LD22 December 16–19, 2011

Terminal Shot

I went to bed early and woke up late this morning, so not a great start to Sunday. I’ve started hurriedly putting my game’s content together now, after probably spending too much time getting utility functions in place. I just about have enough to show a screenshot now!

Now if you’ll excuse me I have about 6 hours work to catch up on!

Tags: screenshot, terminal, woke up late

I Need Someone – Delving into Enemy Creation!

Something I haven’t had much experience with is creating Enemies or AI. Add that to the fact that I’ve never written pathfinding code for 3D space, and you can instantly see the problem I may have in doing this.

Regardless, I’ve decided to give it a shot, so here I go.

Here’s a screenshot of what the enemies might look like:

The city at night

The city is starting to look cute, but no gameplay yet!!! I have to hurry to add some enemies and more places to look around.

They’re Alive!!… and move… randomly…

text messges, minimap, different levels and randomly placed and moving sheeps(that run away from you)!!

after 4 hours lost in a bug that has been tortuing me for over 6 months i defeted the bug and run to the story line… sort of…

Lunch #2

image

Spaghetti with cheese sauce and parmigiano-reggiano over them!

Tags: foodphoto

Comments

Sheep
18. Dec 2011 · 11:44 UTC
Is that mayonnaise? ._.

Time to start over

After spending half the night with some Horde3D issues, I have decided to start over. While I’m being able to render the 3D scene, the 2D stuff on top of that is rendered without textures. It’s probably something trivial I missed and I’m still baffled why it doesn’t work now, because it did work in the past.

Two lessons learned so far during this LD:

  1. Don’t consume too much alcohol the day before LD starts
  2. Be absolutely certain that your tech works (Also I’m kinda kicking myself now that I didn’t do a warm-up game)

 

Anyhow, I’m now doing a game about an adventurer who is exploring a pyramid and he is alone of course. I’m back to making a 2D game and for that I’m using my typical 2D iso look.

 

Here is a what I ate:

Self-made wraps with some salad, onions, olives, cheese, kidney beans, corn, pepper and a spicy paprika dip. I can’t cook really, but I’m quite good at making wraps and sandwiches. (Maybe that means I should work at Subway if being a full-time indie doesn’t pan out. 😉 )

Tags: foodphoto

First update of the day

Cans can now be thrown at the point clicked. I intended to use C# (I love C#!) scripts on Unity but most of the docs and stuff are in JS so I decided to use that instead. Programming seems simple enough, maybe I’ll be able to get something barely playable by the end of the day.

Background music

Yay! My game now has background music! It`s my first attempt to make it.

And here is another screenshot:

New Demo

Added a second level, it has buttons

http://rialgar.de/LD22.xhtml

I CAN have multiple colors of buttons, just didn’t use them, yet

TODO:

story

levels

a name

music / sounds

 

 

 

 

lost into hyparxis

It is time to chill, swiming and locomotion!

Frank is already into the vehicle in the search…

 

First we move the heavens, then we move the Earth.

#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 */ ldss4 ldss5

It is complete! I was hoping to put sounds and music into it but I’m a bit ill at the moment and want to chill out spending the rest of my Sunday playing through the other entries.

I’ll upload the game after this post, I’m HOPING it runs fine on other computers, the timing loop was just the glut standard, and I haven’t used glut in about 2 years so I’m probably using it wrong.

This was a really fun activity, I didn’t think I had it in me to actually create something decent in 48 hours. It’s certainly quite rough around the edges, but I think it came out alright and I’m happy with it :)

Starting from scratch was a good idea

Doesn’t mean I’m going to finish, but in the last few hours I’ve done everything I failed to do yesterday, and have a basic platformer engine sitting in front of me. Now I just need gameplay and levels…

The levels are just 64*64 .png files, black is platforms, white is space, red will be lava and green will the end (but neither of those is implemented yet).

visible progress

It’s pretty unrewarding how you usually have little visible progress in the beginning, yet code a lot. I’m now finally at a point where you can see stuff – I have working level editing, although the only objects so far are static rectangles. Thanks to my good architecture adding more is pretty simple though. I may have the cleanest code in the compo – too bad that’s not rated.

