LD22 December 16–19, 2011

Stranded: Day two progress

got the engine done! Now to start the story!

i’ll leave you guys with a preview pic of the engine, it will be a top-down puzzler, think of it like the original zelda, you get a “sword” and it’s up to just you to finish the game.

try out the prototype! Mac Only(for now): http://dl.dropbox.com/u/5191095/bouldertime%21.zip if this isn’t done for ludum dare, I promise it will be a full featured game soon!

 

 

#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 */ Title Screen Title Screen Bedroom

Here are screens of the title screen and the starting area of the game. I intend for it to be a hybrid of first person adventure and interactive fiction. The controls will be left click to use and right click to engage in internal monologue.

Comments

DevMax
17. Dec 2011 · 19:29 UTC
What about gameplay XD?
Pyrrhuloxia
17. Dec 2011 · 19:51 UTC
It’s in the game.
DevMax
17. Dec 2011 · 21:31 UTC
How is it like?
Pyrrhuloxia
17. Dec 2011 · 23:40 UTC
It’s controls kind of like Morrowind, where you mouse over things to read what they are. Then you can right click them to access a mind map / wiki style stream of consciousness. There’s going to be a trippy scene with a sort of dance floor / arcade game happening and then coming down from that to sleepiness.

WTF Saga, Part 2

 

Honestly, What am I doing?

Comments

17. Dec 2011 · 19:21 UTC
Honestly? a game 😀
19. Dec 2011 · 02:25 UTC
Hahaha

Y U NO

Processing.js Y U NO like 3 dimensional image arrays?

Tags: frustration

Quarter Past Punk

That’s right! 10:15am – I slept a bit too much I think…

Oh well, coffee, ciders, and ham and cheese buns for breakfast and I’ll get right back into it!

I left last night with ‘light beams’ that the player must align correctly throughout the map in order to escape. I’ll think up some story aspect later 😉

Now, ONWARD TO VICTORY!

Good Morning, LD!

Mornin’ everyone.

Just got up and had breakfast, then implemented blocks of clay that you can push around!

Big block o' clay.

Next up: A kiln, and then combat!

(Almost halfway) progress

Woke up a few hours ago, and now im ready for the worst and most fun part of the compo, the last day! 😀

Done a lot of improovements on the gameplay, included some gfx, added two more levels to test the whole thing, and now im having issues thinking of what can i add to make it more interesting :)

Screenie: (LD Theme stretched it horizontally)

Back to work now!

Comments

Deza
17. Dec 2011 · 19:23 UTC
Great work, keep it up.

Parallax

Basic parallax backgrounds are in place:

Progress

Tags: progress

Alone Together – Almost Halfway

So here we are. You and your girlfriend/boyfriend/lover are at a party. You want to kiss, but oh man, people are watching. Embarrassing. Find a place to be alone together. Tactical romance action. So far progress is going well. I’ll probably tweak the colors, but leave the broad, basic shapes. I’m still really not at the point of having much in the way of graphics, just what is needed.
Still, it’s working better than I thought. Even without much polish, it’s fun to watch what’s going on with the party, grab your mate by the hand and duck off into a corner where you can be alone. There’s some neat bits of emergent behavior. The other party guests are driven by some basic ideas (boredom, thirst), so they tend to congregate in groups and seek company. Every so often someone wanders off from the crowd. I’m interested in how it’ll work with a big house and lots of people.
You’ll also be able to create some distactions to draw people away from an area. So far so good, but it’s still going to be a long night getting things refined.

Progress: Slowly but SURELY!

Following a good piece of advice I heard on Twitter yesterday, I came up with an idea for the theme less than 10 minutes after the theme was announced and decided to stick with just that idea. However, it took me until about noon today to figure out what exactly the gameplay would consist of. This is where I’m at thus far:

The first screenshot of Lonely God Dude!

It still counts as progress, especially since there is hidden game state stuff going on!

No, I’m not very far, but I have FINALLY for the first game project in my life implemented the game state right off the bat instead of trying to forcibly shove it in later. I’m WAAAAAAY behind on the code, so back to Visual Studio for me!

 

Oh yes, and this is my snackage in-between meals: (drink of choice for LD 22 is orange Fanta)

Cheddar Jalapeno Cheetos

These are AWESOME.

Near-Halfway Progress

Hey All!  I got kind of a late start (didn’t start any development until Saturday morning at 7am) but I’m making good progress so far.  Basic premise is a physics-based escape the room game — keys are hidden in certain (breakable) objects and you need to find a way to break them and get that sweet, sweet escape.  Levels flow through a typical house.

