LD21 August 19–22, 2011

39h26m to go…

Got an idea for the game… You’re a girl trying to escape the nightmares in your mind… Each level has a different gameplay mechanic, like inverted keys, or having to follow something, and hopefully a surprise ending (which I still don’t know what it will be!).

Want to have time to work hard on the cutscenes, general ambience and level design, so I need to do good progress in the beginning.

Task list:

  • Load level
  • Get Lua scripting working
  • Draw main character
  • Character movement working
  • Draw area tiles
  • Game mechanics:
    • Follow mechanic
    • Reversed keys
    • Perpetual movement
    • “Just jump” mechanic
    • Darkness
    • Random teleport
  • Initial cutscene

It’s getting gamier

Progress is satisfying at the moment. Player interaction and collision check for digging works. New rooms can be found! Next to implement are screen borders for digging and the exit.

Some preview on the story:

  • You have been jailed in a deserted valley with many seperated cages standing around
  • You are sitting in a cage of medium size
  • you found a powered shovel (enables fast digging of tunnels) hidden in the ground
  • the sun has blinded you somewhat, so you can only spot very near cages
  • You running out of food and hope. Maybe there can be found some food in other cages.

I will reveal the reason why the player has been arrested in a later post. I think I came up with a great story idea for LD ;).

Tags: pygame, python, screenshot

26 Prisoners…

After half a night’s sleep, I plan to exploit the 26 letters on the keyboard to make something that controls a bit like an RTS, where you try to get prisoners out of (probably wall-less) prison camps, versus guards with sticks, short range stun guns, and sniper rifles (the first two just result in prisoners being dragged back to the holding pen, the last one outright kills prisoners). You only need to get one/a few prisoners out, and it’s impossible to get everyone out because you need to use some prisoners as bait for the whacks, stuns and even bullets, like some terrifying Lemmings-like.

I’ve decided to use FlashPunk because IRC told me to do so. We’ll see how that goes. I don’t know how I’m going to do anything with circles; it might be a very square game again.

P.S. I declare FlashPunk’s online tutorials as my only basecode, and Freezepop’s “Less Talk More Rokk” as my inspirational music to code to.

Comments

Jiyko
20. Aug 2011 · 08:53 UTC
Interesting idea, count me curious!
BoernerMan
22. Aug 2011 · 12:07 UTC
i saved 18, one more than you developer!!

Progress Report: Greg

The player now has a best friend! His name is Greg and your job is to murder him. His purpose is to be a boss at the end of a level. He follows a very basic attaack pattern involving running, jumping and shooting.

Screenshot: (Greg is the red one)

First time and hungry

Hi there!
This is my first Ludum Dare, so please be gentle :)

After two hours of re-learning love2D and LUA I finally have collisions and physics and controls working. I’ll be updating my dropbox version all the time through the contest iif you want to check it out:

zip with everything you need

.love file only if you already have love2D

(you can click to image to see what it looks like)

and now for some foood!

-RebelMoogle

McPixel

McPixel is will be a point’n’click adventure where you have a reeeeaaally short amount of time to solve a simple riddle.

I’m currently coding in some basic stuff and helpers to be able to just create levels like mad later.

Escape from Ludum Dare

Here’s my idea for this Ludum Dare:

You are ‘a something’ and you’ve been trapped in the Ludum Dare universe, at the beginning of it. Your objective is to escape from it by going through every Ludum Dare again, as a microgame (WarioWare like) based on that competition theme!

So what I’m going to do is first create a little engine which joins every microgame (every microgame will be a different FlashPunk World). Those microgames will be able to tell it if the user won or lose, and then create a simple microgame for each theme. Finally, if there’s enough time, polish the presentation of each microgame, add some cutscenes and a survival mode or something, and if there’s still time, polish the microgames itself! 😀

Wish me luck!

Comments

20. Aug 2011 · 10:57 UTC
Good Idea, sounds pretty cool.

My entry so far

I started working on my entry for about 3 hours ago and so far it’s coming along quite nicely.

My game will be somewhat puzzle based because you’ll need to find a way to pass each guard.

ScreenshotAnyways, the very basic engine is pretty much done and I got some cool 3D-ish doors working properly.

I’ll most likely redo the character design before publishing the game.

I’m having some problems coming up with cool puzzles though.

Goodnight LD21

Well, I think it’s about time to call this a night, even though it’s not a night, it’s well into the morning. Things haven’t gone quite as I’d planned so far, but I suppose either way, I’m getting a lot done. Spent a good bit of time assisting with a different project while I ate my first meal of LD21:

Spicy like you have no idea.