As you can see, my focus is clearly on art (*cough*). Too bad I don’t have any Audio to go with it yet. (Will I ever?)

Twelve hours left to go – that should be enough to turn this into a game, I hope. I may make something Super Meat Boyish – if I spend enough time on the levels, the gameplay could be pretty nice. (Is the SMB Soundtrack running in the background influencing me?)

First viable? screenshot

 

As mentioned before i started doing webGL from scratch (been wanting to learn it)… after much much fighting with some small stupid bugs i caused and the modo exporter bugs (not my fault for once :P) i’m finally kind of on-track to getting something done… at the pace i’m holding however i suspect i’ll get a tech demo done for the 48h mark… so the question is how much content i can get in.. strongly looking at making a coop with a musician friend for the jam instead of just making some stupid soundless techdemo :)

 

The screenshot is a model from modo (3 different materials on ceiling, wall and floor) and some markers rendered on the path extracted from the scene. Next up is path-picking, traversal and collisions checking and i should be able to actually do some gameplay.

I think Im pretty much done…….

Well I say that and I’ve spent 27 hours on my game and I feel like I need to do more. So Im not going to upload just yet and Im going to test the game profusely on me and other family members to try and iron out all of the bugs.

But thats that, oh and I officially stopped my timelapse!

Anyways I’ll be back

Sound!

Got the can to play a sound when it collides. Recorded something with Fire on the iPhone. Will re-record better sounds with an actual soda can later.

12 hours left

Combat is almost finished. You take turns attacking enemies and getting hit, enemies die and give loot when they have no health left, you die and go back to main menu when you run out of health. Enemies also have a chance to flee from you.  The only thing I want to add to combat is adding in enemy speed… so you need to use certain weapons to hit them.

I’ve also been working on adding in some narrative text that pops up as you play the game.  I plan on adding in some more narrative + adding in a few more enemies + more items. I would really like to add in a place-able campfire as well if I have the time.  I also realize that there is no sound in the game yet… I should really add in some sound.

12 Hours Left

Reposted from here.

Twelve hours are left, and it does not really look like I will be able to finish. Three levels are completed but for the art. There need to be at least 6 more. Making levels is in itself trivial, but I need to code up the screen for the kid before I can quickly produce them. The art will take a little time as well.

I am just feeling burnt out though. I never hit flow in this entire stretch. Not having a computer of my own hurt. Family also took up a lot of time. I am going to do the art for a while and see if that perks me up. I would like at least three hours to package the game, so that leaves me nine to finish. Difficult. Very difficult. Still doable though. No excuses! To the drawing tablet!

I’m done. Solitary Traveler On A Far Planet :)

Link to my entry:

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8581

And here is the video (choronolapse captured screen every 30 seconds for ~33 hours). Nothing really interesting, just fun:

timelapse

I used Sharpdevelop (as planned), MSPaint, Photoshop, Cooledit (most sounds I’ve recorded with my voice, some was generated with tone/noise generator and then edited) and Reaper for music.

Some tips: Beware of green aliens, they are most dangerous thing in this game (causes 5 pt damage). Screamers can be dangerous too, if you ignore them. They will scream and harm you until you kill them. Or you can run away from them. Don’t forget to restore your energy with food (it is chocolate bars actually). You can use radar only once. Don’t move and try to remember what it shows. To use radar again you must recharge it in the ship. Quakes are dangerous too, they can bury you alive if your drill is discharged. You can walk on lava, damage – 2pts.

Tags: timelapse

Day 2 Update

Well, my game’s coming along quite nicely I just added a hint button that gives you the first move, and made a title screen. Hopefully I can finish it by 9:00 PM.

You can try it here.

The Sheep & The Peach (alpha)

( Click here to play The Sheep & The Peach )

 

Just under 12 hours left and I’ve got what I’m going to call an alpha version for my entry, The Sheep & The Peach. I went way down on the depressing side of “alone” and (attempted to) explore the abandonment aspect of that. There’s still plenty of time to flesh out features, gameplay and story to hopefully make my entry shine.

