LD22 December 16–19, 2011

6 hours in, finally an idea

Took me whole lot of time to come up with an idea for a game this time around.
The theme in my opinion is pretty good, but very challenging at the same time as far as game mechanics go.

I really hope I will be able to finish the game in time (and I should be able to), but due to some unforeseen events Windows port might not make it =/

Oh well time to get started with the coding…

Good luck everyone and have a blast!

Ludum Dare Night 1

Gonna see if I can go ahead and sleep (holy shit it’s 3:14 already!?).

So far all I’ve really worked on is a game engine.  With most of it just being improvements on the engines for the last two games I worked on.  At least it’s a lot nicer to use now.

Anyway most of the engine is now done.  I’m just really lacking in content right now.

For the theme “alone” I was planning on making a game where you were on a spaceship with a large crew when the ship crashed on an alien planet.  The game will show you some items you need to collect and your path to them via overworld (though it’ll likely be linear).  However there are no other humans around, etc.  Rather simple story.

I hope to make some interesting enemies tomorrow, which is what I usually put my time into for games.

My Own Worst Enemy

Hey everyone! So, I spent a few hours pacing, snacking, and scribbling down the silly things that sometimes pop into my head. One idea stuck out, a game where the player is both raiding a dungeon and defending it. Being totally alone in the world means that the player has to act as their own enemy. Yes, logic. Players will have to set up traps and automated weapons, then survive the course that they made.

Then I just started modeling the world. I have a thing for big empty and lonely worlds, in the vein of Myst. This particular game will be dominated by turrets and spires of varying size.

I can see this project veering off of a cliff in terms of fun and playability unless I’m careful. Some of my LD games were beautiful but incomplete at the deadline. I tend to get tangled up in some nasty code Sunday afternoon, will try to avoid that this time.

Let me make a plug, my LD #20 game has been shaped into a full project called Against the Wall. Try out the free alpha sometime and let me know what you think.
Going to sleep, have been up way to late as it is.

First!

Good morning!

Just woke up and saw the new theme: ALONE

Alright.

Searching some food to eat, tee to drink, pen&paper for collection ideas.

Let’s get started!

 

Good luck to all of you!

Yawn… aw it has already begun

Am I using the right button ?
First Ludum Dare ever, ‘will see what will happend !

So let’s begin.
Theme : alone.

To create the feeling of lonelyness, why not first doig other dissapear ?
Use some contrast, ambiance… Idea for gameplay, delete others ?

Hum… Viewed from top, some personnages, something about thoughts and memorie… Lost.
Aww, no concrete gameplay idea, I will start drawing some people to forget.

Tags: Beginning

Progress

http://01101101.fr/ld48/
Character design and animation in progress, code too (though not much to show right now)…

Comments

ericdpitts
17. Dec 2011 · 06:25 UTC
Looks awesome!
dr_soda
17. Dec 2011 · 07:12 UTC
Love the swinging hands and the posture. That’s excellent.
17. Dec 2011 · 08:38 UTC
Thanks! :)

The Last Dinosaur

It took me forever to figure out an idea for this.

But I’m going with something (hopefully) simple. “The Last Dinosaur”. You are the last dinosaur and must run to try and escape extinction. Yep, it’s going to be a side-runner but with a hopefully interesting twist.

Also, my game artist friend is going to be helping out tomorrow so this placeholder art is actually placeholder for once…

mkay, checking in for the night

Fancy lighting effects and movable boxes! I think I’m done for the night, not going to tackle jump physics til tommorow morning.

Comments

Maikeroppi
17. Dec 2011 · 07:24 UTC
Good progress! I’m looking forward to a playable build.

IT BEGINS!

Project Dormouse (Working title)
After 4 hours of debate we decided on our idea for an action adventure game. I can tell we will be fighting our imaginations to narrow down to a defined and plausible idea; but, so far we have been enthusiastic, productive and collaborative!

True loneliness at 2a.m.

Leeets say I’ve been working since the theme announce (8p.m. locally), everybody is sleeping, and I’m really liking the winning theme. It can be useful for a minimalist setting/art, and I hope to get a good progress later today. For now I’m going to sleep a couple of hours, but first I will leave this image of what I have ready in Unity:

tun tun tuuuun

Seeya in a few hours!

Comments

CaptainIcy
17. Dec 2011 · 06:39 UTC
I’m using Unity too.

LD22, Night 1 – Progress is progress

Took me a couple of hours to get my idea straight, but I got to work at 9:30PM and didn’t stop until right now (2:25AM) since I need to go to bed, heh.

Got the main gameplay working. Some modeling done, and basic ideas thought-out.

Tomorrow is the day to really get the game going, add everything that goes into the game, and get it all working. Sunday, of course, will be the day I add the finishing touches and release it. Hope I can make it in time!

Here is a screenshot (that doesn’t show much) showing the status of Night 1’s work. About 4 hours nonstop. I took some breaks to eat and stretch, etc.

 

Have fun, everyone! And godspeed on each of your projects.

Comments

Maikeroppi
17. Dec 2011 · 07:23 UTC
A good start! I’m sure if you keep it up you’ll finish it in time.

Some progress on an intro for game…

Well I probably should have been focusing on the game play itself but I thought Id build the premise of the game with a little intro. My code was hampered at the start with some issues with bitmap fonts (blah) but that resolved I now have an intro partially done.

http://www.skn3.com/junk/ludum/22/builds/build1/index.html

You can see a working html5 build here!

The game itself is still forming in my head and will have to wait until I have had a little sleep as its now 8am and I haven’t gone to bed yet.. haha!

Gameplay Almost Done

So it went pretty well till now.

Main idea:

There are peoples that are alone…

Your goal is to make them meet eachother.

Screenshot:

Please help me by checking what have I done so far: HERE

View My Live Stream

Tags: screenshot

Comments

Maikeroppi
17. Dec 2011 · 07:18 UTC
I like the concept. I tried the work in progress Flash you linked and I think it has a lot of potential.

