LD22 December 16–19, 2011

You can now win!

The player can now attack the bad guys and win! Woohoo!

The bad guys can attack back, they just don’t do any damage and the player can’t die right now.

I need to show the losing screen when the player dies (and let the bad guys attack!) and create nested menus so the player has more options than just attack.

I was thinking of showing health bars, but I don’t think I have time for that right now. some health text is probably all I need. If there are any healing spells, I’ll need to allow the user to pick which ally to use it on. Right now you can only pick bad guys. That reminds me, I need to add allys into the game.

Comments

18. Dec 2011 · 14:41 UTC
So you can’t do anything BUT win? lol

A bit of progress

I was a little late, but I made some progress. I currently have down the graphics, dungeon, AI, and combat system. Right now I’m working on the GUI and next on my list will be the player interaction, story, and sound. Still trying to figure things out. All that I know is that it will be a survival horror roguelike. I’m hoping I’ll finish in time for the Jam, as this is my first LD and my first game.

Here’s a screenshot:

 

Tools: Python, libtcod

Some screen before Sleeping !

Hi,

Here in France it’s 4 O clock In The Morning, i’m realy tired now ! Need some sleep.

Here are some screenshots ! Hope you like them


And another one

 


 

The game is created in AS3 with Flixel + Flare3D !

Now sleeeeeeeeeeeeeeeep !

 

Do You Like Demos?

I like people who like demos because they can tell me if these actually work!

Mac Version

Windows Version

Now, the instructions. The game will start with 4 dwarves in the corners of the screen, moving about and mining stuff. Whenever they mine stuff, you get points and money. Your goal, of course, is to get a lot of points. That seems pretty easy, given that the dwarves will do it without intervention from you. The problem is that dwarves will explode if they touch each other, and that’d be terrible. Thus, it is your duty to keep that from happening. There is a white bar to the right of the screen. Whenever it runs out, you have the ability to spend money to place traps, lures, and to empty spaces. Dwarves can see things in a 8-block radius, unless they’re blocked by a wall. Anything they can see if highlighted in yellow. You cannot place traps or anything within the sight of or next to the sight of a dwarf. Dwarves scream when they find another dwarf’s body, and the scream attracts all other dwarves in a large radius, so it is unwise to murder a lot of dwarves (well, it will be when more dwarves spawn, so don’t do it)

(Note that these are what is going to be easy mode, although more dwarves will spawn over time in the final version; for more of a challenge, don’t place anything every other round)

Well, that’s all I’m gonna do tonight. I’ll probably think about how to make it more “fun”; I feel that this game could use some more hectic gameplay (you should lose really quickly if you’re not trying).

Comments

thristhart
18. Dec 2011 · 01:59 UTC
Everything seems to be working!

Loading Areas Complete

I’ve got it loading areas mechanics all in place now. It remembers object that are there, how many resources they have left, and if you take a stone, it’s removed from the world for good.   I also added in a little plant so that I could get an excuse to post another screenshot 😀

Next up? I wan’t to change inventory to two rows instead of three. After that? I kind of want to get some sort of crafting figured out…  Maybe just a combine system where you can use whatever is in your hands with other items? That might be the best way to do it considering the time restraints.

Changing the game

So during playtesting I realized that the NPCs sort of follow you around and I thought it was cute, and the original intent of the game was kind of grim, so I thought:

“what if you had to collect NPCs that follow you out of the level, and…um…if you shoot them they die”

 

that’s where I’m at now, aside from some clunky movement it is actually almost “fun”

Going to add new enemy types (turrets that fire, umm, maybe one more) and additional levels. As well as stats like accuracy and how many cat ghosts you save.

I was sort of beating myself up at first because I didn’t think the game was innovative or great, and then I was like “You know, I wrote a Smash TV clone in under 24 hours, that’s something”

I also had a bunch of coffee, not sure when/if I’ll sleep tonight. I have a buttload of features to add.

Once I get levels hacked out, I’ll do the HUD, Level ending stats, and nearing the end sounds and music.

11pm EST – Sat

Things are going a lot smoother now, I just made all 3 of the difficulties and put together the stage select screen.  Now onto the highscore system!

Kitchs Saturday

26 ours in and I’m ahead of schedule.

Meant to spend sunday working on music, sound, menus and what not… but got a big chunk taken out of that today.

Have lots of balancing to do…  Right now, it’s kind of boring just shooting the crap out of a big green blob…

At least now it tries to kill you..

 

and kittens…

Tags: Kitch, screenshot, xna

Argh – Apparently my timelapse video failed :(

Apparently, Fraps had failed during its recording run, and stopped recording 2 hours into the compo, as well as the default webcam screwing up and only recording the last “30 or so seconds”

Oh well :( Next time Ill use something better for recording the timelapse next time.

Frustrated LeMur update

Piss in my grits

Seriously!! WTF???

So… yeah… I know that my skills LAG far behind many of the guys and gals here, but gessh power supply and HD troubles on top of it all. Good nite this is ludacrsipy-cream-donut-loving-anarchy. I am frustrated and I am not going to quit, but I did want to vent a little if anyone cares. I am trying to keep a log of progress (which isn’t s#!+ at the moment) through camtasia. However everytime I load my game and it’s assets one of my HD’s fails. I think it’s been traced back to a power supply issue. Can’t get one big enough to fix the issue in time, but I’ll just keep trying to power through and see if I can make due on my due date. If not I will still try to finish the game.

The decision on the game is to make a tile game that has 49 pieces. The lone hero only need make it to the door on a “randomly generated” side. Up to 10 tiles will be randomly “decayed” at game start. The hero will then score by picking up artifacts (up to 5 per level) and getting to the door. A 15s timer will count down for each level. This timer will decay random tiles increasing with time until 15sec is up. If the player doesn’t make it to the door or the 15s timer runs out the player DIES! As in Rougelike. As in not to come back or start a new game type. No save game bs. Each level boosts the score by it’s level number times the type of artifact gathered during that level. So if you get a 700 point artifact on level 3 you score 2100 points for the level.

By the way I am still in basic build time due to the issues so far. So nothing is even working at this point (LAME) :P.

Tags: as3, flash, LD #22, lemur, zdolshin

Not much done

Reworked the entire isometric tile system because I wasn’t doing it right. Added player walk animation.

Now I’m working on some art and then probably gonna get some sleep.

Not alone after all

Braaaaaains!

So I finally have my zombie all rigged and ready for animations. I lost a lot of time in Topogun doing the low-res version from the ZBrush high-res sculpt. It was the first time I used Topogun and it was a really slow process :/ Also I had some problems with the Rigify auto-rigging thing in Blender, I’m not sure what happened but last LD it worked right away. Unfortunately I have not used it since then and I must have done something wrong this time. All sorted now but I’m far from having a game done. It already looks like I’ll have to do the jam instead of the compo.

 

 

Tags: screenshot, zombie

Comments

Notch
18. Dec 2011 · 02:20 UTC
Wow, that is a great looking zombie!

Half-time Kitty Update

I’ve been doing a lot of cool stuff on the game this morning but I’ve chosen to give no screenshots for this post so as not to ruin surprises later in the game.

I’ve added more backgrounds and redone the kitty running animation.

I’m hoping to make as much unique content as I can, such as drawing every single tree differently and every building differently as well.

I’m not sure if I should have music or ambiance or nothing. I am capable of making music in FL Studio, but it might not suit the rest of the game. Currently I have lo-fi sound effects made with BFXR. We shall see. I’ll have to do that in the very last moments before the time finally runs out.

Back to it!

Little Progress

My game idea is about a shadow that has lost his person. The shadow is stuck in the Land of Shadows and must collect Shadow Shards if he wants to return to the real world and see his person again. You the player control a light that can guide the Shadow to collect Shadow shards. However other shadows angry with being stuck here will actively attack our poor little shadow. Also, other shadows depressed with having lost their Persons will try to follow the player’s guiding light in hopes of stealing their way back to the real world.

So far I’ve managed to create the graphics for the main character, enemies and gems. Also I’ve completed the physics interaction between him and other shadows.

Gameplay

5:15 AM, i’m calling it a day

i’ll be up in only a few short hours, probably after a reboot, and i’ll keep on working to get an actual storyline going for this, and sfx and more features 😉 mostly different cells and generic hazards 😉

 

sooo here’s the link for the download: http://dl.dropbox.com/u/11493437/LudumDare.rar

 

and you can leave any comments/remarks on twitter @siriusblack9999 or as a comment to this post

 

thanks in advance for any suggestions you might have 😀

 

good night, and happy coding 😛

sirius)(black

A good day’s work.

Although I feel like I spent a ridiculous amount of my time today making art and trying to get the controls to feel “tight”, I’m happy with where I stand for the end of Day 1. Not that it shows in this screenshot.

Until tomorrow.

I suggest you shoot it…

Since the last post I have updated nebulas, added in combat, added in the last enemy ship, and most important of all…a kitten:

 

Now I just need to add a Win or Lose message, then tomorrow its polishing time.

 

Tags: kitten-challenge

The Depths of Arzea

Continuing to make progress. I am almost to the part where you can play through the game start to “finish”. It still has no story, no menus, no HUD, no dying, and no last boss/ending yet… But we’re getting there! Not to mention the lack of sound, music, title screen, saving, loading, etc etc etc. I should probably shut up now or I’ll quit out of frustration that there’s not enough time to finish it all…

But here’s a bit of a different environment and a different spell, since I realized all the screenshots were of the grassy area and the fireball spell. I still need to fix the lava against the sides/corners!

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This entry was posted on Sunday, December 18th, 2011 at 2:25 am 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.