LD22 December 16–19, 2011

Taking a break

My sister’s coming home from France, so I’m off to the airport.  I think this maybe be my first > hour break, not counting last night’s sleep.

In other news, my game is basically done, so I think I did something wrong.  I mean, I still have basically 20 hours left.

Second level inside the engine… and me is feeling drowsy…

Ok, here’s the second level. You’re supposed to find some stuff before you can unlock the “secret door.” It’s a very small level, but depending on the time I might extend it a little. Still a lot to do in other areas, like displaying the messages on screen when you pick one of those “glowing orbs.” This room is missing a few props including a mirror that won’t reflect your own image…. *shivers*

Anyway, I had to take a pill because I got allergies, but the damn thing made me drowsy so I’ll have to pause this here and continue tomorrow (it’s almost 11 in my country). Peace!

Something semi-playable!

Pretty happy with myself for getting something playable in my first LD.  The goal is to escape the cave with the most treasure (you have 30 sec).

You can move with the arrow keys and either shank other miners or gather treasure with the space bar.

Be sure to keep one of the miners alive because he’s the only one that can open the key box that will be discovered at a random location on the screen. Then you can shank him or do whatever you like.  One of the key things I need to fix is that all the miners should descend on the key box as soon as it shows. You can download here. Source is randomly pushed to Github.

We’ll see how much time I get tomorrow to tweak, bug fix, and add some animation and production values. Programmer art FTW!  Just getting this far has been more work than I thought!

Basically the lesson is sometimes you need to rely on other people even tho you might have the most loot! Never go it alone!

Happy coding!

 

 

 

 

 

 

 

Getting There!

Just Finishing the Third Level now :)

Here are a couple pictures:

Sleeping Soon

Well…  I’ve got a splash rendering.  That counts for something doesn’t it?  Sigh.  At least rendering the rest will go faster once I get there.  Thankfully I’m doing the Jam so I have a little under two days instead of a little under a day.  Night everyone!  And have fun!

How has it been eight hours since my last update?!

Where’s the time going?!  I haven’t even slept!  I need to do that soon… but my birthday starts in 17 minutes and I don’t want to miss it!

Game’s making reasonable progress – Player can move, and be moved… now I need to get map generation working, and various obstacle mechanics… and then the ‘plot’ narration and I should be about done?  Oh…maybe sound at some point too?

So tired…

Here’s a couple screenshots:

Tags: alone, kitten, pygame, python

A day has gone by, here is where I am

I can tell I am behind, but I feel like I’m doing reasonably well for my first time. I’m probably going to be up pretty late tonight putting in all the functionality I need and debugging it all. (I haven’t even touched the menu code, or the player input code!) Spent most of my time setting up the tile engine and adding stuff to the screen through xml. It’s all build-up so I can put in multiple levels easily and quickly, but I’ve only just gotten into the real meat and potatoes of the engine within the past couple of hours.

 

This idea was supposed to be simple, so I am rather upset about not already having most of it mostly done by now.

things are on the screen, hooray me

Here's a screen

Things I need to do tomorrow will be to first and foremost replace the filler graphics (courtesy of too much time spent with MSPaint). Focusing almost all the rest of my time on putting in as many levels as I can have time to think up, along with adding in some sounds. Since this is going to be a puzzle game, I would fell remiss if I didn’t try sequencing up a little fanfare tune for winning a stage, before I finally submit.

Thoughts on crafting

Inventory system is taken care of.. now I can have items with longer names. I’ll probably have to put in scrolling of some sort later.. or a storage system with boxes maybe?  That wouldn’t be that hard to pull off.

Right well. I don’t care for the combine two items crafting system… It’s just too tedious and full of failed attempts that disappoint you.

so I’ve decided to go with the workbench craft menu that shows all items you can currently craft. I think I can pull it off in time with the other ideas I wan’t to put in.

Colored blocks!

Hooray, I’ve got my main concept working!  Now I have to think of what the heck kind of level design I can do with this and what other elements I need to make it interesting…

Oh, and I’ve got nifty sound effects too.  Wheeee~

Progress

Spent too much time messing with Blender and graphical stuff yesterday, I’m still lacking any gameplay – but I’ve got a scrolling map, and  aplyer that the player moves+shoots, and has collision detection. A slightly unconventional control system – arrow keys for forwards/backwards/steering on the player – but with mouse aiming.  WIP build here:  http://www.bluescrn.net/ld48alone/

Time is running out..

more than halfway through the competition. I’m trying my best, most of the coding is done, graphics are coming along though not finished. I would post a screenshot but I really need to step it up in order to finish. I will have no time for polishing I tell you :/.Levels are taking WAY longer than expected. I forgot one of the big Ludum tips, “If you need good level design for your game to be fun, you’re done for“. Damn it.