I’m in! WITH GOBLINS!

I’ve already done two games this week ( minigames, our milestone at work was moved back and I suddenly faced insane time constraints), so I wasn’t sure I’ll be in mood for Ludum Dare. However, after I’ve done the games I was able to take friday off to chill out. /boringstuff 

 Well, here’s my idea: You control a lonely lonely goblin who was never invited to parties ( because he was ugly ). Finally, on his birthday he decided that HE will throw a party, and hopefully somebody will come. He sent out invitations and started cleaning his castle. The castle is big, so he has to hurry. 

The gameplay will be Q*bert-like for those of you old enough to remember.

As for tools, I’ve decided to give Python/Pyglet a chance. I’ve never worked with Pyglet, but I’ve done some scripting in Python ( level pre-processing for a Wii game for example ), and I’m a quick learner ;).  I’ll use the SFXR for sound and GraphicsGale for my art. I recently moved to a different country and I didn’t bring my tablet with me, so all art will be drawn with mouse. Sheesh.

Anyways, it’s 9:30 am on Saturday, I’ve just woken up, I think I’ll start the day by going to gym, relax my brain there ( maybe think up some mechanics ), and start working when I’m back. I’ve already done a first sketch of the main character, so that the game vision will clarify in my head. Keep in mind I’m a coder not an artist 😉


 

Comments

17. Dec 2011 · 06:36 UTC
I approve of Q-Bert-like games.
SonnyBone
17. Dec 2011 · 06:49 UTC
I really love this idea!

Being alone…

I woke up about half an hour ago, and mucked around for a bit checking Facebook and things then checked the theme. Alone… Your alone in most games, so how do I stress it especially here? My first thought was having some allies that you lost as you played, but I’m not sure I’m good enough to make a game on that basis that will be fun. I may make a non-scrolling platformer based on that idea. It still won’t be very good, but I think I’ll give it a go.

Mjiig

Scope of the Event

This is atypical and potentially not in the spirit of Ludum Dare, but we will not be submitting a game after the 2 days.  Instead, it is our objective to reach an asset milestone and establish pipelines and online interactivity for a larger, “Alone-inspired” game that will be released after the holidays in time for 2012.

 

We will be continuing to post art and design ALONE to our Ludum Dare page, and we may even have a walk-through available at the end, but not our intended game.  The pathfinding, AI, shop, etc. is of a grander scope that we don’t want to sacrifice, so we’re officially taking ourselves out of the compo.  We will still be using the compo and jam to reach our milestone deadlines.

 

Thanks for understanding!

Thinking of Idea’s!

Here i am, still trying to think of an idea, and making multiples games after relising they are no good.

Heres what ive been working on ( actually my third “alone” game today )

The Green Guy is you ( can jump, and move so far ), the others are enemys ( which do nothing yet, but you can jump on their heads to kill them )

Comments

Maikeroppi
17. Dec 2011 · 07:11 UTC
Coming up with a good idea is difficult. The screenshot you posted looks good though!

Alone: Day 1 progress

I spent most of the first night just trying to get my applet set up and writing some basic graphics/animation code.  Here’s the result:

Version 0.1 of my game, it's just a dude walking in circles

So far the guy just walks in circles, there’s no interactivity at all.  Not too impressive, but I’m still hopeful about tomorrow.

You can “play” the game here, if you wish:

http://dl.dropbox.com/u/50224195/Alone_v1/alone.html

Yummy!

Only in Ludum Dare you can eat a whole box of chocolate without noticing it!

(5 minute ago it was full!)

Watch My Live Stream!

Tags: motivation

5

This entry was posted on Saturday, December 17th, 2011 at 6:38 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.

This HER fault!

It is all because of her!

Her Fault

It is her fault, her doing.

And then, she is just avoiding me.

Comments

17. Dec 2011 · 07:51 UTC
I can’t help but get the feeling you’re going to have created one of the better games by the end of all this. The video is quite creepy… in a good way.

Know what guys?

Still looking for an idea …  ^^”

A Ducky’s Tale

Well this is my first blog post, let’s hope for everyone’s sake that I don’t massively screw it up. :)

So basically you play as an adorable rubber ducky. Unfortunately, this one suffers with severe depression because he is the only rubber ducky who is actually alive. He takes a trip down a water slide and collects auras along the way. Positive is good, negative is bad. Get too depressed and you’ll commit suicide. Collect coins along the way to boost your score.

We’re coding it in Flash and drawing it in Photoshop.

What do you guys think of our main character? 😀

Also, be sure to follow on Twitter @undergroundpixl and please grab our retro iOS game, Holiday Havoc, free today only for the Appvent Calendar!

Having all sorts of fun

This is my first post, aside from being in the, “I’m In!”, video.

5-hours in and my team and I are having all sorts of fun. Just look at this picture.

(Next post will contain something constructive. You can listen to my team 18+ randomness here)

Morning up..

Good morning everyone!

Couldn’t sleep much as I was a bit scared on what the theme would be. Also I’m celebrating my birthday today (the Real Date is next monday) so that will pretty much eat up the whole LD time :). But still going to see if I can get something up. At least the theme is something I can live with. Plenty of ideas, though most of them would require an artist and some carefulness into getting the mood just right. As I probably have something like 3 hours to make something, gotta go a lot simpler.

Tech wise I’m planning on trying out Processing.js for the first time ever and it seems like the site is full of useful little code snippets which should allow me to get a game up & running in record time. Hopefully. 😀

Good luck everyone and remember to have fun!

Hour Three Progress

My third hour working on the game, and now I have some trees that I can walk behind and in front of, and extend from a tree class, which extends from an object class that can be activated with space.  I have some plans for all that extending, don’t worry, I’m not doing it just to make spaghetti code.

Next I think I’m going to work on some interaction menu stuff. Soon I will need to add in an inventory system… fun stuff!

Inspiration!

Finally, I’ve got an idea! Something about a crippled homeless guy trying to make his way to the grocers to buy a bottle of $2 wine.

Alone.