Oh yeah, you’re a tiny pink kitten too ^^

 

 

 

So far I’m on track to finish, though my art might be a little behind due to some challenges with blender+livestreaming causing my computer to overheat.  Plan is to finish mocking up the levels and crank out the art today and then integrate everything and work on sound/music tomorrow.   I’ll keep streaming at http://www.twitch.tv/offwhitefox until I finish mocking up the levels tonight, but then I might need to switch it off and finish the art.

Comments

17. Dec 2011 · 19:52 UTC
nice cat !!

First Time Entering: Any Other IF Fans? (part 3)

I’ve been intermittently working on this. I’m glad I picked a some-what easier task for my first, since I have a pretty busy weekend. I’ve been adding in action, and have quite a bit done. I recently added the most important, though:

Alright, let’s see what happens

Had to spend most of the day at work today, so kinda late actual start for me.

Got my beer, Aventinus Weizen Eisbock, got my IDE, Flashdevelop and got the Flashpunk ready. Let’s see if we get anywhere.

A Round-Up of the Day

I’m done for the night, and my screen capture software is having a well-deserved breather.

Here’s a couple of shots that I think exemplify my day of work. Me doing hard work (and enjoying the view!):

Working Hard

And, of course, everything falling over spectacularly:

3ds Crash

3ds Max goes on strike

More work tomorrow! I hope you all enjoy the game when it’s done.

A quick screenshot

godo

The menu screen 😀
I would release some pictures of the game itself, but all the graphics in there are temporary.

Day Night Cycle

Another hour of work done! I have a 24 hour time system coded in, complete with darkness during the night time that fades in and out for a game hour, which is currently set to 10 seconds, but will be adjusted later.

Next up?  I think maybe I should start adding in some survival aspects to the game.  And some more items.

“Your fear amuses me, young one.”

It’s a camp, but it’s guarded by two ghosts. You can either run and warm up at the fire pit quickly, or leave it, try to find another source of warmth.  Lighting a fire cures 10 fear, as the girl is desperate enough that even the slightest victory gets her hopes up. Standing next to a fire will very quickly drain your coldness bar, and I might add torches, which while they won’t cure your coldness bar, they’ll prevent it from increasing (unless you enter icy water, in which your torch will be extinguished and all benefits lost.

Ice water! Very bitter cold water that you can swim in… but don’t swim in it, as you’ll freeze in a matter of seconds.  Ice water is so cold that even if you’re somehow magically right next to a fire while doused in it, it won’t help you one bit. You will not be required to swim in it, but there’s a few point where monsters can throw you into it if you aren’t careful.

It’s the end of the world!

Ha! Stupid zombies will never destroy my mighty towers!

Need towers to save me from zombies

I decided that I could use “Alone” as “Alone in a post-apocalyptic city which you can rebuild, only to have it destroyed by zombies”. So I did. 😛

Last Update before I go to sleep.

So far I have basic enemies, controls, collision checking, pathfinding for the enemies, random level generation, simple gun upgrades, health packs, dying, health, dashing, a menu and a few good particles. Calling it a night so I can get a fresh start tomorrow! It’s java so can be run on anything that supports lwjgl, basically 😀

http://dl.dropbox.com/u/30361085/debuggame.zip

Super Square Zombie Killer

Super Square is spawned into a very strange and dangerous world. There are no other sentient squares, only square eating zombies. Square comes packing heat with a built in arsenal!

Progress after day 1:

Most of the programming is done so I have tomorrow to try make some interesting maps and other content.

Tools:

  • Lua
  • Love2d
  • mtpaint
  • sfxr

 

End Of Day One!

This was a great day of programming!

I managed to do alot of programming more than what I expected for today.

I decided that tomorrow I won’t go to school so I will have more time to really finish my game and cleaning all the bugs.

Timelapse Of Day One:

Here You Can Play The Game!

Here You Will Be Able To Watch My Live Stream Tomorrow!

(Still My Game Doesn’t Have A Name… Please Help Me To Choose)

Tags: progress, timelapse

Darkmoose onward

Just finished a crash course tutorial on Unity3d, about how to make 2d games on unity. Seems straightforward enough. This also means I will not be using Gamemaker.

Development beings with only a a day remaining for the deadline. 😀 The joy, the joy… Why am I doing this to myself again?

The game is starting to shape up

The red boxes are enemy spawners that will be hidden later on

Left to do:

  • add more enemies
  • add color and detail to the graphics
  • add something for scoring and a highscore
  • other stuff

First Playable Demo

I haven’t named the game yet; it will come to me eventually. What I have, though, is the first playable demo of my entry available for all to play.  It has mostly all the mechanics in place, the rest is just some map magic.  You can get it here.

