LD22 December 16–19, 2011

“Finished”.

But not enough… I suppose it’s fun. But there’s no particular reason to keep playing because the middle game is entirely consistent for eternity.

 

So now what? I need suggestions!!!!! D:

 

Very slow demo at  themage.x10.mx/LD22

 

Comments

17. Dec 2011 · 22:51 UTC
It doesn’t even start 😛
dr_soda
17. Dec 2011 · 22:59 UTC
I really like the way the snakes follow the character. Putting on my picky hat though, I wish they had more of a sine wave motion as they track your character though.

7:30 in

I fixed the text, spent an hour with a heap corruption bug, and then added the mirror

The Grand Arcanum…

So, we decided blogging isn’t the most important thing we could be doing, soooo… yeah. We got some bookshelves done hence the library level here 😀

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Nightmares of a Wizard 2011-12-17 16-27-32-26 Nightmares of a Wizard 2011-12-17 16-27-25-39

Also fixed the health sprite and added a mana bar, pretty beautiful ;’) Created the bat enemy, it’s fast but weak doing very little damage by itself , so beware of swarms. Lightning Spell is getting a buff as it is really underpowered at the moment. Slimes will avoid attaching themselves to the walls, rendering them absolutely USELESS… -.- …and instead rape their way across the floor to your face. 😀

Added:
– Mana Bar
– (Changed) Health Bar
– Carpet
– Bookshelf Block
– Corners on the pseudo 3D walls 😛
– Mana Orbs (refill Mana)
– Mana over Time

ToDo:
– Bosses
– A Shield Spell
– More Storyline
– Health Orbs
– Bats as Enemies
As always:  Download Link 

Memory Issues

 

Didn’t get all that much done progress wise this hour, I had to spend a bit of time writing out some functions to store my map data as vectors of Booleans / ints instead of me being lazy and storing the data as flashpunk grids / tilemap data. I didn’t realize they took up so much memory.  I did finish the rest of the beach generation code though, so now I can move onto making the section changing code work.  Storing the objects might end up being tricky memory wise as well… and take me some time writing code to store less data and load it when loading a map.

First day

Closing my first day. The mechanics are in place, it is slightly playable. Tomorrow I’ll finish the entities and I will concentrate on the graphics and levels.

Hope everyone is doing well too.

Good night to everyone!

Tags: screenshot

Time-Consuming Stat Tables

I’ve lost quite a bit of time to the creation of stat tables for the various activities one can do in my game. Since I’m using real world locations and MKMapView, hopefully my progress will speed up now that the tables are mostly implemented.

8pm EST – Sat

Still working on sprites.  I have really no idea where I want to go with them at all so I’m just making really simple ones.

The screen will view somewhat small so you can see more of what’s in the room at once.

I think I’ll revise the tileset while I’m at it…

(-o^_^)-o Wishes that things could be just like they used to!

Uh oh!  It looks like the HugMonster was a little too tight with its squeeze!  That was fun, it really wants to do that again!

And now you can!  Just press the space bar when you get a game over and you can restart your level.

 

I’ve automated as much as possible.  The player and hugmonster don’t need any special babysitting for resetting their state to whatever it was initialized as.  The switches are another story, and that’s because they have individualized behaviours for every level.  I have the following idiom :

 

using UnityEngine;
 using System.Collections;
 
 public class ResetBehaviour : MonoBehaviour {
 
 public Vector3 resetToPosition;
 public Quaternion resetToRotation;
 public Vector3 resetRigidBodyToVelocity;
 public Vector3 resetAngularVelocity;
 
 // Use this for initialization
 void Start () {
 RecordStartingVariables();
 }
 
 public void RecordStartingVariables(){
 resetToPosition = transform.position;
 resetToRotation = transform.rotation;
 if(rigidbody != null){
 resetRigidBodyToVelocity = rigidbody.velocity;
 resetAngularVelocity = rigidbody.angularVelocity;
 }
 }
 
 public void ResetGO(){
 Debug.Log("Default ResetBehavoiur");
 transform.position = resetToPosition;
 transform.rotation = resetToRotation;
 if(rigidbody){
 rigidbody.velocity = resetRigidBodyToVelocity;
 rigidbody.angularVelocity = resetAngularVelocity;
 }
 }
 }

The player, hugmonster, and anything else that requires more than simply transform and velocity resets extends this class and declares new versions of Record / Reset. It works out really nicely for most things, but again, those switches… because they have individualized behaviors and each level has its own Switch handling delegate, it’s got to be repeated for every switch delegate. I guess that’s better than some alternatives.