Two characters

First off, we have Jeff, the main character who is KRAZY and hallucinates everythings.

Jeff:Jeff animation, being useless, etc.

Jeff’s arena is the roof an office building.

and then, another playable character (perhaps the most awesome) is FISHMAN.

FISHMAN: He will eat your soul.

FISHMAN’s arena will be a rather small Atoll.

 

 

 

 

 

 

 

 

 

(-o^_^)-o The Hugmonster commeth

 

 

 

 

(-o^_^)-o  The Hugmonster has arrived and it thinks you look like you need some CHEERING UP!

 

Awww, they always get allllllllll squishy when they meet the Hug Monster!

 

So, it’s not really hard to set up input and motion in Unity. The little guy walks, and has a really short walk cycle that ramps up from 0 frames per second up to his max depending on his current velocity.  The same is true of the Hug Monster.  They both derive from an Ambulator class that contains the basics of walking and jumping.  The human player’s motion is controlled by the player while the Hug Monster relies on its AI to try to find the player and GIVE HIM A BIG OL’ SQUEEZE.

 

The Ambulator has a nice inertia effect, so walking has a smooth acceleration.  Since the Hug Monster is such a beast, it has a slower acceleration than the player but it has a higher maxVelocity, so once it gets going you can’t outrun it by speed alone.  You’ll have to rely on terrain.  Of course, the Hug Monster can jump too just like the player!

It’s simple, but it’s enough before bed, I think.

 

 

 

 

 

Stranded: Results of the first day

So, when I think of alone I think of someone stranded on an island, hence the title!

so far I’ve managed to get the main menu and basic walking engine done, here’s a preview pic and the logo!

#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 */ Screen Shot 2011-12-17 at 4.23.09 AM stranded

Comments

timmahh
17. Dec 2011 · 07:13 UTC
Can’t wait to see how this one pans out. I thought about doing someone stranded on an Island trying to survive by finding food, water, shelter etc. but I couldn’t narrow it down to something I could do in 48 with the limited knowledge that I have.
mvit
17. Dec 2011 · 07:15 UTC
This one won’t be much of a survival game though, it’ll be a puzzler, anyways, the main theme is “you are not alone, and it’s up to you to find out”

4AM

4AM.  I’m beat.  I drew everything I’ll need for the game except one thing.  I was going to do “bees,” but that’s not a very good one.  I don’t know what to draw, and the fact that I’m actually googling “things that attack you in the sky” means I really need to go to bed.  When I wake up, I’m sure I’ll know what to draw.  Then comes sound and music, and finally coding.

Progress on Unknown Game

Here’s a screenshot of my game so far:

I’ve got particle systems, collision detection, and a really big map! I started with just LOVE so I had to lay a lot of foundation. Hopefully I’ll start filling in the gaps and have it look like a real game soon.

Follow the project (and me) on github: https://github.com/leafo/ludum-dare-22

Tags: progress

Progress 6 hours

So I decided to try out an idea that I had for some time, but never got to do.. I’m making a platformer where the nearest platform applies gravity to the player; So it’s like you’re in space.

Gameplay is pretty much finished, but I need some spikes, fire and stuff to make things more interesting =)

I also need to work on th story of our character; So far he’s a deeply depressed and lonely person in the search of parts, to make himself a robotic friend =)

here’s a screenshot:

PS:+kittens

Comments

AwesomeKT
17. Dec 2011 · 07:01 UTC
I really like this idea. I’m a huge fan of platformers and gravity, I’m looking forward to it!

You Only Help Yourself

Hello all! This will be my first Ludum Dare, and hopefully my first successful one as well!

Going strong with my trusty GameMaker 8, sfxr, and photoshop!

On the subject of the Alone, I decided to explore the loneliness of being surrounded by people. You don’t have to be physically alone to feel isolated, and there is nothing quite like people who can help, but refuse to, that crushes the kindred spirit.

Of course it’s only been a few hours, and instead of any of what I just said, I have some lovely bits of floor and a character with basic walking implemented! Also, a massive glowing stone. It’ll be an uphill battle from here, since I haven’t quite nailed the core mechanic, but until then I’ll try to populate the world with people and events.

Small update.

Sfx is already done, and we are working on graphics and the code.

Our title screen is already done, too!

Right!

So, I’m sat here alone (see what I did there) trying to come up with an idea which is not a generic “sad” game about “what it means to be alone” or bullying, or rejection,  or some other half-attatched topic I have very little experience about from which to draw any meaningful narrative. xP

If anything, I like this theme because its damn hard to come up with something obnoxiously different! Woop 😀

I might just spam it with kittens…

To everyone who started in the early hours of the morning; I hope it’s going well! To those like me who got some sleep and are just starting; good luck! :)

Progress so far!

It’s my first Ludum Dare ever, and I’m really enjoying it so far. My progress over the last few hours has been trivial, so I’m going to get some sleep and resume tomorrow.

I need to get some better system to rapidly create levels. I feel that with time constraints such as this investing the time to create better tools early could save significant time later.

Awwwww Yeeeaaaaa- Ideas!

I haven’t really slept, but I had an amazing idea while sitting in bed. My game probably won’t be a nice as I want it to be. Hopefully people will find it both fun and challenging. The idea is that you are alone on a spaceship, parts of the ship are failing and you stand in limo, unsure whether to fix it or to give up. It’ll be a sim-like game where you balance your needs against your survival chance. The game only last 10mins and each activity will be . I also want to add some kind of online system where you can upload your score and implement a leaderboard system, assuming I have the time. The current stats I have so far are, hunger, thirst, happiness, energy, fun, bladder, memories.

On an unrelated note, does anyone find that programming too long makes words ‘look wrong’, I keep thinking I’ve misspelled words, such as screen or loading. It might be my dyslexia though. Back to bed with me!

Gameboy style artwork

 

The plan is to make a Zelda/MagicTheGathering-mashup game. My sidequest: use gameboy palette und resolution.

 

 

 

 

Progress Report

It seems that 12 hours have passed since the compo started. It’s time to look back on what I have accomplished in this 12 hours.

I’m going to start with a small description of what is going on in the game:

The game takes place in a vritual environment (tron-like grids). Both the player and his enemies are virtual bots, living in cyber space. The player’s goal is to collect the “Intelligence” briefcase, and send it to the drop off zone. You win points by scoring touchdowns (dropping the Intelligence in the designated area), you loose points if you get killed.

The enemies (baddies as I like to call them) are not hostile towards you at first, but become so when you steal their precious briefcase. In order to reach the drop zone, the player must push (while carrying the briefcase) through the enemy lines. Once the touchdown occurs, the briefcase is reset to it’s original position.

Think of it as a Top-Down Shooter meets Team Fortress 2 and American Football. Up till know I have the following things working:

  • Player controls
  • Collision and Gravity
  • Enemy spawning and a shitty AI that starts to follow you when you pick up the briefcase
  • Dropping and picking up the briefcase
  • Player bullets (enemy bullets to be added soon)

Here’s a rough concept of the playing field:

Here’s a Screenshot:

What do you guys think?

 

Tags: Progress Report, Touchdown, Zapaman

7 hours in

the game’s calle d”Enslaving Davement”. more on that. github has readme and my notes which explain things, but I think i’m going to type an explanation after this is all over, so straight to how it’s going…

 

the skeleton of the game is implemented, more or less. there are sort of 4 states to the game:

Day, Night, Ending, Cutscenes.

The states, of course, are visited multiple times (except the tentative ending). In the day, you collect musical notes…for a certain purpose…while also trying to keep your impending feeling of doom and anxiety from growing….

Then, at night, you visit members of the band Davement’s house. You must try to keep your anxiety low, make your way to the person, and…

If time allows there will be cutscenes (read: plain text and pictures, nothing fancy) between stages or at least the intro/ending. I’m hoping the ending will take into account performance on each of the stages, and produce snarky commentary based on how you did.

Right, so:

framework: More or less there- transitioning, making sure crap carries over, handling deaths. nothing pretty, just the logic.

level design: HA.

graphics: crappy placeholders.

music/sfx: nope.

 

The next few hours I plan to try and polish up the flow of the gameplay’s skeleton – after the most worrisome part (the programming) for me is done, I can focus on the (relatively) easier creative aspects, which will fill things in.

 

Update 1

I woke up a few hours ago and got to work.

I’m creating a survival game where you’re stranded on an island, alone and confused you have to use your surroundings to survive and possibly even escape depending on how far I get.

So far I have the basics of the tile engine working along with collision detection, movement and some very shoddy placeholder art.

But now it’s time to eat breakfast while looking at everyone’s creations so far.

 

And we’re off

After a good night sleep and some healthy breakfast, I was mulling over the theme for this competition. Although I feel I could go for a story-driven game, I cannot even draw myself out of a paper bag if I wanted to. So, I will keep on brainstorming on my game idea.

In the meantime, an enumeration of my tools of choice:

For coding I will use C++ with SFML, although I might opt for an additional engine if the game requires it. As always, I will use my tricked out Vim application to write the code.

Graphic assets will be drawn using GIMP and sound assets, if any, will be generated by the excellent SFXR tool by Dr. Petter. For now, music will be absent, but time permitting I will have a look at a procedural music generator (Wolfram Tunes or something like that).

So this is going to be my work environment for the next two days. Obligatory workspace picture:
My computer system

First night of progress

The theme is “alone” so I my initial thought was solitaire. Other concepts that I’ve been working with are “playing with the cards that you’re dealt” and “we all die alone.”

My current direction is to have a turn-based game where each turn represents a span of years and covers the changes that happen during that time. Life changes will affect aspects of your life such as health, career and relationships. The game ends when your life ends and the choices you make determine whether you’ve lived a life of meaning. I would rather not force a meaning on life by using a score as a replacement for meaning, but that’s something I’ll work out.

So far I’ve mostly been working on figuring out game mechanics. The only programming I’ve done so far is to set up the project in Flash Builder. I also started figuring out the visual style in Photoshop.

It’s 4:15 am and I’m off to bed now -_-

(Untitled)

silence broken

Couldn’t sleep and finished this scene.
Apparently, you’re not alone…

( p.s.to self: go back to bed Alex )

Awake!

Well, by some miracle I haven’t slept way past my alarm and into the early hours of the afternoon. As I feared, I am not 100% in terms of health. Fortunately, I am at least over 80% in terms of health so this thing can still happen! Just need some caffeine and I can start talking a walk to develop my ideas. I have a couple of ideas already, so we’ll see how they go!

Tags: awake, Flixel

What a horrible night to have a curse!

I made two typos when I wrote the title of the blog, and two more when writing this – make that three -, so I’m going to call it quits for tonight.

 

Oh, but PROGRESS IS MADE.

 

Anyways, quite a lot of brooding over how to deal with different grid sections and how lights themselves work with them – got a lamp class working, which means I could experiment.

 

The general idea is that, when loading a stage or whatever (Still haven’t decided how to make it work for this weekend – probably going to be a “You’re locked in the basement during a full moon – can you survive the night?” scenario, I think – with monsters assaulting you in waves spawning from light/dark sources, or in a worse case, just trying to get out, and having to solve lighting problems, I guess), the grid of parts that make up the background are calculated (Might be generic personal setup), for what lights hit what areas, then if the lights are effected, they may affect that area’s coverage.

 

So if a light is destroyed by attacks, for example, it would make everything it affected darker, unless there was another light there.  If two lights are weakened, and they cover the same area, the light will drop in that area, but not to full darkness.

