Ludum Dare 37 December 9–12, 2016

Progress so far

The game so far:

screenshot-20161210-111856

You can move around, put out fires, and build walls collected from breaking other walls.

All that is left is most of the game play and good art.

PD Update 2

I have something to show, finally:

It’s a very rough start, but you can interact with it and the mechanics work.

“Shall I Kill Her” A newcomer team’s first game.

Hello all! Sorry to be late.

This is our first time that we participate to the Ludum Dare.
Our team is composed by 3 programmers: Mario and Edwin from Guatemala and Andros from Spain. 2 artist: Sonia and Sarah from Spain both. And 1 musician: Juan, also from Spain.

These are our updates.

Our game its called “Shall I Kill Her”: A woman tortured by dark feelings dabate between good and evil. She must decide to kill or not to kill his couple. In order to make the decision she must look over her memories to find a reason.
/
Una mujer atormentado por oscuros sentimientos de debate entre el bien y el mal. Debe tomar la decisión entre matar o no a su actual pareja. Para ello recorre sus recuerdos en busca de una razón.

Script:

“Debo tomar una decisión. No saldré de esta habitación hasta que tenga claro si mataré o dejaré vivir a mi novia. ¿Qué ha pasado en mi vida para que haya llegado hasta aquí? Tengo poco tiempo. Su vida se tambalea entre mis dedos.” 

/

“I must take a decision. I won’t go out of this room until I am clear about killing or not my girlfriend. ¿What happened in my life that leaded me to this situation? I don’t have time. Her life is tottered in my fingers.”

Graphics:

escena_ejemplo escena_ejemplo2

Music & Sound:

Shall I Kill Him – Teaser

Tags: Notestudio

One Room. Infinite possibilities.

When it comes to the human mind, a lot can happen. The mind can quickly create a completely different world that appears to be real. How do you think you would react if you had woken up isolated in a hospital room?

If you’re interested in watching us stream live and eat a lot of food whilst building this experience, head over to Twitch here: https://www.twitch.tv/iamkraya.

We will post updates here quite frequently with progress.

Tags: 3D, hospital, streaming, trauma, unity

BOSS ROOM begins

I’m busy for most of tomorrow so I won’t have very much time this LD. But I have an idea for this theme so I’ll give it a shot.

My game will be called BOSS ROOM, and you’ll be trapped in an evil room that’s trying to kill you. You have to gradually destroy bits of the room until you can get out.

Screen Shot 2016-12-10 at 18.00.34

For once I’m not starting with the graphics.

First sign of progress

I originally planned to use Java and libGDX, but after Eclipse froze (roughly 2 hours into development), I switched to TypeScript. Here’s a screenshot of what I’ve got so far:

screenshot1

My interpretation of the theme is to have one central room that is connecting the rest of the rooms.
I plan on making it so that the player has to  return to this room as much as possible, to make any progress — we’ll see how it turns out.

Wish me luck; and good luck to all of you, too!

Visual Updates on our game.

We finally have an idea we think it’s fun and working hard to get the core together.

RAGE_MAGE (1)

sketch

Progress!

Screen Shot 2016-12-10 at 17.57.53

Woo! Got the look and player physics done, now I just need to add shooting + enemies + some cool boss or something

Toilet last stand – Devlog 01

title

The zombie apocalypse has started. You decided to make base on safest room in house, the toilet. Why you ask? Because you have infinite water and toilet here…

DEVLOG 001

I started pretty late this LD and i probably did not make it to the end. But i don’t give up yet! I at least created base mechanics (player moving). And started to working on core gameplay mechanics.

About my game…

 

Basics:

I planning to make survival game. You are in world filled with zombies and you must manage your needs, AND your room because you have only limited free space.

Your room with placeholder tiles

Scavenging

 

If you don’t have supplies which you need, you can go scavenging. I have this mechanics just on paper. You can choose how many hour you will scavenge. More hours = more rare items but bigger chance of wounding and killing yourselves. And more rare items, more room they will need.

 

Core mechanics

Well, you need to manage few things.

  1. Hunger
  2. Health
  3. Thirs
  4. Mental health

Mental health is very important part of game. You need to stay in good mental state. If is your mental state too low, you will commit sucide. You can scavenge and use items like newspapers  (less space but only one use) or (for example) Wash mashine (you can use it every day but you will need much more space..

And, here is little gift…. I made bunch of sprites when i created my main character…

character_walk

So… Here is my basic set of gifs just for merging and recoloring 😀 (All hairs have idle and walk version so you can just overlay them.)

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ char_euro_walk char_euro_Idle char_euro
hair_7_walk hair_7_Idle hair_6_walk
hair_6_Idle hair_5_walk_walk hair_5_walk_Idle
hair_4_walk hair_4_Idle hair_3_walk
hair_3_Idle hair_2_walk hair_2_Idle
hair_1_walk hair_1_Idle

 

Got waypoints working for NPC’s:

The Guests have arrived

I just had to share!

3 ideas later…

I am far from done and “wasting” time posting this but…

Run

I made a check point system in game maker studio, and it is inefficient, buggy and it works!

Progress!

Took 3 hours to build a portal system in Unity last night.  There’s still a lot of setup going on.  I know this looks like we’re making Portal, but we’re really not.  We have a more or less different use for portals in our game, where the player always returns to a common room “The One Room” and can get to other worlds by passing through the room.  Once in one of the worlds, the player can pick up the door behind them, move it to another wall, and open it, and it will always lead back to the room.

Actually, the portals are the easy part here.  The hard part was figuring out how to load and unload levels without showing a “loading” screen.  Glad I didn’t personally work on that part 😀

Testing the portal algorithm.

Tags: LD #37

Bow

WIP_BOW_LD37

Finally finished modelling, rigging and animating the bow. Took wayyyy longer than expected, but on the other hand, I’ve never really done 3d modelling like this before, so I think it went well. Time to set it up in Unity! You can follow my progress on my blog here: http://kittysgameden.tumblr.com/

Day 1: My Terrible Idea

So I decided that my game would be a, Nuclear Power Plant Management Simulator.

Where you manage a Nuclear Power Plant without starving and keeping the place intact.

Tell me what you think about my terrible idea.

Game Image

Tags: #ld37 #37, LD37

The physiological twist on Ludum Dare a lucid based Narative

fly

Here is a portion of the narrative: “This is about the time when the name of the game clicked with me, as I code away writing line after line I get to the creation of these odd out of place particles the syntax needed would give me the perfect title, “Instantiate”.”