LD22 December 16–19, 2011

Day #1: Space!

I got up at about 06:30 today (GMT +1) and I have been working almost non-stop since :V

Since pictures say more than a thousand words, heres some (Still some placeholder art):
Image and video hosting by TinyPic

Image and video hosting by TinyPic

There is no goal yet, but I will be working on that tomorrow. Time to go to bed. (Also, I will be streaming here http://www.twitch.tv/olavst tomorrow, just like today)

A sandwich of sorts

It appears my Jam buddy has returned, so I shall be retreating from the compo proper and joining the games jam. Pity that, I quite liked my prototype, but with the framework we’ve previously developed I think we could produce something better.

 

I almost forgot about this blog

Been hard at work.  Music, sfx, and art are mostly done.  Gameplay is pretty finalized, with a few bugs.  It’s all about creating levels now.

I suppose I’m not being incredibly original with a platformer.  Nor is my level design that amazing.  But it’s just fun to make it, you know?  And I’m doing well on time.

Splash the Elderly Lady Across the Street

Ludum Dare Screenshot #3

She looked threatening with that walker...

Huzzah! The demo level/first level of the game is finalized. I put music and sound into it, more fluid animation. I sortof think I might mess around with the launch trajectory, to get that lady over the wall with the fire hydrant. After all, the main character wants desparately to be left alone! If anyone (running windows) wants to try out the demo, you can download it from http://feyleaf.com/downloads/alone.zip. The music track is bundled in there too. I’d like to know how well it works on different setups.

Meanwhile, there are several other levels I want to create. And different methods of dispatching folk in the game.

 

5 Hours Mark

5 Hours in, 4 were spent arguing with the new version of Chipmunk Physics I smartly downloaded.

Tomorrow

collision_ok

Core mechanics are implemented, tomorrow work will be about level designing, UI, power-ups and if i’ve got enough time, leveling.

Day 1 : recapitulation

So, how much am I advanced as seen in my  brainstorming…

 

Ice explorer – ok

Interactions, collision system, some background – ok

– trapped – not ok – alone – not without scenario- deleting things – working on -fighting game – working on- random people creater – not- random messages – not  -scenario – working on

Well.

 

Time needed : one day or more

Remaining time  : ok… OH Wait. I have school-work.

Conclusion : certainly time failure to complete the game.  But that was worth of it ! :)

___ End of Day 1 (and perhaps end of all my present adventures <ö> ). ___

Edit : I haz a roomba-cat 

Edit2 : to have an idea of what is done, here is a demo (executable)

There is not lot of things to do, S to jump, D to attack.

Comments

RedErrorSuru
21. Dec 2011 · 14:19 UTC
Yep, I simply flew away.

Time pressure

I’m getting worried that I won’t hit the targeted scope at this point. The assets needed aren’t too much, individually, it’s just that I have a pretty hefty list and I don’t feel as confident about being able to pump out content consistently right up to the deadline.

Got some environmental sound in – waterfall noise, and it changes as you enter different screens.

However I haven’t made much progress on the gameplay lately. I really want to get some of the gameplay in there before I sleep.

TODO
 new block type for water - the surface toggles platforming/swimming, or somesuch
 start sketching out whole game and getting bgs in place
 
 goals for rest of today:
 inventory working
 pick up stones
 one more button to drop vs. use("shoot")
 dragon flight code
 diving code
 bird flight code
 birds placed in map are spawners?
 or we just have them run on a consistent cycle?
 spriting:
 pearl sprites
 bubbles
 swimming sprites
 dragon sprite
 idling
 flying
 hit
 obstacles for dragon area(attacking birds)
 (reuse birds for hunting segment)
 throwing stones(instead of bow+arrow)
 three tasks:
 diving
 hunting(birds)
 fly dragon
 some sounds
 splash
 throw (replace the current thingy)
 hit
 _integration_
 goals for tomorrow:
 finish sounds, add music?
 add two or three tasks
 mining
 collect fruit
 make fire
 
 Ending celebration/failure

Bushes!

Thirteen hours of work complete, so another update! I added in some bushes. You can forage from them and get sticks and leaves.

I also added in some hunger / thirst drains that tick away every hour.

Next up? I think I might work on making it so you can walk to different areas.. instead of being stuck at this one scene. And work on some random generation of said areas.

Alone in the unknown: Puzzle Elements and art!