 

Right now, the game let’s you click as if you were turning on a switch, and then the light would turn the one piece of grid I have right now on. Technically, it’s getting the rendering, and not actually hitting a switch…but yeah. Basically, the light is already attached to the box, and when you click, it goes through the process of assuming something’s happen to a light, and re-does the grid (Yes, of 1 right now – full grid later) – if a light is on in that area, and isn’t broken, then it lights up that area. Right now at full blast. But yeah, that’s level design. Tweaking. Comes later. <_<

 

I believe I covered enemy spawning before, but a bit more on that (It’s relevant):

So they spawn in pure darkness or pure lightness, and then follow you out. I’m thinking this will be done in game by, every quarter of a minute, say, it choses a grid section as mentioned above. If it’s pure darkness, it’ll spawn a dark enemey, if it’s pure light, then a light enemey, but if not, won’t spawn an enemy.

 

Quick enough I think to do – so once I get the lights fixed that comes after…

 

The player character. Still have to do that. Right. Also, probably sounds – though that’ll come last.

But with regards to the player character, we kind of need him before we spawn the enemies. Probably’ll be a box for now when I get to him, and then he’ll shoot lasers (Perhaps into the narrative as his laser guy toy and the enemies are his imagination run amok? Afraid of the dark, alone? Works for me.), and some basic physics (Single button jump ala Super Mario Bros., I’m thinking.). If he shoots them, they die. And then another wave of enemies comes in.

 

If I have time, that’ll be important – I think I may be able to fit in something about if you hit enemies from behind, you’d get extra something – something that goes along with the Bonus Board idea I originally brought up way back in my first post for this Ludum Dare competition – but that also requires me to use that automatic drain, and I still don’t know what to do about that thematically. Probably be scraping these two.

 

Hope you enjoyed my epileptic blog post for the day!

 

P.S. If you’re looking for the final code so far, here’s the source:

http://www.sfu.ca/~ajr12/LudumDare22/LudumDare/Source/

Ready to go

Okay, the theme was unexpected. “Alone”? Seriously? But I’ve had a cool idea, so I’m ready to get to work. Unfortunately, I will not be able to do so for another 4 hours or so. Ugh. This may be tight.

4am EST

I have block spawning, working on a power meter and score, and then I’ll get the baddies in there, and the powerups.  A little late on this update due to getting food

Like always, I am late to the party

… but I will try to keep up. I am all in, with Ruby, Gosu, and Chingu backing me up. There is so little time this weekend!

Only just starting

I stayed up way past my bedtime last night to see what the theme was and fully intended to sleep after finding out, instead I spent the next 2 hours not really sleeping then half waking up and emailing myself ideas… sleepy ideas. It’s like reading emails from a drunk person. Anyway I am now fully up and it’s time for me to catch up! Here is the obligatory workspace photo, I say workspace… more just my incredibly comfy sofa and the only computer I own :)

null

There are more fairy lights than can be seen there, and the big telly lurking behind my laptop will be playing my favourite films all day :)

I’m going to bed.

This is what I’ve got for the end of the first night.

http://dl.dropbox.com/u/13349757/LudumDare22.swf

Comments

SonnyBone
17. Dec 2011 · 07:27 UTC
HEY COOL DOG
KamiKaziKarl
17. Dec 2011 · 08:16 UTC
very smooth so far. I noticed the dog got stuck when I jumped out of the lower area in the “dungeon?” I’m sure you’ll address that later. keep it up! :)

A Fresh Start

that project i said i had progress in a while ago, ya, i abandoned it. but i’m glad. This new project i’m working on is going well. i also like the graphics and name. the name is “IN THE DARK” hopefully this one will succeed. On a side note, i’m loving some of the other games people are showing, will get pictures up of this when i can. Goodnight.

brain.init()

So I’ve woken up. This means the hard part is over with.

Now I’ve got a couple of game ideas based on isolation. Since I figured most people are going to do artsy and depressing metroidvanias, I’m going to occupy the puzzle faction.

Basically, you get to draw a rectangle and the player has to be isolated inside it at all times. I’m still not quite sure if I should do a real-time, platformer type thing or a turn-based strategy one. We’ll see which one works better.

Woke up, time to start!

Helloo!

I just woke up and had a look at the theme… alone! – well, at least it’s not random generated (hard to do well on 2 days you know…) or kittens… phew!

So, after a bit of thinking and lots of help, I’ve come up with an idea for my game:

You’re in an expedition with someone, but right at the start, this someone dies. OMG OMG OMG… so you decide it’d be nice to drag his/her body home. So basically what I’m going to do is a simple puzzle/exploration platformer set in a cave, where you must find a safe way to drag the body and exit the cave.

If I have time (if everything goes right, the first part should be finished by this afternoon… then I’d implement the idea, and tomorrow it’s level time + bug fixing + polish), I will add some kind of day/night cycle. During the day, everything’s OK. During the night, there’s some climatic hazard which kills you slowly, so you have to take refugee at some places in the cave (there will be some constructions and natural refugees…). Taking refugee will skip the night and reveal a bit of storyline (won’t make the storyline too long, so the best players can still see it all… then it’ll be a collection of random quotes I guess).

Also my intention is to have a bit of dark ambient / creepy sfx in the cave. You will be alone… but man, it’s going to be creepy!

Comments

TheBreadCat
17. Dec 2011 · 08:49 UTC
this is going to be interesting ^^

No Motivation

So.. I have zero motivation… I’m ill… But I have a idea 😀

Maybe if I start I get some motivation. Not sure about that…

What I will be using:

  • haXe
  • FlashDevelop
  • Paint.NET
  • Something for music (Or just no music for now)

Tags: flashdevelop, haXe, motivation

Nap Time?

I’m starting to see posts about people waking up.  This is probably a god sign that I should go to sleep, huh?  I’ve got a lot of the code base put together now… but I still don’t have a solid idea of what my game will be!  I do, however, have a solid idea for a project to morph whatever this is into after LD is over and I have more time?  Go figure.  Sleep usually helps clear up my thoughts, though, so… good night!  And good luck!

Tags: alone, game, kitten, pygame, python

Progress so far, and bed

 

Our progress as far as idea go are coming a long quite nice. We’ve got our concept down and the concept art down:

The actual game implementation is pretty nice as well, but there is no art in it quite yet, because my artists fell asleep on me. Lightweights. Here’s the progress on the actual game:

I think if we can manage to get what we want made in the allotted time our game will be quite good.