And abridged to-do list of bugs and possible content:

  • Fix camera controls not locking while title card is up
  • Add global boundaries so player can’t walk off the edge of the world
  • Add a 3rd “game”
  • More art assets to make the hide-and-seek game a bit more interesting
  • Increase the ending and expand on the story a bit more

Please report any bugs you might find here, and don’t be afraid to leave any criticism!

Day 2, no news

We are officially half way through the Jam, and we’ve done nothing so far today. Basically, everyone’s like, well, we have a forest, we have some music… Bored now! Dreadlocks can’t make it today, which is a shame because someone who can run up a note-for-note copy of The Forest’s piano track in like, 10 minutes with nothing but a synthesizing program for linux and one listen to the song is a good person to have around. For morale alone.

I might even have to boot into windows. EWWW. I want Audit to install Linux so I can boot into Windows, he can boot into Linux, and then we can swap.

Never Alone Hotline Title screen

Well…I suppose the “Never Alone Hotline” name is gonna stay now. I don’t like it very much but whatever : here comes the title screen!

Ta-Daaa

(Please tell me it looks a bit like a phone…)

Comments

Dax
18. Dec 2011 · 12:29 UTC
Totally looks like a phone 😉
18. Dec 2011 · 12:49 UTC
Hah, loved your idea!
Felipe Budinich
18. Dec 2011 · 13:18 UTC
I like what I see so far mate!
18. Dec 2011 · 21:18 UTC
Thanks!

A Short Demo (Update 1)

“A Lone Kitty” has it’s first demo. It’s in my Dropbox here (4.5MB). Feedback on Twitter or in IRC(cameleon) would be appreciated.

Controls.

Arrows – Move Kitten

Esc – Quit Game

The game right now has 2 identical mazes, and quits automatically upon completing the second one. Update: Initial feedback thought the collision detection was broken, minor graphics tweak to show that it is not the case.

To Scale or not To Scale?

The game is about a maze. You can get an ability that will let you see more of the maze at once (think ¨light¨ or ¨binoculars¨).

At first, I just rendered the cells that you could see, and kept the others dark.

One of my friends thought that the play area was too small, and suggested that when your sight range is small, I should zoom in.

I did a quick implementation of it. It looks clearer, but because the scaling was not perfect, there were some nasty lines in the zoomed in version…

To scale or not to scale? That is the question (If I had the time, maybe I would just create bigger sprites and scale DOWN instead of scaling UP).

Difference between the ¨Scale¨ and ¨Not Scale¨ approach

EDIT: Thanks to Jack, now I have scaling AND smooth tiles :-)

Comments

Jack
18. Dec 2011 · 12:33 UTC
put the scale mode on nearest neighbour, then you won’t get the ugly lines
vubuntu
18. Dec 2011 · 12:34 UTC
if you’ll get rid of that nasty lines, then scale. otherwise leave it unscaled, it is not so small.

I Did It

Oh no. I succumbed.

Good luck finding it, though.

Kitten

Cute, redefined.

stumbled into a style

If grabbing obj’s from the kinect & voxeling things then baking weird lighting into them is a style :)

#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 */ style01 style02

Comments

18. Dec 2011 · 12:42 UTC
Looks slick!

DAy 2

After a break of 22h (girlfriends eat your time during a LD), it’s time to work. To begin, this beautiful day, the title screen!

New terrible art

I have some trees now, wolfs that walk around and a lighthouse.

Gameplay video

I have a small video with the gameplay in it. I lose in it because I don’t want to give away any solutions in a game with only about 15 levels. It also doesn’t show any of the items yet.

http://vimeo.com/33860030

(is there a way to embed?)

Comments

18. Dec 2011 · 12:53 UTC
cool :)
zapaman
18. Dec 2011 · 12:53 UTC
Fantastic! I so want to play it 😀

Getting there…

Just thought I’d share what I have so far. It’s a game about one’s preference for being alone or around people. The goal is to be understood, which gives you a feeling of worth. If you fail to be understood, your self worth declines, and eventually you are alone, whether you want to be or not. Working title is “Leave Me Alone Never Leave Me Alone”

screen shot with debug info

screen shot with debug info (sorry...lol)

Tags: alone, extrovert, introvert, whilefun

Breakfast of non-Champions

I don’t know if my game is any good, but my eats are!