Comments

18. Dec 2011 · 03:34 UTC
glad you posted this, i forgot amd i suck at level design, back to the drawing board….
dr_soda
18. Dec 2011 · 07:21 UTC
I’m starting to see the wisdom of that big tip. I’m kind of glad I came into this blind though, as it might have deterred me from going with such a goofball idea as Hugmonster, as it’s all about level design.

Adding features, building the castle

So far so good. I’m coding in new types of tiles and I’ve finally managed to get the light code working perfectly in all conditions. After I’m done implementing the various gimmicks, it’s time to start filling out the castle (and probably redo that character sprite, too cute lol).

Maybe I can program a cool distortion shader for the character sprite. Or use fog particles to indicate that he/she is ephemeral, like a ghost. And I’ve got plenty of time to make it all, after downing this Monster!

 

Tags: jmonkeyengine, light, screenshot

12am EST – Sun

Working on the hiscore system, dunno if the game will have music but I’m going to give it a shot.

(Untitled)

So I scrapped my first game idea, and am well on my way into my second game design. Here’s a screenshot of my attempt so far:

‘Spawn’ Day 2 Progress

I made some really good progress today, but I’m definitely starting to feel the burn now. So tired…

Today I mostly worked on art and refining the game feel.

There is a player version here: Spawn Prototype.

I feel pretty good about most things, though I’m still unsure about the open-endedness of it. I would like to add some more interesting graphics in the background so it will feel more like exploring. Not sure if I will have time for that though. I still have to draw all of my little Spawn critters. I think having a nice variety of those will make it more fun to swim around and see what you can create.

I’m also thinking about auto-saving progress to a cookie, so whenever you come back to the game you pick up where you left off. Then you are more likely to get to see all the variety of creatures.

Update 2 – Half-Way Through Day Two

Well things are coming along, progress is being made at a rapid pace, though I’m really afraid it won’t be enough; we’ll see I guess. Anyway, since last time I’ve had a whole bunch of stuff, such as lighting, more tiles, doors, switches, an enemy type, and so on. Here’s a screenshot:

Screenshot showing lighting and more

Screenshot showing lighting and more (note that the image is squished a bit due to WordPress)

That’s all for now. Good luck everyone!

Comments

dr_soda
18. Dec 2011 · 03:20 UTC
I like the various lantern in the dark motifs I’ve seen in various screenshots during this competition. Good choice.
18. Dec 2011 · 07:22 UTC
Yeah, for me it’s the key to conveying the somewhat fearful/anxious feeling I want to give.

Forfeit

Well, we got about half way through a half baked idea, and realized there was no way that we could flesh our game out enough to be the level of good that we wanted it to be. It was bad planning on our part, but you could say that the theme has bested us. It was a good run.

Also, if anyone feels like taking a look a the progress that we got, check it out here (Arrow keys: move, X: jump, C: action):

http://www.logosstudios.net/programs/PatientAlone.jar

Also, we’re still looking forward to see all the great things that everyone else comes up with.

Comments

tunnel
18. Dec 2011 · 03:09 UTC
hey, dont forfeit, even just finishing your game can help you in the future, in my opinion ludum dare is more about the practice than a actual working game, common 😀
EmptyFlash
20. Dec 2011 · 01:58 UTC
I appreciate your encouragement, but we didn’t want to be working on a game that we don’t enjoy making. And I did learn from the experience, so that’s good.

Midnight Madness

Going to sleep for now, here’s a few teasers :) Exploring the islands… pretty flat for now 😛 Great entries from everyone!

“Alone doesn’t necessarily mean helpless.” Here’s my progress after day 1

“Alone doesn’t necessarily mean helpless.” is my interpretation.

My game is loosely titled “Hyper Alone” but I will remove alone from it once I find something more satisfying.

This is a game where you are a super soldier so strong that people think you are actually a group of people. Hyper speed, insane accuracy and flawless melee skills. These are all hard to control for a player in real time so the game will boast a plannification system where the whole world pauses just so the player can decide of its next actions.

There currently are no enemies but just running around really fast is satisfying. Add shooting and melee hits. This is really fun!

Exe (Win): http://dl.dropbox.com/u/52854878/Hyper%20Alone.exe

Source (GM8.1): http://dl.dropbox.com/u/52854878/Hyper%20Alone.gm81

I’ll just leave that here, sleep, and read the comment tomorrow! Leave feedback and enjoy the core mechanics of the game!

Solitary Sands

I’ve mashed on my keyboar all day, and things look nice.

no changelog because I honestly haven’t kept track, but keep an ‘eye’ out for some items lying on the sand.

Here you go

I’ve also added a volume control (its the up and down arrow keys)