LD21 August 19–22, 2011

Making Progress

Ok, heres Escape Velocity as of current. Movement is in and non-buggy. The map is loading correctly from a file. Colliding tiles are un-enterable. Going to start implementing the interfaces for fixing the various parts and such now. Once thats done, I’m probably going to update the graphics, and I’ll see what time I have left in the day at that point.

 

 

 

 

 

A bit of resizing of both the screen and the obstacles has made the game soooooooooo much more fun to play.

When it comes to game-play its the little things.

Flatland: The Game update 2 (+ others)

An update on my progress so far… as of an hour or so ago

Here’s the screenshot of Kris’ game, which is looking pretty awesome! (sorry bout the lack of cropping the photo, wordpress is being a bitch…)

 

Yay, people!

Another update!

Those little blue guys are in need of help escaping! Look at them, their reaching out to you!

Progressing.. slowly

So I’m still at it, not going as fast as I’d have liked, I may have to cut back on some features to actually get something resembling a game.

I changed some of the world generation and put in a character with some camera control, which unfortunately isn’t quite right as I have some juddering.

I’ve put up what I have so far on my dropbox.

http://dl.dropbox.com/u/10670005/games/ld21/index.html

My progress so far. The cars can’t drive yet. hopefully i get that working tomorrow otherwise the game will be a bit boring.

 

 

 

What happened: No message showing “Press Space to interact with door was showed”

Why it happened: There was another door deleting the message because I used the string as an identificator.

Lesson: Never use a single system in two places before verifying it works at 1.

That was the worst timewaster in a 48-hour competition ever.

End Goals – Promises to Myself

So… Toward the end of the first day. I have a player model with no texture that is only partly skinned. It is displayed on the screen, but it’s not attached to an entity yet.

I have an entity class that holds a model and a hitbox and an actor class that extends it with movement. I have a world that holds entities and a scene that holds a world. I have several utility functions, as well. I also have a data manager that can load models (animated or static) with specific textures.

I have a base application class that can resize its window and update the current scene.

Here’s my promise: I will make this into a game, no matter what. I’m in the jam, so I have a little over two more days.

Here’s what I promise:

  • Complete player model with crappy hand-painted texture and basic animations
  • A player character who can run and jump
  • Terrain that the player can move around in
  • At least three rooms to move through

I am dedicated to producing those things at this point. Everything beyond that is speculation. I will make this into a game, even if it’s a very simple one.

Peace, love, and Sekhmet’s blessings,

— Henry

Right 31 – First beta!

RIGHT 31 – a ludum dare entry by Adrian Siekierka

BETA 1 – no multiplayer yet! Search for bugs! Please give feedback and remember – it’s made 100% on an ARM tablet

Plot: You’re a Ludum Dare developer who is trying to escape from code bugs! But remember, you cannot ever really escape from them!

Controls: LEFT/RIGHT – move, UP – jump, DOWN – pick up or throw block.

URL: http://64pixels.org/right31-b1.jar

Comments

20. Aug 2011 · 17:00 UTC
Oh. right. Kill enemies by throwing blocks. They don’t harm you, because can code bugs harm the developer himself?

Also I approve of any pixel art made in the game!
Jiyko
20. Aug 2011 · 17:38 UTC
Nice, Seems good to me!

I’m trying something really artsy for this LD.  It’s a game about psychological escape mechanisms.  A character with a mind tormented by guilt and denial runs around the screen, trying to avoid confronting the persistent thoughts in his head.  It’s up to the player to move the “thought” (a fragment of text) over the character so that it fills in the words until all words in the thought are lit, at which point the character has come to terms with this painful thought.  The player then moves on to the next thought, thereby piecing together the background story.

Tags: screenshot

Screenshot Saturday

So, my timelapse program stopped working, but I just finished my first image! Unfortunately, I’m not even done with coding. My idea was a bit difficult to implement, but I got it to work.

So here’s a screenshot from Shapechanger (working title):

 

Making slow progress

We now have a little caveman that can run around.

 

 

 

 

 

 

 

It is a game.

Yeah! I am so happy. Just implemented the overall loop with reseting all instances to replay without quitting the game and it worked on first try without any bugs so far. This part had me quite daunted beforehand. Let’s check the current state of progress:

  • Player can win
  • Player can lose
  • Player can quit anytime he likes
  • Game has intro, win and death screen
  • Game can be repeated

So theoretically I have a finished game. But nevertheless there are some important parts missing:

  • Different levels (probably randomized)
  • Sound effects
  • Music
  • Text for the static screens
  • At least one additional feature to make it more interesting to play

Enough left for tomorrow but still quite far. I don’t have a bad conscience about getting to bed soon.

Time for dinner!

This was a day of serious procrastination. Everything is now ready as paper drafts, so it’s time to get to work! I already made a cute but noobish logo:

And also some sprites for the main character.

I’m recording everything I do, so expect timelapses :)

Comments

21. Aug 2011 · 07:31 UTC
Really nice job :)

Puzzlestein end of day 1

End of day 1 progress update. The gameplay foundations are working. It is possible to drag operations from the palette at the right into the queue next to it. The idea is to avoid the guards in the maze and find the exit. Not sure if I will implement fighting back, or if it should be just a sneak-em-up.

Tags: progress

Light bulb!

Starting now! I hope there is still time for me!

Lost in the Shadows

Hi,

here is a short update. Acutally I post more frequently on my google+ account, because its much faster :).

Its a rogue like survival game…

“The dwarf is buried in the mines. Unfortunately he has no food and water. The mine is mainly destroyed only a few rooms left where he might find some useful things. Time runs out and he has to find the exit, otherwise he will die soon…

Not much of a game yet. The dwarf can move around and dig through the whole mine. The mine is random generated with rooms and different rock types.  Fog of War is working as well. Next I will add items, some gui elements (water, food) and enemies…

 

I think I’m going insane

I want to have 50×50 tiles of lava spreading beetween walls. Sounds simple, should be simple.

Sadly for some reason it isn’t.

The first time I create the lava source, every tile thinks it collides all the time, even if it doesn’t.
The second time I create it, every tile thinks it doesn’t collide all the time, even if it does.

What the hell? D: