LD22 December 16–19, 2011

5am in France, finished the intro

I have a very hard time with the story-telling thing right now, so I guess I really need some sleep T_T

I’m pretty happy with the current result, in term of gfx :

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This entry was posted on Saturday, December 17th, 2011 at 9:02 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

end of day 1… quite pleased.

Well, i’m finished for today. Its gone quite well overall….

I was despairing a bit a few hours ago, it just wasn’t fun to play. So i took another approach, and went all narrativey. So theres scrolling text sections that kind of set the scene, and make it all have a bit more meaning.

I also put a couple of other ‘modes’ in – so theres a ‘peck your way out of the cage’ bit, then a ‘guide your flock to safety’ bit, then a boss fight, with some text inbetween.  I think it all ties in nicely with the ‘alone’ theme.

There’s a kitten too!

Too tired

Too tired to keep working today, I’ll get some sleep! But I’ll leave some more screenshots with my progress so far

title screen

 

 

the trench, a very dangerous place (full of ghosts and no cover from the cold)

a building entrance

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This entry was posted on Saturday, December 17th, 2011 at 9:04 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Some progress… i guess: Paparazi: The Game

Game type: Arcade

Objective: You are a famous star and everyone loves to take a picture with you or try to use up your precious time with shock interviews. However, you are tired, agitated and just want to be alone for a while before your next gig. Being a star is hard work!

Your objective is to gain some alone time to help your mind rest and relax your sore body.  The more time spent in the hustle and bustle the more agitated you’ll become and the less likely you’ll want to deal with fans and paparazis. You may even assault your pursuers.

The game will play like a 2D platform and a 2D topdown espionage game. When you enter a building the game will switch to a 2D topdown view espionage game. Your purpose here  would be to try to make it through the building and recover. When you’re outside a building your purpose is to attempt get away from your pursuers. Be warned, attempting to escape out in the open quickly exposes you to all your fans and paparazis. You may want to rest up first or travel at night

Graphics:

  • Day / Night
  • Topdown 2D / 2D Platform

Winning conditions:
Points are awarding for the following actions
– Finding a bed to sleep in
– Evading pursuers
– If your Agitation meter is full use it to take down a pursuer without getting caught

Meters:

Fame
Fortune
Agitiation

Comments

finalsin
17. Dec 2011 · 21:10 UTC
This sounds really, really fun. I love the theme idea. Keep going!

More screenshots

Still working on my game. The way it has been going, it will probably be done before the deadline, which fills me with joy.

15 hours of work done …

YouTube: http://www.youtube.com/watch?v=zhGOa9Mk6xg

It’s about a sociophobic who tries to get some stuff done. He’s getting panic attacks from all the people around him, so it’s your job to keep him alone!

I don’t like it at the moment. Don’t know If I will continue tomorrow.

Entry #2 screenshot + dinnershots

Hey there,

We’ve got the code to 70% and art at 40% done.
We’ve made a little screenshot with our hero in it.

The story is about a hermit who survives on his own and wants to be left alone.

Here’s our dinner:

Our little guardian has just devoured an intruder entering our danger room:

Tags: first screenshot, foodphoto, kittens

aaaargh

All I’ve done is some fffriging music and code to throw some physics boxes around! faaaackkkk what am I doing??

End of Day One!

It’s midnight, and about time I go sleep. I got the levels done, and the title screen too. Tomorrow: Ending, fancy graphics, music!

You can play what I have right now: https://github.com/Superyoshi/Ludum-Dare-22/blob/master/Main.swf?raw=true
(note the blue hole is there for debugging, you can still play – just don’t touch it)

Morse Code

Here’s my idea for a game so far.
There’s this lonely earthling, so she sends a moon rover to the moon to look for life.
For maximum signal strength, the moon rover has one lonely button, so one must tap it in certain sequences to get the moon rover to move.

(-o^_^)-o HugMonster <3 environmental hazards!!!

Uh-oh!  The HugMonster is hot on your tail!  You tried to get home, but there’s a locked door in your way and it looks like you ducked down the wrong hole.  The switch is above you, and you have to go through the hug monster to get to it!  What can you do?

