LD21 August 19–22, 2011

I can has gameplay! (If bananas are your game)

 

 


So…. Day 1 update(just woke up after few hours of something resembling sleep) – Enough Time For GameMaking (Which is stupid title for a stupid game) progressed quite well, up to the level when there’s a gameplay of sorts, meaning you die if you don’t eat those yellowish banana-things after you hack them from trees (which can be hacked more for some wood). Most of the code’s done, which is good, I’m kinda surprised how much I made from the scratch and it mostly works (although it’s ugly and I have to keep tell myself “no refactoring and cleaning! bad developer, no bananas!”). Inventory, items, objects, fighting (of sorts), now I just have to code a few more specific stuff and use all the scratch-art I’ve drawn in the sleep deprivation.  I even had to add some colors because otherwise it was just too confusing.
I’m starting to think that I’ll even have time to add that only little thing which gives this little project some originality. *Sigh*, that’s the thing which demotivates me most – I just wasn’t able to come up with something really interesting (again, I dislike this theme).

 

 

Yesterdays progress

I got the basic idea of my game working yesterday. You are a red square trying to escape from all the purple squares chasing you. The levels are randomly assembled from a set of pre-made sections, and there are yellow squares (coins) you can pick up. I want to make a upgrade system so that you can purchase new abilities such as climbing ledges, double jumping, increased jump strength, making you able to reach higher places and more coins.

It’s still not pretty, but I’m happy with the way it plays so far.

Here is the game as it was after day 1 (click to play):

 

Track generation done

It was going fairly well – but after staying up too late last night working on this, I’m low on energy and enthusiasm, not sure if I’ll actually get it into a submittable state.  Too much time spent drawing the bike/biker, and learning about Chipmunk constraints…

Progress – and new Demo

I implemented Terrain Types with different growing rate. Demo here.

To Do:

Water System: Plants cut off from or with too less supply should starve.

Some Money thing: just planting towers everywhere isn’t motivating for long

Win/Loose Condition

Energy System: Buildings should need some energy to work

All hail the spiderbot – let there be blood!

The mechanical spiderbot is coming along nicely, as well as some much needed BLOOD!

Tags: blood

Comments

Tommislav
21. Aug 2011 · 07:36 UTC
Those small bodies sure contains a lot of blood =D

Phew.


There we go.

Need to finish animations, audio and add more levels. Always more levels. Around 10 polished ones should be enough for release, though.

Gripes: The code is getting a bit messy thanks to my fixes. I still can’t record videos. The sound effects seem to play whenever they want to.

News from the front

Okay, Day 2…

For your information :

– TurboDindon is a team of 3 ugly french guys (1 artist, 2 designers) from some french video game studios.
– TurboDindon is located in Lille (north of France)
– TurboDindon loves when it’s time to eat.
– TurboDindon is a bit tired but TurboDindon is confident
– TurboDindon loves you
– TurboDindon is competing for the Jam
– TurboDindon is using GameMaker

The game :

– status : approx. 10% (Did I already mentioned TurboDindon was confident?)
– main focus : graphics, fun (no kidding!)
– Type : 2D side-scrolling plateformer
– keywords : Stylish, Snowy mountains, Badass, Big guns, Explosions, Stuntman, Rewind… well, anything subtle really :)


Cheers

slowly but steady

after around 3 hours of correcting collision detection.. stuff finally works.

still have to do all the map stuff and graphics and sound and and and…

darn….this is kinda discouraging :)

Tags: progress update

We’re Back!

Thank goodness the site’s back up – I was starting to get worried there. Well done and thanks to all involved!

Well towards the end of yesterday I was starting to lose momentum, but I did get a placeholder title screen and end sequence in place, making it more or less complete in terms of gameplay.

Today I can focus on polish: graphics, sound, music and so on. I’m off for a morning walk and then down to business!

Tags: placeholder, screenshot, thanks, title screen

Oh thank goodness the site is back up.

I was getting worried about not being able to procrastinate and still feel produce.

 

On a related note: spiders are a bitch to animate. So many legs!

 

fucking leeeeegs.

Finaly something that works :D

After a good night started again with MoveOut and now I can finaly move my tiles :) but still only one per launch 😛 So there are only a few things left before I can play the game. Need to make the finish work, and save when I place a tile. After that it is a game :) and than its time for level design and adding more features.

Tags: flashdevelop, haXe, work-in-progress

Improved Graphics; Feature Complete

Already finetuning the game’s apearance. On my must-have tasklist are only screentexts, improved music and a death jingle left. If there is some time left in the end, I will try to include the possibility to choose dificulty by changing the level generation parameters.

Tags: pygame, python, screenshot

epacse #2

Pile it up.

Evoscape

I’m making a shmup/bullet-hell kind of game. You play as an alien life form who was captured by some humans, and you must escape. By collecting power-ups you can evolve into different creatures, which changes the bullets you fire.

For some reason I’m just not in the mood for coding these past few days. My game will probably end up being really short, with 1 level and 1 boss or something silly like that. I feel a bit unmotivated :/

Comments

elcpaitanweirdo
20. Sep 2012 · 15:32 UTC
Hey two questions…

Day 2 Progress

Hey, we’re back!

It’s not the prettiest thing ever, but I’ve at least got the beginnings of some gameplay in there. This is the overworld map, with the animals and the various humans trying to catch them on it. The next step is to implement battling, which is going to need a bunch of new map generators among other things. There’s still a lot to do (detailed todo list below the cut), but it’s starting to look like I might actually have something vaguely playable by the end of today.

Safari Park Escape To Do
————————

Core
—-
– Actor health variable (with max taken from the Actor’s stats).
– When an Actor moves onto another Actor’s overworld tile, trigger battle.
– Battle map generators:
– Grass.
– Forest.
– Lake.
– Field.
– Town.
– City.
– When an Actor moves onto another Actor’s battle tile, calculate damage based
on the equation.
– When all Animals die/return to the safari park, game over.
– Score.
– When Turn Counter reaches 100(?), player wins the game.
– 1 Animal on the overworld == 2 Animals in a battle
(overworld Animal health == Animal 1 health + Animal 2 health).

Optional given time constraints
——————————-
– Tooltips over non-grass overworld tiles.
– Increase drop shadow on Actors.
– Inventory.
– Items.
– Equipable Items.
– One-use Items.
– Throwable Items.
– Items randomly distributed in overworld and battle maps.
– Tooltips for Items.
– If an Animal has no room to pick up or equip an Item, display it on the map.
– Items stats.
– Random names for Items?
– High scores.
– Throwing attacks.
– Some use for intelligence.
– Fog of war.
– Battle reinforcements.

Progress report 2.

 

Good morning everyone, I’m up and hard at work. All that’s changed since the last update is that the guards have now been added. They move around randomly and if they look towards you without a wall obstructing their vision they will see you.

I’m currently working on adding shurikens for guard killing and smoke bombs. Once they are in I’ll see how much time I have left before deciding what else to add. Collisions are still a bit buggy so if I have time left at the end I’ll try and sort that out too.