Done for the Day!!!!

Got a couple of item sprites done. Their not perfect but if I put anymore time into them I’ll be even more behind.

Can you tell what those are, lolz.

Help!

I’m using java array literals for my levels (bad form, I know, but I’m pressed for time and want to have as much time as possible creating content) but it keeps saying my arrays are null. This is the offending code:

protected Integer[][] rawLevel =
 {
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
 };
Any help with this would be greatly appreciated

Comments

gavin5564
17. Dec 2011 · 07:47 UTC
Not sure what language you are using but perhaps declare a new int array then initialize it in a constructor..
17. Dec 2011 · 07:49 UTC
Well, that should work! Can you pastbin you code?
17. Dec 2011 · 07:49 UTC
I don’t think you can define 2D Arrays using literals in Java. Not without specifying the first dimension, anyway.
17. Dec 2011 · 07:52 UTC
… I see I’m not the only one procrastinating.
Jack
17. Dec 2011 · 08:03 UTC
@The Jahn you can define 2D Arrays with literals, I did it in my warmup game and there were no problems whatsoever. I’ll try out the string idea, thanks
Jack
17. Dec 2011 · 08:08 UTC
and it’s STILL returning null! the sheer amount of irritation I’m feeling right now is beyond mere words
Jack
17. Dec 2011 · 08:35 UTC
ah, found out what it was. I was declaring it in the class, but calling the function that needs it from the superclass’ constructor, so it didn’t set it before trying to read it

About two hours worth of work

Not only does an uber low-res art style give me “indie cred”, it also cleverly distracts you from the fact that I couldn’t draw anything to save my life!

I’m using a few premade behaviors from StencylForge. I asked on IRC if that was okay with the rules, and he said it was because they’re publicly available. I’m going to believe him for now because that makes things a lot easier for me.

Still not sure what exactly I’m going for here. I’ve got a nice atmosphere in mind, but that won’t matter if I don’t have any actual gameplay to go with it.

Also, I’m ridiculously tired and need rest, so I’m gonna sleep on it. Good night everyone!

Tags: game, progress, screenshot, stencyl

6hs so far, going to bed

Its 6AM over here, and i suddenly got sleepy, so this guy is off for a nap..

Before i leave, here is a screenshot of my current progress; The main character was supossed to be a racoon, but it ended up looking so much like a cat that i ‘converted’ him into one hehe

Its a racoon? its a supercat!? WTF IS THAT!!??

The game is pretty basic but yet fun, get the orbs, unlock the door, jump around, avoid stuff, etc.. the main engine is completed and now i should start focusing on making different levels to check how the game behaves on a more dynamic enviroment 😉
I’ll have some serious headaches when inserting the theme into the game, but i guess ill figure it out sometime tomorrow..

Survival Log #348

today i found an abandoned apartment complex. thick doors, locks to hard to pick. not problem, likely no food in rooms anyway

lobby had stuff, though:

  • 7x water bottle
  • 2x polaroid camera (wtf?)
  • 5x fritos chili cheese [-1, breakfast]
  • 4x potato chips
  • 2x snickers
  • more ruined in vending machine
  • wrench
  • !!!screwdriver set!!!

no enemy presence found. maybe in the rooms, but I listened at all the doors and didn’t hear anything. not worth the noise to bash them in either, since i can’t pick the lock

getting cold, got to find a place with windows left. don’t want to have to return to house G. don’t want those memories

a bag of fritos

ate this for breakfast. note to self: get a better camera

i feel so alone

Progress #2

I got my player moving around in an acceptable manner, I got the NPC following the player in an equally acceptable manner. I have them “talking” to each other and about the world. No screenshot this time, nothing visually really changed. Next to work on room transitions, then I’ll start trying to figure out my art style. Boy I sure do wish I had a wacom pad. Or the ability to use one.

Hey does anyone know if you can use an Acer Iconia (Windows version) as a drawing tablet?

Also, anyone with Unity experience who can point me in the right direction on how to properly use Character Controllers and movement, I’d be much obliged! I burned too much time trying unsuccessfully to get that to work.

First steps

So I woke up this morning at 9, first I did some brain storming and then I drew some hieroglyphs.

H1H2H3H4H5H6H7H8H9H10H11

If you translate the game’s plot will roll out.

Comments

TeamInk
17. Dec 2011 · 07:47 UTC
A few of your hieroglyphics resemble a few Japanese katakana characters! ソ、 ン、ト、ヨ、&ニ.
Hempuli
17. Dec 2011 · 07:52 UTC
Drew*

Something Fishy

Here’s what I have after 6 hours. The goal is to collect your fellow fish to bring them back to school.

And, snacks…

BTW, if you want to hang out and watch, I’m broadcasting live.

http://twitch.tv/frosty_freeze

Will start up again tomorrow around 2pm Pacific.

Snakey steps..

Getting started.. Processing.js is looking like a good rapid prototype system and I’m feeling confident at the moment that I’ll get something done (if not today, then tomorrow). I took some example code from the processing.js site and started hacking on top of that. Here’s a current WIP screenshot:

The name of the game is “Friendship Snake”. The current goal is to have some stationary non-threatening blockers, some moving kill blockers and some “englightenment” areas. The goal is to guide the red snake of doubt and self loathing into the enlightenment areas which will convert the pieces of the snake that hit into green “friendship” pieces. Once the whole snake is converted, then it’s grown a bit and a new doubt sets in. Will have to see if this initial concept hold or not. :)

 

YEY! Christmas came early!!!

My sister and her fiancé just gave me an early christmas present, An Archos media player.

That ought to give me a little motivation boost ^-^

Comments

Niavlys
18. Dec 2011 · 07:44 UTC
Yeah! I’m looking forward to see it :)

Bon je vais essayer le jeu.

