LD21 August 19–22, 2011

Run Run Robot status

Progress for the Jam entry game, "Run Run Robot"

Our jam entry entitled Run Run Robot is coming along well. We have most art assets complete, and we have completed most core game play. Today we just need to finish off a few features, and then add some polish.

Comments

21. Aug 2011 · 14:01 UTC
I like that monster! I want to feed him robots!

Deadline

Hi,

 

I got a question, should I upload the game before the left 10 hours or we stop making it in 10 hours and have a lapse of time to upload it?.

Sorry if it’s a silly question, just want to be sure about it, thank you.

 

Comments

Goldendice
21. Aug 2011 · 14:03 UTC
You should upload it before the deadline.

Breakfast Time!

I’m not gonna lie: this Oxycodone stuff does its freakin job. Unfortunately, it also makes me as high as a kite. XP
This, coincidentally, is not so good for my coding capabilities. I spent four hours yesterday fighting phantom bugs.
Today, I had a special guest at breakfast to help fight those imaginary beasties… 😀

CAPTAIN CRUNCH!!!! (Crunchify Me Cap’N!)

All I need to do today is polish! Maybe some more features and game play elements, and some sfx and muzak.

New Direction….

Well! Sort of panicing since I only have 9 hours left to do this, but….

I have basic sword fighting in. The player has a slight edge because their weapon reaches out a little farther than the enemy’s.

The problem is that it’s too easy if you just engage one, and ridiculously difficult when you engage several.

(By the way I’m so glad I’ve implemented velocity for all movement; it makes fighting physics a lot easier)

 

So, my solution, is going to be to vary enemies, somewhat, but the larger part of the solution is Arrows.

You’ll pick up different kinds, and then they have different abilities (normal, explosion, freeze, slow, fear, etc).

The Blueprints: Enemy logic, safes and bushes

Well, since yesterday I’ve made pretty good progress. I have the enemy AI working reasonably ok to where they will walk around and if the see you they will give chase.  Still not what I want, but for this compo, it is good enough.  I also implemented safes, and I’m thinking that before you escape the blueprint, you will have to open a set number of them.  Finally, I’ve added bushes and a title block to the blueprint think it looks pretty cool now.

I want to do at least one more blueprint, but alas, attention must be paid to other things..

Time to finish things up

The AI is now done and fully functional. They can have a variety of states, like patrolling, wandering, guarding, and of course chasing you. I hit a few roadblocks while doing AI, and I’ve been working around most of them, as usual. But because of that, it’s such a mess now that it started to hurt performance-wise. So I had to work around that as well.

I’m not very happy with my game so far. I expected to create something else, something more fun. What I had in mind and what it is right now are similar, but I imagined it to be more fun to play. 😀

In any case, I’ll finish my game. I’ve got footstep sounds with panning depending on where you look (which is very confusing when you’re looking down, as left=right and right=left then) which makes sound sort of useful, but while it should be a vital key to knowing where your enemies are, it doesn’t really help that much at the moment.

In hindsight, if I had known my game would end up looking the way it does (infinite 3D pillars going to the sky instead of shadows, tiles instead of more ‘exotic’ polygons), I would’ve made something more similar to the old GTA series. That way I could at least paint the walls with a texture, or turn it into first person view from the get-go. I’m not unhappy with the current state, but I really did expect something else. It’s been a good and fun experience so far, though.

On my to do list are menus, win and lose conditions and a screen, and some more fancy graphics if I can. I won’t add any more level objects like doors and keys and all that.

Escape from the void

The game is coming along nicely, the story is so: Your an atom before the creation of the universe, you must smash into other atoms in order to move to the next level, as you progress, levels will get more complicated and have more features because the universe is getting more complex.

Camera tracking is easy thanks to GM8, so bigger levels with scrolling, the below level is level 8, and scrolls upwards, its the first level to feature the cannon powerup! 😀

So far I have a few good features, and i’m just adding as I go along!

