Floor Generation at Work

We’re using a wave function collapse library for unity to generate random levels based on a hand drawn pattern and 5 different tiles. Link: https://github.com/selfsame/unity-wave-function-collapse

We’re using a wave function collapse library for unity to generate random levels based on a hand drawn pattern and 5 different tiles. Link: https://github.com/selfsame/unity-wave-function-collapse
Try ir here https://viens.itch.io/one-room-lots-of-stuff

So I haven’t had much time to work on my game, however I have got some basic mechanics working.
My idea was to make a cooking game where you move ingredients around and have to cook them but not burn them. It’d be a little hectic but fun.
So far I’ve got cooking working, next maybe burning food or combining food, hmmm
Video of the mechanic:
You play the last born of a family of 4 kids (I didn’t have time) who are at war to claim dibs on the top bunk. To claim a bunk, you must defeat minions then the boss of the bunk.
Just tweaking the gameplay a bit and trying to make sure that the boss battles are a little bit challenging.
This was a fun theme to work with.
Now it’s time to make it actually a game (with score and endings).
previous WIP:
http://ludumdare.com/compo/2016/12/10/590770/
http://ludumdare.com/compo/2016/12/10/double-check/
Hi,
This is second update. The game is playable now, although the cockroaches are not very smart yet 😉

Hey Guys! I’m making a 2D Drop-down Platformer
Currently calling it “The One Room Dungeon” but who knows what the final title will be? (Ninja Bunnies in Space?)
Basically you’re dropping from Room to Room, conceptually each Room is a floor in the “Dungeon”(I loosely say Dungeon here but really its just an Abandoned House)
Starting to add some sexy pixels to the game to give it some LIFE!!!
Spent a lot of time on this sprite sheet: (Was a nightmare to cleanly animate! > <)

Pretty happy with my quality of graphics so far compared to LD33, now just to add more “play” into the “gameplay” part of this. ^^
Goodluck Everyone!

I’ve set all the doors’ initial state to off/closed, and removed the far console. Some doors can be opened remotely, others will require a character present.
In this video, I’m testing the click-events that power-up and open and close the doors.
Previous Posts
First screenshot from working prototype:

And first pack of cards:

Hi everyone! The 2nd day of the Jam has come!
Game core is almost done. So today i’m going to finish the primitive behaviour scripts of the objects, make a simple start and ending and launch my first LudumJam game!
I’ve already have a bunch of bugs here but it seems like i won’t have enought time to fix them all xD Hopefully there is no critic bugs or smth like that.
So, completely forgot to do the usual courtesy blogs about tools, battlestations, food, etc. Figured I should at least make a progress post so that people know that I’m here.
Had some trouble thinking of a good idea for this theme, or at least an idea that I would be able to get to a playable state inside the hours of free time I have during this weekend.
Been woefully unprepared for the current compo, using C++ as usual after all and didn’t have time to build a proper framework for the game, so none of the fancy ideas I had at first – scripted objects, entity-component system for everything, etc.
Doing my best though, and after one day – ~5-6 hours – of coding I at least have an idea and something that looks like an unfinished game.

One Room, suspended in the void of creation.
Your job will, as an innkeeper, be to keep your patrons watered and happy. Giving them the drinks they ask for and not taking long enough for the patrons to leave.
Every served drink will earn you some tips, you’ll also get a base salary for every day you manage. Beware that any mistakes you make will be taken from your salary, so try to avoid making them.
Hoping to get the missing pieces of the game done today, at least to the point where it can be considered a game. It will all be streamed of course and available on twitch under https://twitch.tv/ananace.
Tags: 2D, C++, compo, progress, screenshot
I’m done with Areas 1,2,3. I need two more before the game is finished, but it’s not happening now. I need to take a break before i go crazy 😀
I have to rewrite the state machine of my sidekick (Purple lad)
Yes he is missing most of the time!
Yes he is not checking line of sight (yet)!
But he is much clever now and it took only 2 endless while() loops to get here. He is realiable selecting closest target and switch target after its target is dead.
And here is the gif!
3 new character in game.
![]()
Those artifacts show up only after lightmap baking.

Hey Jammers,
We’re Tony and Julia from B.S.V. Moedt ende Kraght and we’re participating in this gamejam!
Tony, my teammate, has participated in gamejams several times. For me, this is the first time.
We’re currently working on a game called RoomRacers. The objective of the game is to race through a level as fast as you possible can while collecting coins you can use for upgrades. You also have to make sure you don’t get wiped out by the stage hazards.
The game exists of 1 level layout you play multiple times, each run being harder than the previous one because of added stage hazards or previous hazards that are replaced by more dangerous ones.
The tools we are going to use are Gamemaker Studio 1.4.1763, BFXR and Adobe Photoshop CC 2015.
Best regards and good luck everyone,
Tony and Julia.
The game’s a buggy mess but the core mechanics are there ready for polishing 😀
Tags: LD37, office, watercooler
Here’s a short gif (or something, this is the first time I’ve used imgur :P) showing (some of) my current progress.
It doesn’t show everything – the player also, right now, has a lightning ability that pierces all enemies, a nova ability, arrows that make enemies fight for you, and arrows that do extra damage. There is also one other enemy type that is much smarter than the others and shoots at you.
Things on the to-do list:
In any case, it’s 4:20 here so I should be getting to bed.