Choc-o-full of Nutrition!

Tags: foodphoto

Comments

ippa
18. Dec 2011 · 13:38 UTC
that looks… very odd 😀
19. Dec 2011 · 03:36 UTC
It’s better than you think! But odd…yes. Buttered toast an chocolate sprinkles!

Food – Lunch day 2

Pasta today, the cupboards are empty, all that I could find was milk, spaghetti, flour and cheese, oh well.

I also have a lack of ideas, that sucks too. I’ve finished all the mechanics and music scares me.

Tags: C++, compo, foodphoto, progress

The Doctor Is In

Oh doctor Banks, your bedside manner needs work.

This means I have four people implemented now. I really need to do non-person stuff soon. Maybe after a couple more people.

Shiny!

Made things a little more shiny, added some bloom, and gave the planets different textures looks a lot better :)

Learnt to implement bloom into projects something i have wanted to do for a while now :)

Added some keyboard controls too and a very boring yet functional menu screen

yawn's-vill, yet i would rather spend more time on the main game

Coming together nicely just need some thruster trails, and then its time for the sound.

Comments

18. Dec 2011 · 13:06 UTC
Bloom all the things! Looks nice :)

This is getting playable

Starting to feel the stress… Still have a couple of core mechanics to get working before I may focus on adding content. I feel confident though.

I realized that it’s a lot of people with the (almost exact) same idea as me. Wich is both fun and annoying :)

Content creation progress

I overslept, doh! But getting things done is, well, getting done.

I’m at the moment trying to figure out some puzzles and ways to keep the game from being monotonous as well as come up with inventory items that are there to literally take up space.

 

Hopefully I’ll hit the deadline.

MAAAANING UP AND MAKING BIG PLAYS!

So due to everyone else’s fault but my own, I ended spending roughly 6 hours last night playing HoN. Which roughly leaves me %40 of the work left to do in %20 of the time. Time to man up and get shit done. Watch my livestream at twitch.tv/sweeteststream

Submission Stats

I’ll be periodically updating the numbers through the evening.

Compo Deadline

6 Hours Left – 101 Entries
1 Hour Left – 370 Entries
30 Minutes Left – 433 Entries
20 Minutes Left – 449 Entries
15 Minutes Left – 462 Entries
0 Hour – 521 Entries
5 Minutes Over – 537 Entries
10 Minutes Over – 551 Entries
15 Minutes Over – 567 Entries
20 Minutes Over – 578 Entries
25 Minutes Over – 603 Entries ** NEW RECORD **
30 Minutes Over – 625 Entries
35 Minutes Over – 635 Entries
40 Minutes Over – 655 Entries
45 Minutes Over – 667 Entries
50 Minutes Over – 683 Entries
55 Minutes Over – 692 Entries
60 Minutes Over – 700 Entries ** WOW **
65 Minutes Over – 706 Entries
70 Minutes Over – 709 Entries
75 Minutes Over – 711 Entries
80 Minutes Over – 719 Entries
85 Minutes Over – 720 Entries
90 Minutes Over – 723 Entries
105 Minutes Over – 725 Entries
120 Minutes Over – 734 Entries (720 Compo, with 14 people submitting Jam early)

Jam Deadline

30 Minutes Left – 798 Entries
20 Minutes Left – 803 Entries
10 Minutes Left – 811 Entries
0 Hour – 833 Entries
15 Minutes Over – 851 Entries
40 Minutes Over – 866 Entries
60 Minutes Over – 887 Entries
75 Minutes Over – 890 Entries

11

This entry was posted on Sunday, December 18th, 2011 at 1:05 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.

Ah. Refreshing Water!