 

 

Enjoy and if you encounter anything super strange, let me know :)

Tags: demo

progress……

We are making progress alright….

but first a little pizza break

and now we will grab a big bag of sleep and save the work for tomorrow

Tags: progress

(Mostly) Complete Level Editor

Well hello there!

I have almost finished my level editor. It currently saves the world data to the models folder using jME’s BinaryExporter (wow, that saves a hell of a lot of time), and you use the mouse to place tiles, and the scroll wheel to cycle between tiles and objects. Right clicking removes the top-most tile (basically, the first one the picking ray hits).

I’m going to try using the lighting system to add some moody effects next, after I create some more graphics. It turns out, making nice tile graphics really isn’t that hard after all.

Tags: jmonkeyengine, level editor, tiles

Ahwell

I can’t seem to get any of my code to work properly so sadly I won’t be submitting during this Ludum Dare. At least I actually applied this time. I was always too nervoud before. Anywho, good luck to everyone else. Can’t wait to see the entires :)

Real life interfering, pretty artz, concept troubles?

Well, this Ludum Dare shit got pretty real today. Yo. As I’m sure many of you have experienced, real life has a way of interfering with crazy gamedev weekend. I had to scoot off for a few hours, but still managed to get quite a bit done nonetheless. Gijs drew some awesome stuff as you can see. That’s why you should leave art to the professionals, kids.

We hit a snag when it seemed our game wasn’t much of a game at all, but we’ve had a good long brainstorm and decided how to (hopefully) make the game challenging and fun while still retaining our original concept.

You can try out the rough, un-fun version here. More to come tomorrow!

Comments

MaverickProgrammer
17. Dec 2011 · 20:12 UTC
I really like your art direction!
zwets
18. Dec 2011 · 12:52 UTC
Thanks! I agree, and all the credit goes to @MrRosenbaum!

Progress so far

All of mechanics is done, tested and working, at least I think so.
I’ve started making first level. All of the sprites are still samples besides main character.
Tomorrow I have to finish all levels and replace sprites.

I hate this theme 😛

I’m out.

Heart just isn’t in this, this time. Probably just tired of programming for a time, having done so much of it recently. Best of luck, everyone.

Back-End Improvements & Considerations

No dirty jokes, please. I’ve been working on my back-end a bit.

I’ve now got some nicer systems for showing messages to the player. That seemed kind of important since that’s how the storyline (such as it is) will be conveyed.

It doesn’t make for very pretty screenshots, though, so here’s another one of the troubled pilot – complete with a new texture smeared lovingly all over his face.

Dinner time

I still don’t have a huge amount to show, I’m still getting the game all working properly and then I look forward to getting on with all the art for it :)

Just made my dinner though so I’m having a short break with a lovely garlic & coriander pizza naan with beans and mini hot dogs as a sauce and cheese with some shredded ham hock on top. All brought together with a bottle of No17 Bullmers :)

Yum 😀

Tags: foodphoto ld22 ludum dare ld48

Comments

17. Dec 2011 · 20:15 UTC
That looks amazing!! 😀 It’s like all the ingredients from several different take-outs!
17. Dec 2011 · 20:21 UTC
Looks freekin’ tasty! Happy feedin’ I’m going for some p’tato chips over here!

LD22: Suddenly, progress!

Not entirely sure why I seem to be managing, but positively surprised. Pleasantly, even. Progress seemed really slow today because I was mostly faffing around with AI scripting, but over the last couple of hours things suddenly started coming together into a first semblance of playable content :3

 

lookit all the little mans!

 

And after a quick shower break, back to work!

Cats!

Just a reminder, don’t forget to add a cat to your game!

Tags: 7Soul, cat, kittens, motivation

Some Testable Progress

I have put a small demo online to test my code long before the deadline :)

It is a Html5 canvas game which means that it will only work in quite modern browsers.

Use the arrow keys to walk around. You can’t do anything else yet :).
The game is about not ending up alone and miserable in a hostile social situation.

Here is also a screenshot:
Testable progress

Progress Day #1

Day 1 is almost over, I made quite some progress, all the levels are done, except for the final boss.

To do:

Add Sound

Add Music (Maybe)

Improve sprites (With enough time)

Tomorrow people are coming over for my birthday, that means not much time!

An official title!

My game is officially known as “EpiCat”. Why is it official just now? Because I started the title screen!

