LD21 August 19–22, 2011

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 EScape 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
Stream: http://stream.corne.info/

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.