work progress
![[ZS`UW2T{%MKD}O)ED4K2]9](http://ludumdare.com/compo/wp-content/uploads/2016/12/ZSUW2TMKDOED4K29-300x167.png)

Still working!!!!! it will take forever
![[ZS`UW2T{%MKD}O)ED4K2]9](http://ludumdare.com/compo/wp-content/uploads/2016/12/ZSUW2TMKDOED4K29-300x167.png)

Still working!!!!! it will take forever
Scrapped some ideas altogether, thrown out a few hours of progress, only to restart.
Considering how time is ticking away at an insanely fast pace, I’ll probably just barely manage to put this together in a bare-bone fashion. Skipping out on a few steps, and overall quality management to get the bare minimum done. If I’ll have time by the end of the day, I’ll try to fix as many artistic issues as possible.
I might run out of time(quite frankly, 100% possible), so I think I’ll just overhaul the game after LD, and make it a fully developed product, so It won’t have the total playtime of 5 minutes…
Either way, I’ll try to push through with things, at the end of the day, this’ll work as a proof of concept anyways.

Just after midnight Saturday here, and I am tired. I have a playable cave shooter game. Next up is to add some background graphics, tweak the sounds, graphics (I hope), and game play, and add a few more power ups. I hope to get all of this done in time.
It’s a simple, one room shooter, but for some reason this one gave me a lot of problems. Collisions were giving me a headache. Some features were removed since they kind of sucked once I started working on it. Other features were removed due to time.
All in all, it’s a bit primitive (due to my lack of any art skills), but enjoyable.

what? no, I definitely did NOT just spend 4 hours working on a laser only to scrap it and do it in a different way. that would be stupid, right?
nope, I definitely spent 4 hours trying to make a laser follow the player. I was really close, but I scrapped it. I dont need to waste any more time on that. So now the laser just rotates around and alternates and speeds up. It’s like a mini boss fight.
Don’t mind the debug numbers above the turret, I was using those for testing.
So next up is more traps for Professor Calloway to spring on you, and also a Professor Calloway boss fight hopefully. I’m off to bed now, good luck to everyone else!
~
Our game, now entitled Needle in a Neighborhood, is coming along well. We redrew the houses, so instead of being just white cubes they have a little more definition. They need to be customized individually still but at least they *somewhat* look like houses now.

We attempted to make this a co-op game, but that failed rather miserably so we’re sticking with it being single player. We’re adding more spare rooms to populate our neighborhood with, including what I personally like to call the Card Room.

We really need to get around to texturing the various walls and floors soon, and more spare rooms are necessary to make the design-mandatory exploration worthwhile, but so far, so good.
A quick look behind said design: the rooms themselves are stored individually and loaded into the houses in a random (but fixed per play session) arrangement, so one time you might find the card room in this particular room of the house with the brown carpet (we’re currently identifying houses largely by their varied carpet colors), and the next time it might be a living room, or a dining room, or even… well, I don’t want to spoil all the surprises quite yet. You get the idea, though.
I’ll post more updates over the next couple of days. Until then, have fun everyone!
I found something to do.
I dont like to do graphics so my game is about a blind person trapped in a hostile room

I may have messed up my spawn ratios…
Anyways, dinostruction is going well. Just making tons of different smashable items now to fill the house.
Should have lots of time tomorrow.


Making stealth horror survival thingy. My cute “innovation” is having the enemy detect the player’s flashlight and it works woot! Lost 10 hours of work to day job #lame. Think I may still make it.
Not only did I restart when there were 29 hours left, but I also just went and learned Java for no reason. ._.
Sidenote: When I learned Java, I compared a script for Python and Java that did the exact same thing and the script for Java was well over 2 times longer. XD
Here is a pic of my progress:
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https://zippy.gfycat.com/SaltyWeeHairstreakbutterfly.webm
I’m in for LD37 jam! Only my second ld, so mostly hoping to end up with something playable.

Plan is to make a tribute to ti83 game Phoenix(which helped me through algebra), a shmup where you play as a flying graphing calculator defending and avoiding the enemies coming from a math classroom chalkboard.
Thanks @interface for the reminder and introducing ld in the first place!

Still need to add one room(Outhouse), Need to add birds, Need to add airship which allows the pirates to spawn, need to add particles and need to add a main menu and of course test the game.
Team: silver, Perfectodst219
Built as HTML5, password is ld37, might take min or two to load: https://menip.itch.io/ld37-black-hole-research-v001
Press Left and Right Mouse buttons to fire. Left changes which axis an enemy is moving on, right changes which direction an enemy is going on an axis. See what High Score you can get (um… yea I guess)
Couple things though: forgot to set the title on main menu screen, and need to change things so that some UI stuff resizes based on screen size. Gonna make music, hopefully story and tutorial, tomorrow.
Heres what I think for story: couple research aliens in spaceship. They want to observe effect of their new weapons or whatever against black holes (what would be a better object?). So they have to shoot black holes repeatedly. They know they can die if they come in contact with one.
For feedback:
How do the controls feel? Does stuff make sense or feel weird/confusing?
My menu’s and UI are… not good. If you could leave any tips, youtube vids, etc, on how to make ’em good it would be nice.
Graphics are likewise not good, thinking I’ll remake them 16×16 or something.
Don’t really like black holes as part of the story… what would be a better object?
Any tips and feedback would be the best 
Enemies swarm and make void portals with your furniture.
You can try to un-portal your furniture, and have a few screen-clears. You just want to live until the timer runs out.
Tomorrow I’m going to be focusing on getting visual cues up so that you can actually see your progress closing portals or casting the screen-clears. Then as stretch-goals: A more exciting death and victory screen, then revamping and animating Mr. Nameless Protagonist.
I have a beta if anyone wants to try it: link here
Good night and good luck, everyone!
But not much going on for now !
So all that’s left now is to program Endless Mode, improve the art MAYBE (kinda liking it, really reminiscent of older games with a modern twist), make music and sound effects and program them in. Fully functional game right now (outside Endless Mode and Sound Test mode), all enemies are done, all Difficulties are done… not really much to be said, truth be told. Not sure if anyone’s reading these, but I’m almost finished! I’d say around 80%?
Please ignore the floating anchor, it isn’t supposed to be there and if we all just ignore it maybe it’ll just go away on its own.
in cooperation with douglass
Audio credit:
“Meatball Parade” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
After a long day of work, I am very close to finishing my game, I just need music, and another scene. So happy to be able to go to sleep!