Tags: screenshot, title

Brainstorming

I’m panicking, running out of ideas. i’m going to take a break and brainstorm, i really don’t want to exit like so many already have.

also: large amount of dirty cups sitting in my bedroom

Game Code Finished!

Excellent, it’s finished!

Came up with a game title too:

WEIRDLY ALONE.

Good, isn’t it?

Time to start on making levels, art and fun stuff.

EDIT: Forgot to add this –

Foggy forest!!!

This is how the level is looking so far. The trees are “supposed” to be pointing in a direction, and you have to find your way through the forest.

Comments

finalsin
17. Dec 2011 · 21:21 UTC
That screenshot looks beautiful. Looking forward to this one.

I’ve been really limited to what I can do because of my lack of programming knowledge. I’m trying to make a text adventure, but the way things are turning out it will probably be more like a demo than an actual game (even a short one).  I’m making a text adventure, but I doubt ti will turn out as a very good one. I’m using lots of complicated if statements to run through a series of classes, giving the illusion that it is like Zork, but if anything it is more like a choose your own adventure book, because you can’t go backwards. So kind of lame, but it is the best I can do.

This isn’t supposed to happen

http://www.youtube.com/watch?v=lEnNdSxnkMY

‘Nuff said. I have absolutely no idea how this is happening, seeing as the only line of code I am using is “node->translate(0,0,-speed*timeSinceLastFrame)”

 

 

 

 

 

 

 

 

 

Comments

Mjiig
17. Dec 2011 · 20:30 UTC
No idea what language your using or anything, but it looks an awful lot like there’s some buffer you aren’t clearing each frame somewhere. You probably already knew that…

20th hour: Off to bed – First Day wrap-up

I am off to bed now for the next 4-5 hours.
Will have to think of a better way to implement the event system and the sort: currently sorta stuck on that. Atleast the door is done… >:O I think…

I came to the conclusion that trying to do stuff in Unity 3D might most of the time end up being unnecessary complex making it, at least in my opinion unsuitable for LD Compo atleast when doing it the first time around. (If id have time, I would do the jam, however I’m on a schedule my self, going on a flight a few hours after the compo is over)

So far heres a list of things I’ve done:

  • Made a cliche horror plot
  • Made a scene in Unity 3D
  • Added a seamless, custom Skybox to the scene,
  • Adjusted rendering settings
  • Created two scripts: Light Flickering, and Door opening/closing relative animation through script
  • Created two materials: Dirt and Asphalt
  • Created, Designed, Modeled, Unwrapped and Optimized a Gas Station base build
  • Created Glass panels and doors for the Gas Station

As a side analysis: Most of my time was spent on figuring out how exactly does the GameObjects communicate with each other, and with working on frame-based updates instead of timer based updates, or with crunching some, really annoying bugs.

Good night, and see you all in a few hours.

The Disaster

I spent today trying to knock together a very basic platformer using a .png file to store the levels… in C. As a result it took me the whole day and I achieved nothing. Not sure what I’ll do tomorrow. I still want to make the same basic game but there’s no way this source is going anywhere in 24 hours. I suspect I’ll end up doing the same thing, but on a much much simpler scale, which uses a large pixel grid for the levels, not the “one px of the file is one px on the screen” approach I’m currently taking. Some of the code can be salvaged but not much… If I start running out of time the game will become a jam game for lazy reasons, but I hope it doesn’t come to that.

Wish me luck.

Comments

leedo
17. Dec 2011 · 20:30 UTC
good luck o/

And what about storing level in int matrix ? like one char in a txt file is one pixel/groupd of pixel on the level ?

db done

Database parts done. Well, design wise. I need to write some objects to handle the various things, but that shouldn’t be that difficult given … well, except that I am now tired.

I had tool issues. That I covered in a post I will post in the post mortem.

Overall, at this point, I’m doing – better than usual, which is to say, I’m not where I should be.

I sleep, then wake, and work on objects and game code. There are some gfx I should play with (meaning draw/playing) and, well… I need to sleep a bit and then I will work more.

Alright, let’s get starte–wait, 50% time gone already?

Good news:

I am well-rested, just had lunch, took a shower, room is clean, I started brainstorming ideas and have a sort-of-solidifying idea in my head, and I just created my project and github repository.

Bad news:

We’re at T minus 1 day + 3 hours and I haven’t actually done ANY coding on my game yet.

 

Well, I’ll still try and get this done, but depending on how things go I may just decide to enter the Jam instead, as that gives me a proper 2 days.  Kind of a bummer how the timing worked out and all, but that’s just how it goes!

