LD22 December 16–19, 2011

Ideas and realizations

Suese

well, 24 hours has past and I haven’t put down one single line of code. Just a stack of paper with ideas that sucked. I wanted to make something that really used the theme in the most unique way. I’ve come up with something nobody has ever seen before that I can complete in 24 hours but unfortunately I may have some stupid obligatory christmas social gathering. Grr…

Alone – with robots.

Just finished the tilemap system and currently concentrating on other tiles, objects and mapdesign.

Here’s a screenshot and a techdemo with gumballs rather than robots – For the lulz.

Move with Cursor Keys, Space to throw gumballs. Throwing stuff in the air will be a core gameplay element in later versions.

 

Demo (Flash)

So, day two is near.

Hope you’re still on time. Have fun!

 

Nearly finished.

Need to add graphics tomorrow and possibly make a few more levels. Apart from that I’m practically done. I’m thinking 15 levels total but as the map editor is paint you should be able to send maps in after I submit. Heres a screenshot. Off to bed now!

A day later and…

Nothing  has gone the way I planned.

I intended to go 24 hours straight, instead I got sidetracked a few hours into the jam and actually went to bed.

Today wasn’t much better, the only positive is that I now know the bare basics of pyglet.

Bad news: I still don’t know what I actually want to make, and my git repository is sadly still empty. Not a single line written yet for the game.

Here is the link the the repository: https://github.com/SagarPatel/LudumDare22

Hopefully I’ll settle on an idea soon and actually get something done.

This is the second day, huh?

A screen for you all…

what a lonely thought

A screen for you, sbleen

And here is the current playable: SCRATCH THAT LINK I UPLOADED ANOTHER GAME xDDD

Well, better wait for the real thing, then!

 

If you wanna read more: Report of the day!

Day 1 has ended

After a bad start duing the day, we settled for having the sprites done and can move our “hero” around in his world.

Time to get a good nights sleep and hopefully have a clean mind for programming tomorrow

Team Aphelion

Lazy day 1

image

It’s been a tragically low-productivity day. I have some gameplay description written out and some nice tiles drawn. Gotta forge ahead into some code before it’s too late!

Tags: tiles cables lazy inkscape

Soft Drink Surgery

We have overcome our greatest challenge yet: opening the Lucozade.

In other news, we now have images, movement, and almost text! GAME FINISHED 😀

Finally, some progress!

After spending way too long deciding what I wanted to build this project in, I finally chose GameMaker. Then I spent way too much time working on a tile/object loader from Tiled.

Have a basic room with floors, ladders, one-way platforms, and doors that are loaded from Tiled, at the moment. Next, loading and moving to a new room!

 

Progress so far

So far my engine is set up to work with whatever map I give it, and I’ve got the character and the main NPC up and running.

Next step is to fill out the map (this one is blank) and add some obstacles to the gameplay.

Pretty sure I’m going to end up with a 30 – 45 second game, though.

Playable here: http://doowttam.github.com/Lost-Mom/

Sleep :(

Republished from here.

Somehow, I let myself sleep five and a half hours. Expensive. Very expensive. At least I have kicked the burnout of the last night. No time now to blog. I shall get some work done first.

The first cutscene is done

There are two cutscenes in my game.  I have all the art assets necessary to do both and the game so that is a small victory.  I have a bunch of coding to do between now and when I go to sleep tonight and I still have music to create.  I want tomorrow to be mostly level design and testing.

Anyways, here are some screenshots of the cutscene:

(-o^_^)-o First time Ludum Dare entrant : Do you guys take breaks?

(-o^_^)-o is taking a toll finally.