But this is exciting! I’ve got all the basics up and running. Multiple levels, restarting on game over, enemy AI, user control, and environment interactions. There are still some more unique environment tricks I want to pull, but this is a really solid start and sets me up for a lot of level design. I guess I could use a title and end screen while I’m at it. :)

End of day 1 progress

Got a fair bit done, but spent far too much time getting the basic done.

  • html canvas
  • No framework – started from scratch

Still lots to do.

Nobody Wants Kitty – game working!

Well, after a day of working at it, the game is now working! I’ve got the full experience from start to finish now. Todo tomorrow:

- title screen
- win screen
- in game timer, text hints
- music, sfx

I’m pretty happy with how it came out :)

-Phil

1

This entry was posted on Saturday, December 17th, 2011 at 10:55 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.

Time to knuckle down

Alright, had a short work shift last night and slept in too much, but I’ve got nothing else to do for the rest of the 24 hours. Didn’t like the theme; it was quite hard for me to get something out of it, but I had a subconscious breakthrough about midnight and wrote down everything I could think of; mechanics, story, feature, the works. I’m all set now!

[LD22] 22 went past…

I’m rebuilding resources so I have some time to make small post.

I’m making a game inspired a bit by MechWarrior. It was full of desolate planets, and where can You feel more alone than on a lifeless rock?

My progress is slow. I’ve managed to make some nice terrain rendering and proper hight map handling, also collision detection mostly works. Also You can shoot other mechs 😀 But it’s far from being a game… Oh well 22 gone 26 more to go :)

After-dinner update

I’ve gotten a lot farther since last night. The randomly appearing boss works, explosions work, I’ve tweaked a bunch of things, and had dinner! :)

MMMMMMMM. Check out that seafood.

More will come later. For now, I think I’ll take a quick break.

Some progress…

Well, at least it looks like a game or something.

Stage 3.1 – Music

http://soundcloud.com/dajfarrell/david-prison-break

So we have a piece of music to use in the game now. And a fair bit of the actual programming is done also. This stuff is trickier than we anticipated though – that is, staying focused on the work to get it completed over a short time period.

More yet to come.

 

David,

Timster Studios – Director of Development.

22.5 hours: Floor 2 and stairs

 

So, 22.5 hours in. What progress have I made? Well, just the ability to add more floors. And stairways leading to these floors.

On the other side of the wall there is going to be the stairway to floor 3.

But now all I have to do is just polish up the room designs for both floors, then it’s off to the enemies.

Just to recap, what I plan on adding before the day is done:

  • Finished room designs
  • Text that tells you which floor you’re on
  • Kittens
  • Enemies (At least get started)

I think I prefer “kittens”.

Well, this could’ve been predicted: my game is leaning towards “kittens” theme. I mean, what could be more “moody” than a game about poor, sad kitten looking for home? I almost wanna cry myself.

I must say, I am actually satisfied with my pixel art, but sadly, there’s no gameplay yet. However, after creating my 10x10px kitten with animations and all that stuff, I really would like to be able to finish this game.

Also, my code is becoming awful. Don’t get me wrong, I love learning on the fly – but there’s no beauty in whatever comes out of it. I mean, this here is definitely a matter of my little experience with Flixel game programming model, and a lesson to be learned – I need to create games more often!

Comments

oldtopman
17. Dec 2011 · 23:04 UTC
Don’t give up! I would love to see a game made from that beautiful art.