 

I’m thinking to do a 2d platformer, as I think that really works for the mood/atmosphere I’m envisioning.  I have a central concept in my mind.  I’m scared that it won’t end up making for good gameplay, but I’m going to roll with it anyways and hope I can come up with good level design later =X

I was initially thinking to do video blogs of progress updates but I’m tossing that idea because I’d just make myself look like an awkward fool and I don’t want to waste time on unnecessary things anyways.  If I need to show you guys stuff I’ll just post screenshots instead!  But…right now I have nothing to show.  SO LET’S GET TO IT >=D

well, here you go

Be gentle, its my first time having this game judged by the masses.

http://dl.dropbox.com/u/46225469/LD22/index.html

 

There’s no win yet, it mostly just a tech demo. Try seeing how far you can swim =D

 

I made all of the sounds from scratch in audacity and made the game using Flashpunk in Flashdevelop.

Comments

finalsin
17. Dec 2011 · 21:18 UTC
First of all, props for putting out a mid-LD build!
bms
17. Dec 2011 · 21:21 UTC
very cool concept!
Cross
17. Dec 2011 · 22:05 UTC
Thanks guys. I’ve yet to ever finish a game, but LD eems to be what I needed.

We made a room!

 

 

It’s loaded from a Tiled map file, and can be scrolled around in.

We are lagging a bit behind, we’ll need to start adding some actual gameplay tomorrow..

But at least we got a lot of pretty pictures!

Ludum Grub

 

 

 

 

And the game’s going fantastic.  Should have story mode done by tonight!

 

 

 

Day #1: Space!

I got up at about 06:30 today (GMT +1) and I have been working almost non-stop since :V

Since pictures say more than a thousand words, heres some (Still some placeholder art):
Image and video hosting by TinyPic

Image and video hosting by TinyPic

There is no goal yet, but I will be working on that tomorrow. Time to go to bed. (Also, I will be streaming here http://www.twitch.tv/olavst tomorrow, just like today)

A sandwich of sorts

It appears my Jam buddy has returned, so I shall be retreating from the compo proper and joining the games jam. Pity that, I quite liked my prototype, but with the framework we’ve previously developed I think we could produce something better.

 

I almost forgot about this blog

Been hard at work.  Music, sfx, and art are mostly done.  Gameplay is pretty finalized, with a few bugs.  It’s all about creating levels now.

I suppose I’m not being incredibly original with a platformer.  Nor is my level design that amazing.  But it’s just fun to make it, you know?  And I’m doing well on time.

Splash the Elderly Lady Across the Street

Ludum Dare Screenshot #3

She looked threatening with that walker...

Huzzah! The demo level/first level of the game is finalized. I put music and sound into it, more fluid animation. I sortof think I might mess around with the launch trajectory, to get that lady over the wall with the fire hydrant. After all, the main character wants desparately to be left alone! If anyone (running windows) wants to try out the demo, you can download it from http://feyleaf.com/downloads/alone.zip. The music track is bundled in there too. I’d like to know how well it works on different setups.

Meanwhile, there are several other levels I want to create. And different methods of dispatching folk in the game.

 

5 Hours Mark

5 Hours in, 4 were spent arguing with the new version of Chipmunk Physics I smartly downloaded.

Tomorrow

collision_ok

Core mechanics are implemented, tomorrow work will be about level designing, UI, power-ups and if i’ve got enough time, leveling.

Day 1 : recapitulation

So, how much am I advanced as seen in my  brainstorming…

 

Ice explorer – ok

Interactions, collision system, some background – ok

– trapped – not ok – alone – not without scenario- deleting things – working on -fighting game – working on- random people creater – not- random messages – not  -scenario – working on

Well.

 

Time needed : one day or more

Remaining time  : ok… OH Wait. I have school-work.

Conclusion : certainly time failure to complete the game.  But that was worth of it ! :)

___ End of Day 1 (and perhaps end of all my present adventures <ö> ). ___

Edit : I haz a roomba-cat 

Edit2 : to have an idea of what is done, here is a demo (executable)

There is not lot of things to do, S to jump, D to attack.

Comments

RedErrorSuru
21. Dec 2011 · 14:19 UTC
Yep, I simply flew away.

Time pressure

I’m getting worried that I won’t hit the targeted scope at this point. The assets needed aren’t too much, individually, it’s just that I have a pretty hefty list and I don’t feel as confident about being able to pump out content consistently right up to the deadline.

Got some environmental sound in – waterfall noise, and it changes as you enter different screens.

However I haven’t made much progress on the gameplay lately. I really want to get some of the gameplay in there before I sleep.

