Ludum Dare 37 December 9–12, 2016

Ludum Dare 37 Work Post 01

7:10am – I just arrived at the McDonalds and got myself a McBreakfast. It’s time to Ludum Dare! I plan to do most or all of my work here at the McDonalds, it’s become practically my office the last couple weeks.

This season’s Ludum Dare theme is One Room. I briefly considered doing something like <a href=”http://www.onemorelevel.com/game/there_is_only_one_level”>There is only one Level</a> but I don’t think I could do that well within 48 hours.

I’m going to go with my No. 2 plan from before the theme was announced and make a Snake clone. It fits in one room, and it’s simple enough to make. I hope!

But first I should eat this lovely McMeal…

7:26am – McBreakfast done, I am now setting up Unity.

7:55am – I’m making the playing field in Unity. It doesn’t really need any coding so I can just plop it down.

8:07am – Okay playing field created. Now to figure out the game mechanics I need and how to implement them.

I’m making “Caterpillar”, a clone of Snake, which was originally a clone of some early primitive game you can look up on Wikipedia if you’re curious.

In my game, there will be a 32×32 grid of squares, cubes really since I’m doing this in 3D, and this bounded area will be populated by one (1) Caterpillar. This Caterpillar will be made out of segments which follow a Head segment along the grid. The head segment does not stop moving. If the Caterpillar head runs into its body the game is over. If the Caterpillar head runs into a wall, it automatically goes in the first clockwise open direction, unless there are no valid moves, then game over. There will be fruit pickups. Picking up a fruit increases your score but also increases the length of your Caterpillar by one segment. There will be trees. Trees are random blocking objects in the gamefield to make things more interesting. They act like walls. When you run out of valid moves and run into yourself, it’s game over and a score screen will display, along with the option to play again.
So, I’ve got to make the Caterpillar Head, Caterpillar Body Segments, Fruit Pickups (Apples), and Trees, as well as the UI to cover it. I’ll probably make a few Camera Controllers for different viewpoints on your Caterpillar, but I’ll start with an overview of the whole field.

Let’s see what I can do without thinking about it too hard.

8:38am – I’ve made some basic models and materials for my game pieces. Now for the scripting.

The Caterpillar will move by transform changes rather than physics, since it’s only going to move in square segments.

The control scheme will be something like this.

If a direction is pressed, move in that direction if possible.
If no direction is pressed or the direction pressed is impossible, move in the last direction pressed.
If the direction selected is impossible, search for a possible route clockwise until one is found or game over.

All the while I’ll also be checking if the path crosses the Caterpillar’s body, in which case it’ll be game over.

I’m thinking I’ll use something like a linked list to tell each caterpillar section to move, and if a fruit is eaten the last section will spawn a new section in.

I’m going to start by making the basic movement script for the head.

10:12am – Amazingly it’s already 10:12. I’m still working on the movement script for the head.

11:43am – I’m struggling with some complex mathematical formulae to figure out the caterpillar’s movement, and I’m getting hungry. So I’ve put in an order.

12:05pm – McLunch eaten. I had a Junior Chicken Bacon Ranch, a Garden Side Salad with Greek Dressing, and a small Coca~cola. Good, cheap, filling meal.

Now back to my problem. I’m not sure what went wrong with my code but presently the head of my caterpillar flies off to the left at a constant velocity which is faster than the speed value it was moving at before. I figure my obscenely complex math was incorrect or something…

1:46pm – I’m still struggling with getting the head to move to the exact coordinates of the next square and properly test for a direction to move in. It’s bizzare that it’s eluded me this long.

1:53pm – Blasted floats! How I hate your imprecision! Well I guess I’ll have to figure out a different way of telling if I’m on a square or not.

3:04pm – Still working on this problem. I’ve tried tackling it from at least four different directions with no luck. Very frustrated.

4:21pm – Direction five seems to be working! I just need to get everything else working now…

4:26pm – I have two bugs right now. One, the down button doesn’t work. Up, left and right all work. I’m not sure what’s up with that. Also, I can turn backwards. Shouldn’t be able to do that in Caterpillar.

4:36pm – I have a lot more bugs now!

4:41pm – Bugs are all gone now!

Well except the moving backwards one. Though, I guess that will be automatically fixed when I add the segments in.

So I’m going to add the segments in!

5:10pm – I’m feeling burnt out and tired and it’s getting dark out. I’m going to go home and sleep, and get back at it when I get up.

Tags: LD37, Ludum Dare

Making MAJOR progress

Working on Main Menu Screens, and working options and such. After this, all that’s left is programming some more enemies, then I can focus on the good stuff!

Good Night

There is still a lot of work to do. But I am very tired now.

The name of the game is “Father Hustler and his holy room”.

You must save your “sheeps” in your holy room. And the evil forces want to destroy the room. Every sheep outside of the one room dies after time. So throw some holy water on the evil forces to save your “sheeps! :)

 

First look

 

Cya all tomorow!

Let there be art!