So now there is a nice pool of water to drink from. If you can find it.  I also added in the hit chance to combat, so all that’s left now is adding in more enemies, more items, crafting recipes, and narration.  Hopefully a few sounds too.  I’m rather surprised I got this much done really.. hopefully I can get the game to a somewhat enjoyable gameplay state before the dare is over.

Really Tired bu the end is near…

I’ve got a heap done tonight but I need to to a heap more, with only 10 hours left it will be a push but I’m determined.. In the mean time I’ve got John Butler Trio pumping in the background..

Whats your “Stay Awake” music..

I’ve noticed alot of people have space themes, Well so do I but ow well. Best of luck to all of us..

‘Hole-ding it together’ – Quick update

A visual update on Dig Dig Dig!.  Added dynamic ambient lighting; just need to add breaking stages to the blocks and we are done for the night (AKA time for some anime).

I’m Out

There is a little bit of time left but I will have to spend it on doing some nasty History homework I kept pushing back.

Batman !

batman

batman_powerup

I just drew the power-ups, here is the batman one !

Elevators !

Elevators are now working ! I’m also almost finished with the level editing and the tutorial. Now what’s left is to complete the actual scenario.

Short story : you have to find out what’s happening in TheCity, and why you are here.

Finishing Up

Hey guys, shard123 and qwezc here again with another update on our game Sanity. We’ve finished the basic gameplay and are now working on the rest of the levels and other refinements like music and sound. By the way, the best way to follow our progress is to follow me on twitter: @tman_BOSS

Here’s another rockin’ screenshot, we’ve added enemies and shooting:

Progress

I’ve been a bit busy yesterday and today, so progress has been a bit slow. But there has been progress none the less.

Here are some screenshots for your amusement:

Work In Progress in VS2010

Got a little progress this morning, got the basic SDL setup working ;-p, now it display some graphics, play some music.

Next steps, to start to work on the actual game ;-).

Tags: LD22

Comments

Mjiig
18. Dec 2011 · 13:28 UTC
Running it even later than me there.

levelS

That’s right, plural. I know have a win condition for each level and 3 levels. The first element of the story has fallen into place. Just need to add kittens, enemies and lava now. (It’s probably best not to ask).

Update #4

Hi Ludum dararinatiensienne,

Only 11h hour left! It’s always at this moment that the todo list become larger. If I got lucky a linux and Windows build should by submit in 10 hours.

Updated 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

-Music and sound

-Ending

 

And why is there a cat?

…I don’t know the answer to that.

After 12 hours of coding I don’t have a ‘game’ yet but I’ve got a pretty robust Zelda LTTP style framework with nice level transitions, scripting and text, so with any luck I can tie something together in the final 8 hours…

Dry shores

My ony technical problem right now is that the player has Parkinson’s. The bubble is really bouncy and sensitive and I can’t get the physics right so he’d stay still when needed.

Well, that, and even after my optimization, the framerate bounces up and down a lot. Wonder what’s up with that, there’s no heavy math going on. I’m just going to pretend the problem’s just on my end and ignore it until everyone starts whining about it post-release, shattering my optimistic mood.

Besides coding, I’m messing around with visual styles, looking for something simplistic and readable, as well as creating more levels. Always more levels. Even when there’s all the levels. A level editor would be fine so I could indeed include all of them, but I don’t think there’s time.

Baddie riding: It’s a thing!

So, here we are, 1 day 10 hours away from the end of the jam, and we already have some pretty smooth gameplay mechanics there, even accidental ones :)

Ludum Dare #22 – Progress report 1

When you don’t move, you become stealthed, which makes the swarm of baddies go away, because they don’t like ghosts. When you begin to run, they see you’re alive and well and try to chase you!

Right now the baddies don’t hurt you, but you can jump on them to reach higher parts of the map!

As you see, the default level is pretty bare, so I’m gonna stop writing blog posts and start writing the level editor logic :) Right now all you can do is move around a brick (the one stuck to your mouse). It’s kinda handy to travel to wherever you want but not actually part of the game ^^.

Everything  we do is open-source, you can grab it on GitHub:

https://github.com/nddrylliog/alone

See you guys next progress report!

Changing to the JAM!