TODO
 new block type for water - the surface toggles platforming/swimming, or somesuch
 start sketching out whole game and getting bgs in place
 
 goals for rest of today:
 inventory working
 pick up stones
 one more button to drop vs. use("shoot")
 dragon flight code
 diving code
 bird flight code
 birds placed in map are spawners?
 or we just have them run on a consistent cycle?
 spriting:
 pearl sprites
 bubbles
 swimming sprites
 dragon sprite
 idling
 flying
 hit
 obstacles for dragon area(attacking birds)
 (reuse birds for hunting segment)
 throwing stones(instead of bow+arrow)
 three tasks:
 diving
 hunting(birds)
 fly dragon
 some sounds
 splash
 throw (replace the current thingy)
 hit
 _integration_
 goals for tomorrow:
 finish sounds, add music?
 add two or three tasks
 mining
 collect fruit
 make fire
 
 Ending celebration/failure

Bushes!

Thirteen hours of work complete, so another update! I added in some bushes. You can forage from them and get sticks and leaves.

I also added in some hunger / thirst drains that tick away every hour.

Next up? I think I might work on making it so you can walk to different areas.. instead of being stuck at this one scene. And work on some random generation of said areas.

Alone in the unknown: Puzzle Elements and art!

A new blog post at From The Beginning explaining and showing off our current three puzzle elements and how we think the game will turn out.

Video at the end of the post.

Hope you’re all enjoying yourselves :)

– Jonno & Nathan

45 minutes later

In just 45 minutes Ive added a gun and a bullet and a broken text box.  It was all really simple because I already had the physics engine.  Adding chipmunk probably saved me time in the long run

Comments

TehWut
17. Dec 2011 · 21:06 UTC
This looks really good, like the style. Good luck!

6pm EST – Sat

I got powerup and meter fixed position working now, so that’s another bug out of the way.  Just going to do mostly graphics work and polish now, feels pretty good, though I’m not -that- amazed by my game concept, it’s kinda generic, but I think I’ve got a humorous twist at least.

Going to eat, got Fish and Chips for LD22 dinner tiem.

Kleptomaniac ability added

A first pass at an inventory system:

Mostly this just lets you go around and pick up buckets, which everyone seems to have in their house for some reason. And you can’t drop anything yet, so your character just has to go around with their pockets fit to bursting.

In unrelated shenanigans, I still haven’t thought up a name for this yet. I was going to go for “Village Bastard” but maybe I should keep the title clean. Something along the lines of being a bit of a dick to everyone in the village until they leave you alone. Leave your name suggestions in the comments!

Making Textures

I’ve been making textures for my 3D stuff. I needed a wood texture, but because of the rules, I have to create everything myself. I decided to take a photo of my laminate floor, and then tweak it in photoshop until it got closer to what I wanted.

I started with this:

Source photo of my floor

And eventually ended up with this…

Result, tweaked colours

…and this:

Result, smoothed out

I realize the smoothed one is pretty blotchy, but it actually looks decent on the game stuff itself.

Wrapping up for the night!

Had an extremely productive day – about 15 hours of work, and one hour’s break. The game is nearing completion. I’ve done so much in one day, I may be able to add more than I first anticipated! Here’s what is complete:

  • Practically all of the graphics. There’s one or two backgrounds that we haven’t done yet, plus a few animations.
  • Practically all of the coding. It’s all there, it’s just a case of adding little bits on to allow the continuation of the plot.
  • All of the sound. My friend did a wonderful job of producing the music. I attempted some sound, then he bettered me. =P
  • A draft of the script. I’m calling it a draft now, as we’ve been talking about changing it. We know exactly what we want from the story now, though.
Basically it! Considering we’ve got until Monday, I’d say we’ve done a damn fine job. I’ve also been filming for a timelapse using Chronolapse (which I was introduced to here – thanks guys!), so you’ll be able to see all of my shoddy coding and work process. =) A room

In a weird room... with an indoor pier... wait- what?

Comments

Rojoco
17. Dec 2011 · 21:00 UTC
Woot woot!

Day One Progress….

Pirate ninja skeletons strikes again in Transdimensional Moon Rift!

 

 

Although it was really stupid idea trying to use animated characters… I’ve done it. Animation’s ugly, character can’t be moved that much without serious distortion taking place, but since it’s my first attempt to make animated “3d” character with skins and stuff, I consider it success.

So now I have map editor, some “textures”, few enemies, basics of step by step oldschool dungeon… I have to improve combat system, put together some more stuff (like doors and crates and loot, maybe even some extremely simple RPG system), either create few levels, or write generator, and I’m done. Probably not…

Going sleep anyway, I’m getting too old for this kind of nonstop stuff…

End of day 1

I have a controllable player ship, some “art”, and an upgrades system that allows you to collect and use multiple weapons at once.