End of Day 1

I’m going to bed now, and I feel pretty good about the game so far. I’ve got the code mostly done, so I’m working on common textures now. Here’s a shot of my progress. See you all tomorrow morning!

Can’t Sleep; This Is… Good?

And here I thought the biggest hurdle in all this would be desperately craving sleep.

Though I guess technically it might still end up being such, just without actually being able to get it when I give in.

My next post will have something worth showing, I swear.

And by that, I mean it will probably have nothing at all.

yay. Blogue.

No-one’s going to read this, so I may as well vent.

We’re collectively Unhappy with the theme. OR I’m unhappy with the theme and I surround myself with yes-men. And one no-woman for good measure, but she’s easy to ignore because she’s not “core team”. We are not happy, anyway.

Also, embarrassingly, my windows bitch has had a better time getting löve working than I have. It turns out that one unsatisfied dependency install error is more than enough to jolt me to inaction when I’m despondently uninspired. Unsatisfied dependencies suck. I’ll get him to write everything and I’ll just add unnecessary semi-colons and whine about his not installing my media keys properly in Linux by refusing to skip crappy songs.

Pan Galactic Gargle Blasters time. Oh, it’s only 10am? Eh, being branded an alcoholic is a small price to pay.

No Kittens?!?

I can barely believe the lack of kittens in this prototype. Too tired to continue without a nap. Will explain gameplay in the morning. I leave you with this:

 

If you can understand what is going on then you know more than I do…

No title is a good title

After getting to bed a short while after the theme was announced i thought about some ideas. Alone,…alone… isn’t almost every protagonist in a game alone? What makes the game themed alone? locked up in a cell? I dont know. I’ll just go with my gut instincts. Although the idea i had is probably not feasable in the given time frame.

However, getting up at 9:30 and…

Too tired, gotta . reach . hat

…making breakfast…

nom nom for more coding power

and after a cup of coffee i’m ready to go.

I will mostly listen to some web streaming, di.fm liquid if the playlist is awesome, and the soundtracks from the humble bundle.

If you’re interested in following my progress, you can do so at wzl.3ln.eu (we’re fucking 3ln!).
It is a kind-of-live stream with 0.3 fps, but fullHD %)

Fourth Hour of Progress

Four hours into the game.. and it’s starting to almost resemble something here.

Spent most of this hour working on GUI and starting to put in the base of interactions with stuff.

Basically when you activate something, it will send a list to the GUI of actions you can do with it, and then show those actions as a list.

Next I need to make it so you can select actions from that little pop up, and have it send a function call back to the object you activated. I think I’m going to make it so the baseObject has all of those functions, and I just override them when I want it to do something special. That way I can do some simple messages when stuff doesn’t do anything like old point and click games used to do.

Writing code on release night

Yep, the team is actually writing code to fix bugs on release night, now 14 hours in.

Good thing I have LD22 to distract me.  Screenshot of work in progress:

5am EST

Baddies are programmed more or less, and I’m happy with the progress I’ve made now.

I’m going to take a break, and possibly a nap, then after getting some work done around the house, I’ll get on making some music, and better graphics for everything.

So far I’m having a lot of fun with this.

Underground Pixel: A Ducky’s Tale: Update #2

Here we go again,

Okay, so we’ve just started programming A Ducky’s Tale 8 hours into the Jam. We have a decent amount of the art and music done and should have a build within hours. I’m pretty excited to play it. We named the suicidal duck Jared. It is the perfect name.

Producer: almost dead

Composer: asleep

Artist: drunk (heh)

Programmer: programming

Some progress

 

Running and jumping! 😀

 

Getting started

Just getting started here. I’m no artist so I’m keeping it simple. The idea is that you’re a lost robot and you have to find your way home.

First screen shot:

It’s going to be…

Nàufrag!!!!

I don’t remember the translation to english, so for now you’ll just know it as “Robinson crusoe game” or “Lost in blue a la Lundum Dare”.

Settet up LWJGL to do my input and now i’m going to copy old render code to have the background ready in a moment.

11 a.m. here in catalona.

Tags: LD #22

Finaly Happy

After almost giving up 3 times out of pure frustration(computer shut down) I am finally happy with the setting I have chosen, Mainly due to the fact that I can draw it with little to no issues.

Heres a bit of artwork.

Untitled game update #1

I never posted an “I’m in!” post, however, I’ve been created a game for the past 3 hours or so. This is my progress:

  • Used an engine I created before the competition for character movement (point and click movement), then built upon it to suit the game.
  • Added in basic areas
  • Created character graphics and animations
  • Created item graphics

I think I’m basically going for some kind of point and click game, however, I’m wanting to make the experience easy and smooth for the player, so I’m going to have to think of some interesting mechanics.

Main Character!

Finally finished the main character for this idea – keep it mind it scales by 2 on the game. 😛

Progress report

I have been at it for 2 hours now.

the first hour was for brainstorming. My game is going to be called “Angry Kitten Gods Of War” because the theme was about kittens, right? Right? Oh well. Too late to change that now, the name is already patented and all…

Right now I’m working on the assets. I have created a large kitty face. I will now start working on walls and stuff.

My entry will be an arena shooter and the player will run around in a maze looking for keys and whatnot. I’m creating the 3D models in blender, Gimp is used for textures. Unity 3D will them display it all in no less than 3 dimensions of polygons and colors!

Wake up from your asleep, we has arrived onto the future…

and everything has become supersonic… alone.

So I’ve overslept a bit and now I’m raking my brain with enough coffee and doing wild brainstorms with myself… Alone’s quite generic theme, but it fits the idea of step by step dungeon I was thinking about making.  I’ll try to make a list of few ideas and then it’s coding time, unless better idea forces inside my brain, dungeon master-ish game it’s going to be…

Looking at the vote results I even managed to put together something resembling story :) Here it is, best my sleepy brain could put together.