My development was slower than I expected (too much focus on having “decent” graphics) and haven’t made a lot of advancement in the level design. Today I have to go out so I’m changing to the JAM so that I can at least work more on it tonight.

Hey, I might actually finish this! Yey!

10 hours to go and core gameplay is done. Still lot to do, balancing, all the sounds, more cards, front end, game ending… But I’m confident. Let’s just hope I can stay awake.

Solitaire of Solitude

Solitaire of Solitude early gameplay screenshot

I have this big temptation to take pause and go spy on what all the others are doing. Quick glance at the front page suggests cool things are happening right now. But I must resist the temptation if I want to finish this..

Comments

zapaman
18. Dec 2011 · 13:55 UTC
Looking awesome man :D! Can’t wait to play it!
Felipe Budinich
18. Dec 2011 · 14:01 UTC
That looks damn interesting, finish it!

Almost got the mechanics done…

I give you lightning! It bounces around randomly on enemies of the same type. Also the first 4 spells are implemented, one more to go + more enemies + enemy spawner and I can call it done… of course I would like to do more though. (sfx, music)

Not long now

Just over ten hours left. Still no art or sound to speak of, so I’m thinking that even if I get to it at all, it will be a pretty lame job with the time I have left. Then again, the whole 48 hours of me making art would still be lame :)

Not to worry though, there is a game of sorts which is kinda fun to play. It’s very short and I ended up scrapping all the enemies/fighting ideas, but I did make a lot of good progress with Angelscript-ing of events which was my main goal for this weekend. It turns out I haven’t really needed to spend much time on using SFML features after all.

10 Hours Remain – Core Mechanics Complete

Oh s….

Its getting closer and closer to prime time! I finally got the basic core mechanics of the game into a working order: Now to create the assets and the maps them selves.

They are:

  • Rudimentary Inventory System
  • Interactive Objects
  • Required Object to Interact with something.

Anyway, feel free to play around with the dev Unity 3D version is available here.

#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 */ Core-1 Core-2 Core-3

Ofcourse this style of game is probably done to death, but why not try for the first time :)

anyway, Now to do some speed Modeling.

Story sold seperately!

Less than 12 hours to go and, while I have something, I don’t think you could call it a game :(

Finally settled on a title though, and it even vaguly fits with the main mechanic :3

“You Are (Not) Alone”

 

 

For those interested you can preview/play at:

http://dl.dropbox.com/u/6663023/dex/alone/yana.html

 

It’s as I feared though, my lack of writing skill and the tight deadline meant that I wasn’t likely to finish a visual novel style game :(

Well, I’ll keep plugging away until the deadline, and maybe, hopefully, I can at least make a fun/interesting toy!

 

Dexter

Woops!

I didn’t know there was already a game called “Alone in the Dark”. Now it is “Alone in the Shadows”!

10 hours left and my progress so far

I can’t stand to see anymore code for the moment so I thought I’d post an update.

The story is something like: “you woke up in the middle of a street, in a (not so) deserted city… ZOMG!! ZOMBIES!!”

Your goal is to survive as long as possible.

features so far:

  • day/night cycle.
  • shotgun, M4 & extra ammo
  • ugly level design
  • obstacles which can be picked up & dropped everywhere to block the zombies
lacks so far:
  • sound
  • collision detection (so obstacles are pretty useless right now, and you can’t die)
  • dead zombies
  • blood
  • welcome screen
  • gameover screen
screens: #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 2011-12-18 at 4.44.11 PM Screen shot 2011-12-18 at 4.44.29 PM

Very Finished

I’m finally happy with the graphics. I deem my game finished unless there is some unforeseen bug hence why I haven’t uploaded it yet. Until then, enjoy these screenshots.


#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 */ titles gameplay dead

The Void

I’m adding(I haven’t finished it fully yet) the second and last level/map/area to the game, it’s called the VOID and the story will show why.

It’s sort of an abandoned area which will be described later 😉

It will have puzzles and confusing signs that don’t help you :)

I’ve changed the way how keys appear, they are now like coins as they show in the HUD.