Once again my lovely little wife came through with not only a tasty, but a visually appealing dinner for me to blog about. It was washed down with the obligatory energy drink, which has gotten me thus far. Unfortunately a bug with importing models took a good bit of my time, and then a separate issue with my character controller code. I actually started implementing saving and loading of scenes for this past hour-ish so I can create levels in my scene editor and then load them individually, rather than hard-coding the levels in my script. Did some preliminary modelling stuff:

 

Believe it or not, the pink thing is the protagonist

The modelling goes surprisingly fast for me. I have yet to really texture all that stuff. I dig Blender’s AO baking capabilities, but I’ve got to do some work incorporating some more texture to everything. Just hope I can make this all work by the deadline. For now though, I need to sleep.

Idea get!

I finally know what I’m making!  First person to explain this image wins… a high-five!

Progress – 4 hours in

So, Im 4 hours into my entry for this LD, Im making a TBS where you escape from prison. There wont be much story to it, but I can in theory add various puzzle elements to the game and hopefully write some retardedly simple AI for it.

The guards are the guys in uniform.

 

The target content:

1. 1 way to play, ie. player vs player on the same computer.

2. 3 or 4 block “types”, walkable, temporary barrier, door, along those lines

3. 3 or 4 types of units (playable from both sides, but with a different mechanic for each side to get more units), ie. melee, baton wielding, handgun, shotgun, and so on.

4. A decent sized level to play in.

 

The ideal content would have much more (like have a tutorial for instance, though I may add that to my target if things go as planned today), but this is my goal for the weekend. As it stands I am nearly done implementing the turn based systems with movement, then I will build the types of units, then the block types.

 

(Also, the level format is very simple, so if I dont have time to make a simple editor for people to build their own levels I will just document it so people can make levels to play)

 

Im struggling to concentrate today as I only got to sleep at 1am, then woke at 4am to see the LD theme, then didnt really get back to sleep before I had an idea and got out of bed at 8:30am.

 

All the best to everyone, and PONIES!

 

OH, and live stream of my dev is here: http://livestream.com/edg3

Start Your Engines

After a bowl of strawberry cream oatmeal and a waffle, I’m ready to begin creating.  Last night when the theme was announced, I took some time and came up with something that I feel pretty good about.  Is it doable within 48 hours?  We’ll see…

I’d call it “Escape Velocity” if it weren’t already taken

Hi, this is my first Ludum Dare, but I’ve been following the gamedev community for a long time, and always working on projects (never really finished one though).  This is my slightly late I’m In! post.

I can’t tell if my idea is overly ambitious or not yet.  I think it’s do-able.  Here’s the gist.  You have to escape from your own planet.  It’s a small, but very dense planet with a strong gravitational field.  You can run around its entire circumference in 10 seconds.  Unfortunately your quaint little planet is about to be bombarded by meteors from all directions.  You have to dodge the deadly meteors as they impact your planet, but they’re also your ticket out.  By climbing the mounds of fallen meteorites, you can reach higher altitudes where the atmosphere and gravitational field quickly thin out.  The higher you go, the less hold gravity has on you and the higher you can jump.  If you can just get to the top of the atmosphere, you can reach escape velocity with a single leap, and you’re free!

There is obviously a lot of physics involved here, so I might not even get around to art, but I’m OK with that.  My tools?

  • Python
  • Box2D
  • SFML/OpenGL

This is my first project using SFML and I’ve only dabbled in Box2D so this is a huge learning experience!  I’m well under way though, I’ll post a screenshot when I have something interesting to look at.

Comments

snowyowl
20. Aug 2011 · 09:08 UTC
There will be a lot of duplicate names by the end of the competition.

Slow Progress

Aaagh! After spending two hours figuring out that the IDE was loading in an older form of the SWF than the current one, this is all I have after 6 conscious hours of work! D:

At least I do have a solid plan of action for the rest of the hours, though.

There’s a ways to go yet.

Tags: Flixel, goddamn IDEs, intellij

Disaster Averted

So, I worked until about 4am last night, got some initial stuff down, then grabbed some sleep. I’ve been working all this morning. A few minutes ago, I had a power cut.

Annoying, but no big deal. Everything should be fine, and I have my fileserver with backups on.

Of course, I hadn’t done a backup since starting. Reboot, and what do you know, my main file of source code is blank. I was not impressed.

Fortunately, I opened PyCharm, looked under local history for the file, and PyCharm saves the edits you make for itself – disaster averted. I can say I was very happy indeed.

Anyway, update on the actual game, got an idea down, but don’t want to spoil it. The current name is “Unrest”, and I went for pySFML in the end.

Tags: power cut, pycharm, pysfml

Explosion Generator

I’m using this neat explosion generator tool.

 

http://www.positech.co.uk/content/explosion/explosiongenerator.html

 

Thought it might be of some help.

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This entry was posted on Saturday, August 20th, 2011 at 9:04 am and is filed under LD #21. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Graphics improved

Just made a break from messing with the code and updated my graphics to look better and fit the story of my game.

Next milestone: Eat some Lunch!

Tags: pygame, python, screenshot