LD22 December 16–19, 2011

Turrets All the Way Down

If the theme of this LD was “turrets” I’d be covered. I’ve made a little depopulated world for the player to wander. Not yet a game. The world is an imperfect fractal of turrets, each turret resting on another turret of greater size. It’s a creepy and dark environment. The player is on a single turret containing four spires and a church. So far, there is no aim, just a set piece of architecture that the player can wander around.

Have a way to go still. Sure, the player is alone, but that’s easy to do in a game: just don’t make other characters. My plan was to have a door unlock at the top of the tower once you’ve placed and activated all the building’s defenses at the bottom, as if you were playing a game against yourself, hence “alone.” I still may do this… but now it’s time to go to sleep. Maybe I’ll improve upon my idea by tomorrow.

Day 1 Progress

Started to do a stranded type of game. Didn’t get as much done as I wanted. Now to bed.

Thoughts On Drinking

So last night, after about 3 hours of actual work on my game, I decided that I would drink and attempt to reach Ballmer’s Peak. This didn’t work out as well as I had wished, but it made from some fun times and crazy debugging. I had drunkenly wrote two update function in the same class, but only saw one, and was extremely confused for a good half hour or so. That being said, don’t drink while doing Ludum Dare unless you’re extremely skilled at getting just the right amount of drunk.

All in all, I was feeling a bit tense, and last night loosened me up. I’ve still got 24 hours, and I’m just now getting up (woke up at 5PM). I’m going to try and rough out the rest of the competition and really get something done in the next 24 hours. With that said, back to work!

8:30 effective work time so far

Just did a 2 stint for a total of 8h 30 min, according to my screen captures. (I only capture while I actually work.) Need to improve on that for the second 24 hours that are about to start. However, considering cold + fever and being sleep deprived before I started, that might not be too bad anyway.

Of course, screenshot:

Might not look all that different, but what’s happened is that the “bobbins” and stuff like that are now “entities” that can be moved around arbitrarily. They’re still linked to the map for proper z order when rendered.

Oh, and there’s the main character half hiding behind that block: A grumpy old pinball ball…! 😀 (Oh, you’d be grumpy too if you’d been slapped around a table for hours on end on a regular basis the last few years.)

Ok; so that didn’t take many minutes to draw, and doesn’t really need any actual animation. I’ve been in better shape, and I’m essentially coding the engine as part of the game, so I need to focus on gameplay first.

Even More something!

Not much. But still.

http://www.mediafire.com/?et0v6tp6o9tvblc

Well, almost at the 24 hour mark :)

It’s going pretty well here… still needs a bunch of varnish, a menu, a few more enemy types, sound, and music.
Here’s a screeny:

And here’s a working build, could you give me feedback?
http://dl.dropbox.com/u/40870733/theghostwhowantstobealone.exe (Windows only, I’m afraid)

Alone

Meet Ort. Ort is an only child, and because he has no brothers or sisters he never has anyone to play with. This causes Ort to use his imagination to a much further extent than most children ever do.
Vimeo – Ludum Dare 22 – Alone

1 Day Left! It’s starting to take shape!

Rjynwor is the last of the Starlighters, as the Runner, his mission alone is to sacrifice his life to relight the stars. But will he be able to relight enough before his inevitable demise?

 

 

 

 

 

 

 

 

 

 

Time to go dark

Well I was planning on sleeping *much* earlier than this, but the apartment above mine has been blasting the same 5 second drum loop on repeat for the last few hours so that killed that plan.

Meanwhile, I have usable items now:

You can pick up, use and drop items (and by items, I mean buckets, as they’re the only type of item so far).

This means I’ve now got two people implemented out of a target of twenty. And there’s a load of other things that need doing as well.

Now if you excuse me I have to pass unconscious and hallucinate for several hours.

Flyinpancake LD22 Progress Update 2

I decided point and click it is.

I have new images and 6 7 rooms created with light based visual puzzles.

Here is ‘room0’ ‘s concept picture.

It undoubtedly leaves much to be explained but  enjoy and I’m back to work!

Shout out to Nalan for covering my shift tonight. Kudos.

Don’t know if I said so but I’m using Java.
I’ll have this code janky-pile up on the web soon too.

Tags: Flyinpancake

Half Time Progress Report

So 24 hours in, I’ve got the core game down and at this point I just need to build levels and create any art I might need. This is my first LD – should I be further along at 24 hours?

The game is definitely going to be very story-centric. One of those games you kind of hesitate to call a “game”. Playable version here with one first complete “mission”.

Comments

Permanent7
18. Dec 2011 · 05:17 UTC
Damn sheep. Hey I like it. I too am do a highly story driven game.