Tomorrow I have more time, so I should get a bit further…

Tags: deskphoto

Uh oh

There’s just No Way I’ll be able to make anything meaningful with this PGC stuff, so I guess it’s time to use the backup plan – non-PGC stuff!

Update #2

Hi Ludum Daritiens,

The keyboard is working. The basic of the mecanics is finish. I’m not sure if  blinding of real image and pixel art is a great idea :(

Check out my entry GitHub.

Todo list:

-Message, score and other text information

-Add item to the keyboard game

-Join the keyboard controls and character controls

-Main menu/pause menu

-Add mob

-Add lighting effects

-Animate the character sprite

-And more…

Comments

TehWut
17. Dec 2011 · 21:05 UTC
looking very nice, keep up the good work

5am in France, finished the intro

I have a very hard time with the story-telling thing right now, so I guess I really need some sleep T_T

I’m pretty happy with the current result, in term of gfx :

30

This entry was posted on Saturday, December 17th, 2011 at 9:02 pm 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.

end of day 1… quite pleased.

Well, i’m finished for today. Its gone quite well overall….

I was despairing a bit a few hours ago, it just wasn’t fun to play. So i took another approach, and went all narrativey. So theres scrolling text sections that kind of set the scene, and make it all have a bit more meaning.

I also put a couple of other ‘modes’ in – so theres a ‘peck your way out of the cage’ bit, then a ‘guide your flock to safety’ bit, then a boss fight, with some text inbetween.  I think it all ties in nicely with the ‘alone’ theme.

There’s a kitten too!

Too tired

Too tired to keep working today, I’ll get some sleep! But I’ll leave some more screenshots with my progress so far

title screen

 

 

the trench, a very dangerous place (full of ghosts and no cover from the cold)

a building entrance

11

This entry was posted on Saturday, December 17th, 2011 at 9:04 pm 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.

Some progress… i guess: Paparazi: The Game

Game type: Arcade

Objective: You are a famous star and everyone loves to take a picture with you or try to use up your precious time with shock interviews. However, you are tired, agitated and just want to be alone for a while before your next gig. Being a star is hard work!

Your objective is to gain some alone time to help your mind rest and relax your sore body.  The more time spent in the hustle and bustle the more agitated you’ll become and the less likely you’ll want to deal with fans and paparazis. You may even assault your pursuers.

The game will play like a 2D platform and a 2D topdown espionage game. When you enter a building the game will switch to a 2D topdown view espionage game. Your purpose here  would be to try to make it through the building and recover. When you’re outside a building your purpose is to attempt get away from your pursuers. Be warned, attempting to escape out in the open quickly exposes you to all your fans and paparazis. You may want to rest up first or travel at night

Graphics:

  • Day / Night
  • Topdown 2D / 2D Platform

Winning conditions:
Points are awarding for the following actions
– Finding a bed to sleep in
– Evading pursuers
– If your Agitation meter is full use it to take down a pursuer without getting caught

Meters:

Fame
Fortune
Agitiation

Comments

finalsin
17. Dec 2011 · 21:10 UTC
This sounds really, really fun. I love the theme idea. Keep going!

More screenshots

Still working on my game. The way it has been going, it will probably be done before the deadline, which fills me with joy.

15 hours of work done …

YouTube: http://www.youtube.com/watch?v=zhGOa9Mk6xg

It’s about a sociophobic who tries to get some stuff done. He’s getting panic attacks from all the people around him, so it’s your job to keep him alone!

I don’t like it at the moment. Don’t know If I will continue tomorrow.

Entry #2 screenshot + dinnershots

Hey there,

We’ve got the code to 70% and art at 40% done.
We’ve made a little screenshot with our hero in it.

The story is about a hermit who survives on his own and wants to be left alone.

Here’s our dinner:

Our little guardian has just devoured an intruder entering our danger room:

Tags: first screenshot, foodphoto, kittens

aaaargh

All I’ve done is some fffriging music and code to throw some physics boxes around! faaaackkkk what am I doing??

End of Day One!

It’s midnight, and about time I go sleep. I got the levels done, and the title screen too. Tomorrow: Ending, fancy graphics, music!

You can play what I have right now: https://github.com/Superyoshi/Ludum-Dare-22/blob/master/Main.swf?raw=true
(note the blue hole is there for debugging, you can still play – just don’t touch it)

Morse Code

Here’s my idea for a game so far.
There’s this lonely earthling, so she sends a moon rover to the moon to look for life.
For maximum signal strength, the moon rover has one lonely button, so one must tap it in certain sequences to get the moon rover to move.

