It’s a top down shooter style game, where you play a character that is stuck in a strange complex. And he needs to get out. Eventually, I hope that there will be guards patrolling the area.

Flatland: The Game (7 hour update)

So here, almost as promised, is a 6 hour update on progress!

I’m a little behind where I’d ideally want to be, but am pretty happy with where I am. My next 6 hours will be dealing with working out what a level is and making one or two of those.

Idea acquired

OK, the breakfast brainstorming session threw up a few ideas, but the one I’m going to go with is a spy escaping an enemy military base.

What finally sold me on this one is when I realised that if I have him rescued by helicopter I can call my game Get to the Choppah!!!

Time to make me some models.

Tags: get to the choppah, unity

It looks like an idea

If you recognized this image then you probably know what the game will be about.

Got idea, starting work.

Nothing to show yet but after waking up and seeing the theme I’ve come up with an idea and started work on it.

I doubt I’ll be able to finish this on time with my skills but I’m going to give it my best. I’ll give my details on what I’m doing when I actually have something to show.

Woo, line of sight!

I’m going to create a ‘simple’ evade all enemies and get out of some place game, with stealth and all that. 2D, top-down view, nothing fancy. The first step was to render the world with line of sight. I’ve just finished that, but there are some unforeseen issues with it. Here’s a picture of what it looks like right now:

You control the direction you’re looking at with the mouse, and you can’t see behind you. I added a few blocks in the room, which you can see. Well, you can’t. You only see the shadows cast by it. Because I want the game to be 2D and not 3D, you cannot ‘see’ walls (like in the old GTA games). At first I thought that would be ok, but now I’m having doubts. You see, when moving around, those shadow cast by the geometry look like 3D pillars that go up in the sky. So, accidentally, it looks like the old GTA games but with black buildings instead of textured buildings. Oops.

So I’ll have to figure out a way to make it look like it’s 2D (which it is), while still keeping shadows like that. Any ideas are welcome, but I’m going to try and add an offset to the shadows so you can still see a little bit of wall before it goes black.

Now it’s time for food, and then I’ll try to fix that. If I can’t get it to look decent in a few hours, then I’ll just keep it as it is now and work on the gameplay. When that’s done, I can always revisit it if I want to. Still, I’m very happy with the result.

Tags: progress, screenshot, xna

Comments

Danik
20. Aug 2011 · 07:40 UTC
Maybe you could make the shadow render in a different color than the walls.
25. Aug 2011 · 14:50 UTC
“Accidentally looks like 3D” is brilliant! 😛

Run RUN RUUN development (part 3)

I found that the collison detection wasnt that well, so chagned it a lot, works much better now. I also have changed the wall graphics and added much more color. And I just finished with warp 😀

Version 0.0.001: http://games.corne.info/LD21/1/
Version 0.0.002: http://games.corne.info/LD21/2/
Version 0.0.003 (Current): http://games.corne.info/LD21/3/
Version 0.0.004 (Current): http://games.corne.info/LD21/4/
Stream: http://stream.corne.info

 

 

Tags: flashdevelop, haXe, work-in-progress

I’m in! My idea! Progress!

Allrighty! I didn’t plan to join LD this time but what the heck – I’m in! Mostly because when I saw the final theme I got an idea almost immediately that shouldn’t take too long to implement. The player is stuck in a building and needs to *drum roll* escape! Very original, I know, but I have a few twists up my sleeve. 😉

So far the first room and the player is up and running as intended. Now to add some interaction with the game objects and then graphics.

I’m using FP, Sos’s framework, Flash Builder, and Pro Motion.

Good luck to all!

Second try

Hello again!

During LD #20 I did little else than code my framework. I got this far. Apparently I learned nothing and will be using the same framework all over again. My only hope is that I can concentrate more on some actual game programming this time.

 

So, I’ll try to escape with Gimp and this.

 

 

End of day one

Mac version
Windows version
Source Code

ATM I have a level loader and you can move around on the screen. That’s it, not much to see yet. I’d hoped to be further along by this point, but this isn’t terrible, either.

I do know where I am going with this.