Well, it still needs things. Like… a door. Or something. But it’s getting there visually! Took way too long to get all these icons done though ><

 

Art and stuff

 

 

I’m exhausted!

Today’s progress:
LD37LastRoom
I have mostly finished the base-game, some tid-bits are left, but in general its done.
Tomorrow graphics/sound? I don’t know how that will go :/

Meanwhile goodnight everyone i need some sleep!

Not bad for 5 hours?

This’ll be a 24 hour game jam for me. No big deal! I have a simple game idea and I think I’ll be able to get it done in time. Enemies can capture control points now and spawn more enemies within the room!

enemyCapture

I am not an artist.

Screen Shot 2016-12-10 at 5.23.04 PM beuys

Have him moving around the room now ~

 

Issues and Progress

Well, I ran into some issues this morning with collisions. I’m still not sure what I was doing wrong but I couldn’t get them to work correctly. I ended up just creating a 2D grid for the level and marking the grid with the locations of the objects so that I could detect a collision. This way is actually faster anyways and it works just right! Unfortunately, I wasted like and hour and a half trying to fix the other way before I did this. Oh well.

Here is a GIF of what I have so far:

Tags: gamemakerstudio2, pixelart

Mega Mecha Control Room

Coding in ‘dry’ C++ and SDL again … but this time taking some base code with me (scrapping everything that had to do with the actual game from the last time).
So technically I kept my promise to myself and didn’t start again with a new and difficult engine? :-)

A sneak peak:

jumping up and down is being in control, right

 

The artifacts don’t show up in the ‘actual’ game … thank goodness :-)

Mega Mecha Control Room! 😀

 

Professor Calloway’s Room of Traps*

*working title

I got my concept done. An evil Professor has locked you in a room with many different stages of traps. It will work similarly to a boss fight, with one stage at a time. It will also be sort of bullet-hell, with lots of things flying around the screen.

End of Day one. A little parting GIFt.

So, it’s the same as before, just I wanted to share it again. Even with time travel powers, our poor cute ninja robot of death can’t seem to catch a break. Here in the future he is accosted by an unruly soldier, so as he flips between the past and the future to overcome his path he finds that perhaps the Jurassic era is not so safe, either.

ld37gif2

Clocking out myself. Today’s progress consisted of:

  • The idea
  • The guy
  • The platforming
  • Time travelling
  • Fixing the platforming so you couldn’t time travel in to a wall
  • Basic future enemy AI
  • Basic past enemy AI

Going to sleep now, so I can be up nice and early tomorrow and add in the following:

  • Fix velociraptor so he doesn’t move like… that
  • Add the player’s attacks and make them kill the enemy
  • Enemy spawner and wave timer + difficulty scaling
  • Design of the room, both in the past and future versions.
  • Power ups
  • Health and Death
  • Sounds and music
  • All of the remaining art
  • ??? SECRETS

Phew! That’s quite a task. But I’ve all of tomorrow and Monday to tackle it, and I do so with a friend. Looking good, guys! Have a good night/day.

Taha
PS: Here’s the finished walk cycle of Reginald Vortex himself, sadly low res since it’s so teensy.:
walkgif2

Caught in the trap of doing art early!

modelsWIP01

 

I know the fatal art early LD trap!

Off to workout how to do this game, no idea on how to implement it the way I want yet!

Need coffee!

Toilet last stand – Devlog 02

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

As i said before, i started pretty late so i am not sure if i make it. BUT! I just completed 1/3 core mechanics called “Life support”. So… Now i can enjoy watching how my character dies by hunger or thirst or just simply by owerwork.

So my dear little sadists, you can enjoy this gif from completed GUI :3

What next?

Now i need to start building “edit” mode.

How will edit mode works? Well… While scavenging you will find various items and you can place them in your room. Every item will have durability and you will ned collect scrap for repairing. Stay tuned! In my next (and probably last devblog) I will wrote more about scavenging system!

When One Room is Not Enough, and yet Just Right

We’re doing well mechanics-wise on our entry (the graphics are another story). Looking for a different way of handling the theme, we took “One Room” and hid it in a small residential neighborhood.

LD37 2016-12-10 17-31-09-29

The graphics have miles to go, but the interiors of the houses (currently represented by white cubes) are all done, and the game’s main hook is in, so now we’re going to work on some of the individual room details before adding the interface and polishing the visuals. Here’s an example of one of the (incomplete) spare rooms.

LD37 2016-12-10 17-30-45-10

About to add real gameplay

I am planning on making an ant racing game. Right now I have some basic car ant physics working and a giant foot that tries to stomp you every few seconds.

Gameplay gif

Day 1 of 3!

The team and are about 16 hours in and it’s already starting to take form!
Working with 4 programmers, one of them acting as artist.

We present Inner-G!
Inner-G

First time!

Ok for my first time in LD I will try my best!
After a rough idea on paper I finished all the characters design I needed and also some background elements.
Now I need to code… One man army spirit!!

Good luck all :)