 

You’re all alone, fighting spawns of randomly generated evolution brought from parallel dimensions.
You have to move through the forgotten places, abandoned long time ago, when desperate gamble shattered falling Moon to smaller pieces, but tunnels of old science base still remain and they’re full of the dire consequences of decayed technological dreams.
To navigate underground you have to use nanotech-based time travel, teleportation and even self replication as these are only methods how to clean enough territory and fix enough machines to defeat the plans of surealistic antihero – mirrored reflection of shape shifting kitten.

Comments

17. Dec 2011 · 08:31 UTC
Above us, there is nothing above but the stars above.

My LD22 entry — Everybody Wants You

I probably won’t get this entered in to be judged,  but we’ll see.  It took me 3 hours to get that little pink block to move around, that’s because I was building sort of a scripting language, you might say (yes in AS3)

http://www.gamesafoot.com/wp-content/uploads/2011/12/EverybodyWantsYou1.swf

Anyways I think the “script” code is kind of neat —
npc01 = new CNonPlayerEntity(11 * 8, 8 * 8);
npc01.patrolScript.push(new CPatrolCommand("east", 3, 6));
npc01.patrolScript.push(new CPatrolCommand("wait", 1));
npc01.patrolScript.push(new CPatrolCommand("south", 3, 5));
npc01.patrolScript.push(new CPatrolCommand("wait", 1));
npc01.patrolScript.push(new CPatrolCommand("west", 3, 6));
npc01.patrolScript.push(new CPatrolCommand("wait", 1));
npc01.patrolScript.push(new CPatrolCommand("north", 3, 5));
npc01.patrolScript.push(new CPatrolCommand("wait", 1));
npc01.QueueNextPatrolState();
add(npc01);

It may not be brilliant to you, but to me it’s pretty neat. Basically the only commands or directions it recognizes right now are north, south, east, and west, as well as wait. second command after wait is the wait time in seconds, otherwise it’s a measure of speed, the third command is distance in tiles. You want it to move back to the original position, you need to use the same distance as you did when you got there. this makes one complete circle. before starting all over again.

Cogs slowly starting to turn

Woke up about 5-6 hours after the competiton started (it started in the middle of the night). I copied my hello world program from the framework and started to wait for GSL to begin. About 2 hours after the kpop girls appeared the actual games started (they are on now!). So far I’ve done practically nothing gameplay wise but that’s okay, I’ve been watching kpop!!

Kpop!!

Finally, an idea…

…or rather, one that seems it’ll work.  The trick was to rip off a game that I really loved from the NES era: Solar Jetman.  The jist of my game (as of this moment) will be simple and unoriginal: You’re stranded on a planet.  You need to explore caves (in a spaceship; none of this platform nonsense 😉 ) collecting items that help you depart from said planet.  It’ll be a side-scroller.  I will use Unity with the help of the 2D Toolkit and/or RageSpline.

I had some other ideas originally but I just wasn’t feeling the prototypes.  This is a bit more ambitious but at least it’s scaleable.

First idea

Deeply lost research guy,
fighting with memorie,
or protecting them from the cold ?..

Crushing background,
randomizing people,
superpowering the player…

Can haz that ? :3

Player idea

Brainstorming for the gameplay

Tags: First idea Brainstorming

Progress. Home Alone + Orcs Must Die/Trap Defence

Been working on my game for the past 8 hours, not that into it anymore. Wish i planned more and done a different type of game; like a point and click adventure.

Here’s where it’s at now:
http://www.newgrounds.com/dump/item/023c72b2c6c657857d77d690aabe123a
(WASD to move, 1-2 to select trap, mouse to place and aim)

I’m thinking of giving up. It’s too late to start over, i already spent most of the first day.

 

 

 

 

Coding in as3 for the first time

starting to realize why people like to use tools they are familiar with 😛

i knew it’d be tough i just wanted to get over the hurdle into making games with flash. You can only put something off for so long. Anyway, making hangman. It’s no where near even started but i’ve created some prototypes that have nothing to do with creating a hangman game.

Tomorrow i’m going to look up some menu tutorials which should give me the tools i’m lacking in order to actually make the game. Luckily i’m making it a Game Jam game so the it should give me a little more time.

No screenshots yet(not that any would be relevant anyway) haven’t actually created any art assets.

Comments

KamiKaziKarl
17. Dec 2011 · 08:29 UTC
I did this transition from as2 to as3 last month. It’s actually a good move and not too bad once you get used to the minor differences. Just remember, variables dont start with “_” anymore and things that used to be percents are now decimals.

First Night Complete: AB-ALONE

After an incredibly long night of arting and idea-ing… I’ve come up with my idea.

Presenting: AB-ALONE

So what is it? I’m not sure, yet… but I have a dang good idea. The main character is partially animated, and the set pieces are partially drawn. The code is partially started, and my mind is partially blown. It’s late. I’m tired. SEE YOU ALL TOMORROW!

Tags: first screenshot, progress update

Playable doggie!

You can actually move, jump, grab and be a cute puppy right now.

Try it now!

Ready to code

So people just wouldn’t vote for the best theme ever. Kitten! Wasn’t that so cool?

Nevermind, this will be the story of a lone KITTY. Nah! Rough design done, moving on to coding.

Not in

Sorry gents, I got this other project that is calling my name. I think I am going to be posting updates on ludum dare anyways, and try to get something nice together for sunday night.

I am doing a kinda sorta clone of LSDJ / LGPT for iOS. Due to the limitations of multitouch, I am going to have to make some changes. Like chording isn’t possible in the same way, and things need to have more on screen stuff. I have a few ideas of how to deal with that though.

I currently have a synth that can trigger samples at different pitches, and the phrase / chain / song structure together. I need to get the looping working, but the structure is there. By the end of the weekend, I would like to have the PTCH, VOL, and FILT commands in. I suspect that I will be hard coding the samples in for the time being, just because I don’t think I can implement physicsFS this weekend. I might give it a try though.

Here is where the graphics are currently:

Look forward to demo audio links.

Tags: ignoring the theme, not in, update

Comments

17. Dec 2011 · 08:44 UTC
urrrgh, by gents, I mean ladies and gents. Damn this male privilege.