Gather 10 keys to escape!
I’ve finished!!! my first LD :D:D:D
Online version –> http://madflame991.blogspot.com/p/gather-10-keys-to-escape.html
Zipped version –> http://gamejolt.com/data/games/5932/files/ld21_gather10keys_madflame991.zip
I’ve finished!!! my first LD :D:D:D
Online version –> http://madflame991.blogspot.com/p/gather-10-keys-to-escape.html
Zipped version –> http://gamejolt.com/data/games/5932/files/ld21_gather10keys_madflame991.zip
This game about a girl, trapped by addiction to a Nintendo Virtual Boy, collecting items that remind her of her previous life to escape back to it, is just about done 
All thats left is some nice text explaining things like what the 3 abilities do, and why you’re doing what you’re doing.

Feel free to test!
http://splixel.com/b/LD21/Splixel_LD21.swf
I spent a weird amount of time of my first full LD Jam day in the shop for my car (doodling on my laptop/Wacom with people staring at me like I was making a bomb) or lying around lame/sick, but I did churn out level and player graphics. I hope I kept the watercolory look of the concept art.
We’re still using crops from my original concept art for the boss and enemies, but progress on the game overall looks pretty encouraging. We’ve got two types of enemies, one flying and one grounded, that both attack the player and a big bad boss. I’ll be focusing on making the boss more alive and scary today, both with code and art. Now, it occasionally shoots red dots now whilst hovering around on the left side of the screen. While hazardous, that’s not exactly the scale of threat I was hopin’ for :).
Yeah, I’m too tired to think of a title for this post.
Anyways, here’s a screenshot of what I have so far.

Still have a lot to do in terms of gameplay. Worst case scenario is that I won’t have enough time to add in some sound, a new tileset, and a title screen. Heck, I don’t even know what I’m gonna call this game. Haha.
So, yeah. Bing bang boom.

Chryssalid Autopsy
The darkness!!
Aside from feature creeping as usual, my drawing hand RSI is making it very difficult to work. Here’s the progress so far on Chryssalid Escape. The goal of the game is to sneak out of Alien Containment and reach the exit. X-COM soldiers stand in your way, but perhaps they can be used to increase your numbers? See previous post for more details.

Chryssalid Escape WIP 2
Screenshot. Bit of a mess. The perspective isn’t really working as good as isometric, and the walls should not be exactly 2 tiles high (they do overlap).
FEATURES SO FAR:
—————-
+ Ambient sounds. Very easy to make and remarkably similar to how X-COM sounds.
+ Footsteps. Other sounds are waiting to be used.
+ Graphics for 16 floor tiles, 5 wall tiles, and 4 Chryssalids. Using X-COM sprites as inspiration.
+ Map (128*64) in multiple layers that can be scrolled and edited a little ingame (mouse). Loads data from Photoshop Raw (which is my map editor).
+ Units (characters) with action points. Can Move, turn, strafe, collide.
+ Brute force Line of Sight rays. Hidden units not drawn.
+ Simple Immediate Mode GUI. Keyboard can also be used.
+ Data structures for the various units (mostly unused atm).
TO DO:
——
– Add (and layout) all buttons for control (mostly using keyboard atm).
– Button Gfx.
– Title screen with art, New game (reset all), Resume game, Quit and all that.
– Win and lose conditions (count Units, step on exit tile). Finish art for win screen.
– Rest of the Wall, Unit, Obstacle, Effect Gfx.
– Figure out where to store corpses and destroyed obstacles.
– Enemy roaming ai (use existing movement methods).
– Enemy stalking, noting target points.
– Enemy shooting and projectiles.
– Make sure the camera is focusing on visible enemy action and projectiles.
– Minimap. Pixmap that can be updated. Click on it to scroll.
– Edge scrolling instead of the wonky map click scrolling.
– Chryssalids bumping into obstacle and enemies should use existing damage function. Obstacles might need resistance values.
– Chryssalid Zombie and Cocoon transformation timers.
NOTES:
——
+ 805 lines of BlitzMax Code
+ Tiles are 48*32 px, asin(2 / 3) = 41.8103149 degrees (90 = up).
+ Using lots of constants to set things up, so I can change resolution and such somewhat easily later with the game adapting to it.
+ Art drawn at 4x in Photoshop.
The XNA version of my game now surpasses the Unity version. What’s working:

LD21 Screenshot 2
Sorry for this delayed post. A lot has happened.
First of all, my fam’s at a camping retreat, so i’ve had to relocate to local coffee shops. This is big, because now i can only dev on my netbook. GRAGGHHH.
Also, me being new to Flixel, I ran into a couple of bugs (one of them took 4 hours), so not much has happened framework wise.
On the brighter side, I created a new enemy, 5 more levels, and everything works! (hopefully).
Planning to add – 1 more weapon, 6 more levels, and a super-awesome secret mode to my game!
Now that the basic game is done and I added some eyecandy, I’m doing some little gimmicks. For example, the ending screen will show you now which path you took while trying to escape:
Will someone beat this score? Maybe, we will find out, because I am starting to work on the Online Highscores now! Wooo!

My game is almost done, pretty much. I am almost done, pretty much. Slowly going insane. Need a burst of energy.
Here’s two work in progress builds – one from yesterday evening when the site was dead, one from just now.
Play in browser: WIP Build 0.1: Basic tutorial and gameplay.
Play in browser: WIP Build 0.2: Changed to Mouse controls and added leaderboards!
The game is called ‘Vault’ and it’s about a bankvault style prisonvault. The gameplay is iffy, really only interesting if you try to optimize your moves, which is why I decided to spend a really long time figuring out how to integrate Mochi leaderboards. Now I got to add a few new hazards and make levels…. and sound and music. Phew.
Tags: leaderboards, mochi, progress, vault, wip

Just finished the level generator for Escape Velocity. It now takes me 30 minutes to make a decent level, compared to the several it had taken previously. Just working on the tutorial level so theres for sure something to play before I move on to add the doors and sounds. My goal is to have atleast 5 playable levels included with my submission. If I get those done, I’ll spruce up the level generator and set it up so you can place subsystems.
So, my todo list right now:
4 more levels
Sounds
Doors/Keycards
Animation
This is a screenshot from yesterday, that I was going to post. Anyways my game is coming along good, I have all the gameplay elements I wanted in place, scoring is working, and I came up with a clever way of presenting the score.
Since this screenshot was created I have created a new character sprite, with a animation. I also added pickups to the game, that give a small boost to your score. All that is remaining is to add a few sound effects, make a video, then submit it.
I submit my entry for the 21 Ludum Dare. The artwork is awful. But I happy to have submit something
. I hope you like it.
Seeing as how I’m taking a short break (enjoying some three-year old curry soup; still good) and blogs are possible again, I thought I’d apprise the few interested parties as to my progress.
Yesterday I set a goal to get 70% of the game logic in place before going to bed. I’d say I hit that milestone, despite tons of trouble with collisions and camera issues (I’m entirely at fault, naturally). Currently, I’m cleaning up the remaining interactive parts of the game and I hope to have all cutscenes drawn and coded by midnight (local time, GMT+1). The remaining time will hopefully pass with voice work and music.
I like where the game is headed, it’s actually trying to tell a story. Now I just hope the rest of you see that as well 😛