The (-o^_^)-o is a tenacious beast, but it’s also a lumbering goofball that plows through the environment, tripping switches and levers as it goes.  Of course, being an enterprising fellow you too can flip switches, but keep in mind that you can use the HugMonster’s enthusiasm to help you escape by luring it into helping open up your path to escape.

 

Got the game running with power-ups

I’ve got most of the major stuff implemented now. Power-ups show at certain points depending on your kill chain. Rocks will kill your player now (you can only take 8 hits, may reduce that down to 6). Also implementing a special ‘cat-weapon’ if you’re skilled enough. Here’s a screenshot and the latest video.

Dino Pilot – Part 3

A lonely ninja in alpha stage…

I’m quite satisfied how far I managed to get on day one. My game is playable online, so I encourage you to click the screenshot below and give it a swing. Or just read on!

(Note: The game is hosted at a temporary location. Eventually, I’ll make it show up somewhere on frozenfractal.com.) (Update, 18 Dec 17:45 GMT: My host seems to be down. Sorry! I’ll move it before the compo ends.) (Update, 4 Jan 2012: Updated the link to point to the final location.)

The basic idea is a platformer with a ninja rope, like you have in Worms. The objective is to collect all coins, then make it to the exit. Your rope will not hold on dark surfaces. Nasty spinning wheels will kill you when you touch them.

All this is written in 675 lines of JavaScript, using the HTML5 canvas element and a little bit of jQuery.

Getting the physics to work was somewhat tricky, and I’m aware that there are still some bugs in that area. However, I’m quite pleased with the effect, and how much fun it is to swing around on your rope.

I initially wanted to make it possible to adjust the rope’s length with the mouse, by dragging it away from the point where the rope connected to the wall. It turned out that this was hard to get right with a moving viewport, since the mouse cursor is continually moving relative to the game world. Keyboard controls work better.

The level loader loads directly from Inkscape SVG files (XML), fetched via an AJAX request. This allows me to use Inkscape to directly edit the levels, which is very time-efficient. Magic colours are used to indicate which object represents what.

It’s incredible how effective a simple circular gradient and some noisy grain is to set the overall mood of the game. I had to draw it to a separate, static canvas and overlay it on top of the game canvas, otherwise it would be slow in Firefox (and in some people’s Chrome too, I heard).

The slack rope while shooting was a happy accident resulting from a bug, so I kept it and modified it a bit.

There are currently two levels, but only level 1 is somewhat finished and functions as a brief tutorial of sorts.

To do for tomorrow:

  • do more with the theme ‘alone’; develop some kind of storyline
  • add more levels
  • create sound effects
  • tweaking, playtesting
  • add better sprites and animations, also to fit in with the theme
  • add transition between levels
  • come up with a better name
  • particle effects?
  • music?
Incidentally, I’m on IRC as frozenfractal, on Twitter as @frozenfractal and on the web at frozenfractal.com (which badly needs an update!).

Comments

timmahh
17. Dec 2011 · 21:27 UTC
Wow, I spent quite some time just mucking around with whats been done so far, can’t wait to see the end product.

Sort-of Update

It’s way to small to read, but what it says is: “You got the minigun!  For legal reasons I cannot tell you how much it costs to fire this weapon for 12 seconds.”

Inspiration strikes again!

…or rather, a lack of inspiration. This probably means no LD22 game from me. Better luck next time!

And to make sure that actually happens, I’ll try my hand at previous Ludum Dare themes during the coming months. Of course, each within 48 hours :)

I’m going to have to bow out

I’ve gotten a virus. Unfortunately in the furor of the contest I’ve been clicking links like mad and gotten the Vista Security 2012 virus. Just a reminder to those out there, update your anti-virus and be careful with those links. I am not going to attempt to distribute any exes. But to the rest of you, have fun and happy coding!

Comments

irufus
17. Dec 2011 · 21:20 UTC
Uh… Virus Security 20** is not that hard to get rid of. Need help?

Every LD I have some stupid idea….

This time it was decision to try to make characters animated… without having ANY real experiences with bones, rigs and especially skinning (only theoretical, I’m programmer, not artist)… Just killed few hours trying to make my skeleton move, sigh…