LD21 August 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.

4

This entry was posted on Saturday, August 20th, 2011 at 12:04 pm 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.

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)