Malone

So far I’ve got: http://alone.norgg.org:9000/ which requires the latest stable version of Chrome (~16.0.912).  I’ll hopefully be able to relax that to just be newish Firefox/Chrome by the end of tomorrow.

Controls: WASD/Left mouse.

Going to leave it running overnight, apologies if it falls over.

Tomorrow: Moving towards fitting the theme, adding some other stuff, maybe doing some graphics and sound.

 

 

Slowly Advancing

 

Not really anything to show here. I do have the island generating a bunch of areas, with beaches around all of the edges, making it a real island now and walking to the edge of a screen advances to the next area.

I need to change how I store / add objects like trees / bushes etc since they each have their own resources.. I need to keep references of how much resources they have left for when I move from one area to the next.

End of Day 1 – Progressing at a Crawl

I got caught up in my own dodgy logic for far too long towards the end of today, which hasn’t helped my outlook, but at least my battle system is now functional if very limited. This is proving quite a crash-course in Unity scripting! Lots to do tomorrow (of course), time for a bit of sleep now.

Tags: unity

Moving South

I’m gradually progressing with the environments. Two left.

I’m now working on the snowy wastes between the player and the coast. It’s cold here.

Snowy Figure

For bonus points, check out the AWESOME 'COMPASS' at the top.And by compass I mean arrow. And by arrow I mean cone.

 

 

 

Comments

strkl
17. Dec 2011 · 23:57 UTC
Great !

A Few Graphics Work Wonders!

Have I ever said that graphics were useless? Of course I have. I am, right now, redacting all of those statements because man does my game look more awesome with graphics. I’m incredibly happy with the game grid (everything that doesn’t have words), given that I’ve never done such small graphics before (10×10 pixels for each square), but it actually looks quite nice and effectively conveys the information. Let’s do a before and after. I recreated a similar situation to my first screenshots (but with less deadly traps because they cost money now…). Before is on top, after is on bottom, As you can see, there are no longer invisible buttons, the dwarves sort of look like dwarves, deadly traps look like spikes, sticky traps look like… green stuff. Also, you can determine the value of rocks (diamond = most valuable, then gold, then ruby, then copper) which lets you place traps smartly. Also, the title is now “Dwarven Isolation” instead of “SFML Window”

 Then, each a few seconds later also shows some graphics (No longer shall dead dwarves look a lot like living dwarves and also look like traps! Also, no more phantom dwarves). The new one would have the white countdown bar, but I wasn’t quick enough on the screenshot:

 

The dead dwarf looks surprisingly dead, considering I just took a living dwarf, and put red on its face everywhere. I’m really really pleased with the graphics overall, since, as you can see, they are a MASSIVE step up from what I had before! I’ve got a really good feeling about this Ludum Dare, and if you read my blog posts this time, they no longer give you the picture of “Making a game in 48 hours should be considered a form of torture.” So, we’re at the halfway mark right now, so 24 hours left for polishing, I guess.

TODO LIST:

  • Sound effects!
  • Music!
  • 2 more secret traps!
  • Making the interface look nice.
  • Help screen!
  • (Achievements!?)

 

9pm EST – Sat

Ok so I’m doing floating faces of some sort for the sprites.  Unless I have a sudden burst of inspiration tomorrow, I won’t have any better ideas anyway, so I’ll work with it.  After this, I’m going to put together some music, the game-end screen, and then start working on the hiscore system.

At least it’s not ragefaces, lol.

Uh oh…

Well, only decided to try doing it at about 2:00 this afternoon, so this is probably headed for the Jam. At least I’ll have some more time!

So, some story: My title? Rocket Man Stan

Set in the late 60s/early 70s, our intepid hero, Stan, was sent on a covert mission by the USAF to the dark side of the moon, in order to test some space laser weaponry away from the prying eyes of the Soviets. Since this mission needed the utmost secrecy, he was sent alone… However, when his craft fails and he is forced to land on the dark side of the moon, he must fight his way to the other side to radio home for help. There will be such enemies as Soviet robots (They DID send one… but obviously not a humanoid like the game might have) and worker robots sent by none other than Aperture Science (Remember that scene in Portal 2 where Cave Johnson mentions senate hearings on missing astronauts? heh heh).

So, how far along am I? I’ve got a horrible tilemap and a moving Stan…

My horrible tile map and my awesome Stan

My plan:

  • Finish Stan (he only has an idle state right now)
  • Finish/expand tileset
  • Create more levels
  • Add enemies
  • Add menu, game lost, and game won screens
  • Add intro/outro
  • Add sounds
  • Bugfix
  • (if time) add music

If all else fails, I’ll just keep working on it and just keep it as another game to add to Eggplant Animation’s game library.