A screenshot


(Right click, view image to see full size) This is the first screenshot I took of the game, last night some time. I’ve since added a lot more atmosphere to the game. I don’t yet really have a working title for the game yet, but it’s going to be an “escape the facility” type of thing. Also, no food photos because the LD site was down, and being smart I forgot to take a pic of it anyway to post later. Oh well!

progress report, 1st time trying LD

progress, ive spent 75% of the time making art :(

note for next time, learn hotkeys for flash and buy a tablet for drawing

 

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Clipboard08 Clipboard09

Comments

21. Aug 2011 · 14:29 UTC
omg dude that artwork is off the hook, in fact i dont think you even need to submit a game, just make a slideshow of screenshots

Buoyancy!

Carol and the Haunted Castle (WIP)

Hi all,

Thank you for bringing the site back!!!

My progress so far:

Blood!!!
2.5D Engine
Enemies
Blocks and jumping
Multiple rooms with camera at different distances
One tune (made using Guitar Pro)

Next:
A better death (?)
One more class of enemy
locked doors and keys
Spikes in the floor (platform section)
More rooms

I’m not sure I’m going to be able to implement all features I want :(

Try the current version

Good luck to all!!

Tags: demo, screenshot

Shot’s LD21 progress recap

My first LD48 and I think it’s gone very well! I’ve been timelapsing with chronolapse and it’s been working very well. I made and uploaded a video of my progress at about 1 am last night, so 23 hours in. Viewable on youtube! Since I finished game mechanics pretty much completely last night I’ve done some work on sound today (music with audiotool.com and sound effects with bfxr.net) and I’m about to get to work on the remaining graphics. I’m pretty happy with my entry so far, and I’ve been really enjoying idling in the #ludumdare irc channel and trying out all the different games people link for critique. Can’t wait to play all the finished games!

My entry is at http://www.tomcorke.com/ludumdare/escape/ and I’m working on it live – if it isn’t working when you load it just wait a minute and refresh, I test immediately after changes and fix them just as quick!

I’d appreciate any reports of bugs or issues, idling in #ludumdare on Afternet as “Shot”.

 

 

 

 

 

Server up! Yay!

Well, now that the server’s up, I can post a progress report on our game: http://i.imgur.com/kPVcU.png It looks bland right now because it doesn’t have blocks, powerups, particles, enemies, or soundtrack. But since it’s a Jam entry, we’ve got it all planned out for the next two-ish days and we’re right on schedule.

Good luck to all fellow Jammers and you hardcore Compo programmers!

Tags: jam, paint.net, visual studio, xna, xna 4

Prison: Escapor

9 hours to go… I doubt I can finish my entry in time, I’m not giving up though, planning to enjoy it till last second :)

Because this is the first game creation contest I ever participate in, and I think it’s the greatest competition in the history of gamedev contests so far.. I mean we took down the competition site!! it was like friendly-fire DoS attack.. I’ve learned many good lessons, I’m definitely going to write a detailed post-mortem on what went right and what went wrong, at least for my future self who I know is folish enough to participate in many more competitions.

When I first started working on my entry, I had 4 game concepts within an hour, all of them are great ideas on paper, in the end I chose this one which I called Prison Escapor:

It may look kinda chaotic, but the idea is clear in my head… I think 😀

Here’s how it looks now:

 

 

 

The biggest problem I have is the AI, it took me most of today’s work so far to make that guard chase the player around through the tunnels until he losses him or finds another prisoner to beat down, that’s one way to get rid of guards 😉

So you see, finishing this today is unrealistic, but I’ll try my best to get it as close as possible to playable state.

The Final Push

ARE YOU SEEING THIS

ARE YOU SEEING THIS

I’M PUSHING THE CRATE AGAINST A SOLID OBJECT AND NONE OF US IS FLYING ALL OVER THE PLACE

Tags: ALL CAPS

Comments

21. Aug 2011 · 14:58 UTC
OMG OMG OMG OMG I AM SEEING THIS BRO