I find myself in need of a break. Aside from breakfast and lunch I’ve been at the computer all day… and yesterday, I worked 3 hours on starting this thing so since the start of the competition I’ve had…

Friday night :
1.5 hours of ideation (If you though Hugmonster was goofy you don’t even want to know what ideas I rejected)
3 hours of work (mostly graphic asset creation, but enough code to start with AI and control input, and of course posting progress to the blog here.)
(4.5 hours total)

Sleep :: 6 hours

Saturday :
1.5 hours Breakfast and a trip to the cafe and the grocery store, mulling over gameplay mechanic ideas (the home base you want to flee to, the switches and environmental hazards). Not working exactly, but still ideating.
1 hour of working on graphic assets and code, maybe posting here as well.
.5 hour lunch
5 hours of working on code (graphic assets mostly are the same).

8 hours

That’s 18.5 hours that I can account for. The rest must have been tending to the kitty, taking breaks, talking to my sweetie… notice that I do count the sleep time in there as well! I guess that’s not so bad. We’re at hour 23.25 now, and I know that I spent a bit of time last night and this morning also communicating with friends and family. But I feel like I need a break… like 2 or 3 hours to collect my sanity.

How often do you guys take breaks? Do you find that you lose momentum, or that they help you out in the long run? I don’t want to be like the hare in the tortoise and hare tale, and I feel like I’m already rather far ahead.

Comments

17. Dec 2011 · 23:23 UTC
Oh yep. My first day was about 15 hours of work, with 3 or 4 breaks ranging from 10-30 mins each. Gotta keep your head straight, and breaks can help you process your ideas.
17. Dec 2011 · 23:31 UTC
K well… No breaks here 😀
17. Dec 2011 · 23:32 UTC
Since T=0 😛
17. Dec 2011 · 23:34 UTC
Yeah… I take breaks quite a bit o.o
nuria
17. Dec 2011 · 23:55 UTC
bathroom breaks, food breaks, and about to take a mini workout break to release some stress from my hands…!
Raptor85
18. Dec 2011 · 11:45 UTC
I’ve probably spent more time w/ my familyf or christmas stuff (poorly timed weekend for me), sleeping, and working out this weekend then on my LD entry…it’ll be done though, it was pretty much playable by the end of the first night, I may not have time to make better graphics though :/

More complications

Ugh.  Thinking I should probably just focus on the PhD application I have to submit in the next couple of days…

5 hours of work

So this is my first time competing, and I haven’t made any posts yet :O I didn’t even make an “I’m in” post! Well, I’ve started work, so I’m in. I don’t know if I’ll finish, but I’m working in the Game Jam so I can have slightly more time and a little more relaxed rules. I’m working in C# with XNA (sorry for the fellows on Mac/Linux or those who don’t want to download the XNA framework), and I’m currently simply using MS Paint for graphics (though I have Photoshop so I can create some slightly more fancy effects later on). I’ve got a screenshot, but there’s not really much in it :V It shows my placeholder for the character, the ground for my game, and a red box that shows up in debug mode that shows the outline of each node in my quadtree (which I’m using because it’s incredibly helpful for the physics I want).

My take on the “Alone” theme: Fighting waves of monsters, all alone c:

This is my terrible looking stuff so far. I hope to make more progress soon though 😀 I’ve got some simple physics down, so I’m moving on to actually making the character and enemies.

progress (2)

A key in the shape of a kitten? What will be behind the door it unlocks?

Designing levels isn’t as easy as I thought it would be. On top of that the puzzles are very trial and error in nature. But I still think it can be a lot of fun to play through.

At the moment I have 5 levels done, but only two (maybe three) of them actually offer a challenge. I think I’ll stop at 10 levels, then focus on sounds and animation, and then if there is time left add some more levels.

But looking at the clock, there is still a full day left, I think I will be able to deliver something decent this time.

Comments

Code_wizard
17. Dec 2011 · 23:56 UTC
Lookin good

Like a Boss

Listening to “Like a Boss” while making a boss like a boss.

First pass of animation in!

So here is a screenshot showing the latest. The bunnies are animated and positioned separately to the swarm behaviour, basically like they are being dragged along. This gives me the swarm-like behaviour, but also very nice hopping animation as they move around the world. The line shows what bot in the swarm is attached to each bunny.