(-o^_^)-o HugMonster <3 environmental hazards!!!

Uh-oh!  The HugMonster is hot on your tail!  You tried to get home, but there’s a locked door in your way and it looks like you ducked down the wrong hole.  The switch is above you, and you have to go through the hug monster to get to it!  What can you do?

The (-o^_^)-o is a tenacious beast, but it’s also a lumbering goofball that plows through the environment, tripping switches and levers as it goes.  Of course, being an enterprising fellow you too can flip switches, but keep in mind that you can use the HugMonster’s enthusiasm to help you escape by luring it into helping open up your path to escape.

 

Got the game running with power-ups

I’ve got most of the major stuff implemented now. Power-ups show at certain points depending on your kill chain. Rocks will kill your player now (you can only take 8 hits, may reduce that down to 6). Also implementing a special ‘cat-weapon’ if you’re skilled enough. Here’s a screenshot and the latest video.

Dino Pilot – Part 3

A lonely ninja in alpha stage…

I’m quite satisfied how far I managed to get on day one. My game is playable online, so I encourage you to click the screenshot below and give it a swing. Or just read on!

(Note: The game is hosted at a temporary location. Eventually, I’ll make it show up somewhere on frozenfractal.com.) (Update, 18 Dec 17:45 GMT: My host seems to be down. Sorry! I’ll move it before the compo ends.) (Update, 4 Jan 2012: Updated the link to point to the final location.)

The basic idea is a platformer with a ninja rope, like you have in Worms. The objective is to collect all coins, then make it to the exit. Your rope will not hold on dark surfaces. Nasty spinning wheels will kill you when you touch them.

All this is written in 675 lines of JavaScript, using the HTML5 canvas element and a little bit of jQuery.

Getting the physics to work was somewhat tricky, and I’m aware that there are still some bugs in that area. However, I’m quite pleased with the effect, and how much fun it is to swing around on your rope.

I initially wanted to make it possible to adjust the rope’s length with the mouse, by dragging it away from the point where the rope connected to the wall. It turned out that this was hard to get right with a moving viewport, since the mouse cursor is continually moving relative to the game world. Keyboard controls work better.

The level loader loads directly from Inkscape SVG files (XML), fetched via an AJAX request. This allows me to use Inkscape to directly edit the levels, which is very time-efficient. Magic colours are used to indicate which object represents what.

It’s incredible how effective a simple circular gradient and some noisy grain is to set the overall mood of the game. I had to draw it to a separate, static canvas and overlay it on top of the game canvas, otherwise it would be slow in Firefox (and in some people’s Chrome too, I heard).

The slack rope while shooting was a happy accident resulting from a bug, so I kept it and modified it a bit.

There are currently two levels, but only level 1 is somewhat finished and functions as a brief tutorial of sorts.

To do for tomorrow:

  • do more with the theme ‘alone’; develop some kind of storyline
  • add more levels
  • create sound effects
  • tweaking, playtesting
  • add better sprites and animations, also to fit in with the theme
  • add transition between levels
  • come up with a better name
  • particle effects?
  • music?
Incidentally, I’m on IRC as frozenfractal, on Twitter as @frozenfractal and on the web at frozenfractal.com (which badly needs an update!).

Comments

timmahh
17. Dec 2011 · 21:27 UTC
Wow, I spent quite some time just mucking around with whats been done so far, can’t wait to see the end product.

Sort-of Update

It’s way to small to read, but what it says is: “You got the minigun!  For legal reasons I cannot tell you how much it costs to fire this weapon for 12 seconds.”

Inspiration strikes again!

…or rather, a lack of inspiration. This probably means no LD22 game from me. Better luck next time!

And to make sure that actually happens, I’ll try my hand at previous Ludum Dare themes during the coming months. Of course, each within 48 hours :)

I’m going to have to bow out

I’ve gotten a virus. Unfortunately in the furor of the contest I’ve been clicking links like mad and gotten the Vista Security 2012 virus. Just a reminder to those out there, update your anti-virus and be careful with those links. I am not going to attempt to distribute any exes. But to the rest of you, have fun and happy coding!

Comments

irufus
17. Dec 2011 · 21:20 UTC
Uh… Virus Security 20** is not that hard to get rid of. Need help?

Every LD I have some stupid idea….

This time it was decision to try to make characters animated… without having ANY real experiences with bones, rigs and especially skinning (only theoretical, I’m programmer, not artist)… Just killed few hours trying to make my skeleton move, sigh…