A new blog post at From The Beginning explaining and showing off our current three puzzle elements and how we think the game will turn out.

Video at the end of the post.

Hope you’re all enjoying yourselves :)

– Jonno & Nathan

45 minutes later

In just 45 minutes Ive added a gun and a bullet and a broken text box.  It was all really simple because I already had the physics engine.  Adding chipmunk probably saved me time in the long run

Comments

TehWut
17. Dec 2011 · 21:06 UTC
This looks really good, like the style. Good luck!

6pm EST – Sat

I got powerup and meter fixed position working now, so that’s another bug out of the way.  Just going to do mostly graphics work and polish now, feels pretty good, though I’m not -that- amazed by my game concept, it’s kinda generic, but I think I’ve got a humorous twist at least.

Going to eat, got Fish and Chips for LD22 dinner tiem.

Kleptomaniac ability added

A first pass at an inventory system:

Mostly this just lets you go around and pick up buckets, which everyone seems to have in their house for some reason. And you can’t drop anything yet, so your character just has to go around with their pockets fit to bursting.

In unrelated shenanigans, I still haven’t thought up a name for this yet. I was going to go for “Village Bastard” but maybe I should keep the title clean. Something along the lines of being a bit of a dick to everyone in the village until they leave you alone. Leave your name suggestions in the comments!

Making Textures

I’ve been making textures for my 3D stuff. I needed a wood texture, but because of the rules, I have to create everything myself. I decided to take a photo of my laminate floor, and then tweak it in photoshop until it got closer to what I wanted.

I started with this:

Source photo of my floor

And eventually ended up with this…

Result, tweaked colours

…and this:

Result, smoothed out

I realize the smoothed one is pretty blotchy, but it actually looks decent on the game stuff itself.

Wrapping up for the night!

Had an extremely productive day – about 15 hours of work, and one hour’s break. The game is nearing completion. I’ve done so much in one day, I may be able to add more than I first anticipated! Here’s what is complete:

  • Practically all of the graphics. There’s one or two backgrounds that we haven’t done yet, plus a few animations.
  • Practically all of the coding. It’s all there, it’s just a case of adding little bits on to allow the continuation of the plot.
  • All of the sound. My friend did a wonderful job of producing the music. I attempted some sound, then he bettered me. =P
  • A draft of the script. I’m calling it a draft now, as we’ve been talking about changing it. We know exactly what we want from the story now, though.
Basically it! Considering we’ve got until Monday, I’d say we’ve done a damn fine job. I’ve also been filming for a timelapse using Chronolapse (which I was introduced to here – thanks guys!), so you’ll be able to see all of my shoddy coding and work process. =) A room

In a weird room... with an indoor pier... wait- what?

Comments

Rojoco
17. Dec 2011 · 21:00 UTC
Woot woot!

Day One Progress….

Pirate ninja skeletons strikes again in Transdimensional Moon Rift!

 

 

Although it was really stupid idea trying to use animated characters… I’ve done it. Animation’s ugly, character can’t be moved that much without serious distortion taking place, but since it’s my first attempt to make animated “3d” character with skins and stuff, I consider it success.

So now I have map editor, some “textures”, few enemies, basics of step by step oldschool dungeon… I have to improve combat system, put together some more stuff (like doors and crates and loot, maybe even some extremely simple RPG system), either create few levels, or write generator, and I’m done. Probably not…

Going sleep anyway, I’m getting too old for this kind of nonstop stuff…

End of day 1

I have a controllable player ship, some “art”, and an upgrades system that allows you to collect and use multiple weapons at once.

Tomorrow I have more time, so I should get a bit further…

Tags: deskphoto

Uh oh

There’s just No Way I’ll be able to make anything meaningful with this PGC stuff, so I guess it’s time to use the backup plan – non-PGC stuff!

Update #2

Hi Ludum Daritiens,

The keyboard is working. The basic of the mecanics is finish. I’m not sure if  blinding of real image and pixel art is a great idea :(

Check out my entry GitHub.

Todo list:

-Message, score and other text information

-Add item to the keyboard game

-Join the keyboard controls and character controls

-Main menu/pause menu

-Add mob

-Add lighting effects

-Animate the character sprite

-And more…

Comments

TehWut
17. Dec 2011 · 21:05 UTC
looking very nice, keep up the good work