Here’s a screenshot:

Ugh

Unfortunately, it would seem I have a family lunch I was unaware of until just about half an hour ago. Looks like I’m just going to have to go with the jam :(

Oh well, at least this means I can get a friend to do the some of the graphics for me. I suppose the moral of the story is “unexpected delays can make your game not look like shit”

More progress!

It’s Sunday morning, and I’ve added scrolling to the game, as well as fixed a LOT of bugs. I’m working on a windows port of the half-finished game right now, so I can port it quickly later.

Snakes and Rocks and Cacti, oh my!

 

 

Sure, eating and drinking is really only delaying your inevitable doom – but who doesn’t want to pass the time in an infinite desert by picking up rocks and hitting snakes with them?

I managed to get some sounds in (rice has been useful!), a nice death animation, and the ‘Time Without x” counters working properly. Hopefully I can get some kind of menu and actually infinite terrain in by close of business tomorrow…oh, today I mean. Hmm

Mandatory food photo & Desert Adventure progress

I realized that I had completely forgotten to post food photos ! So here’s what I’ve had at noon:

Pot-au-feu (French food 😛 )

I’ve also added a few features to my Desert Adventure game: first of all, the interface has a different color based on where you are ingame, and there is now something which tracks the differents ways in which you’ve died earlier in the game !

Some real life stuff is trying to distract me, but I still think I’ll make it in time: what remains is 20min to spend on gui code, and everything else can be spent on finishing up the story, and eventually making some art.
Note to self: add Kittens! 😛

See you near the deadline !
I wish you all luck !

Desolate – Not Going to Finish, New Goals Now

Well, I’ve done it again. I’ve wasted a bunch of time, and now I’m likely not going to finish. :(

Well, failure was always an option.

I’m not going to give up!

I’m in until the end.

I have some new goals for my game. I’m going to try my hardest to get these done.

  • Player movement: Walk, run, and jump
  • Level terrain: Simple tileset and three rooms
  • Ending: Maybe an ending scene, maybe just “You win!”

That’s about it, really.

I’m really wishing that I hadn’t wasted all the time that I did. :(

I won’t give up, though.

More after the break! :)

The LD version of Desolate wasn’t intended to be the finished game, anway. I’m going to keep working after LD to finish it.

Also, I’m dropping the “platform hell” difficulty level. I intend to keep some challenge, but it won’t be hardcore.

I’m hoping that this all works out for me.

Peace, love, and a grander vision,

– Henry

Mood Rating

0% mood score

 

 

My AI is revolting! I suspect its related to HAL9000

Not much progress, as trying to get my AI to do what I want it too, has been erm challenging. Oddly its not the complex stuff, just doing anything, this is large part due to not knowing the AI system at all and it not working the way I expected it too. Still my AI needs are low, so hopefully I can get there.

More worryingly the block in AI, has meant I haven’t got to any influencing spells yets, which is the entire mechanic… ho hum…

Least this isn’t something like a Ludum Dare with only a dozen hours left, right!!

What?! It is?! *PANIC*

Aaaand I’m done

Finished my game. It’s by far the worst I’ve done for LD ever, but whatever. I finished it so I’ll publish it too! :)

The idea of the game is that you pushed too far to get to the top of a mountain and got caught in a snow storm, alone ;), and need to get down. Altough I really like that idea, the execution of that idea left a lot to be desired and I’m not happy at all with the result. But with christmas so close and real life getting into way, I calculated that I used only 8 hours on this game total, so there’s not much to expect. I’m happy with what I managed to do in that time.

The plan was originally have branching conversations, and you’d have to work out how to get down the mountain by trying to get help from the walkie talkie etc. And I would’ve liked to make the thermal meter into a proper mechaning, where you would have to manage your body temperature by different means, whereas now it’s just a timer. But anyway, it’s done!

Let’s get artistic

yo…

been wasting too much time on the physics. So I’m badly behind my schedule.

Anyways…I’ve settled for much less gameplay. That’s finshed for the most part. Now I’ll focus on graphics and sound which will make it way more obvious what all of this is about.

http://bitbof.com/ld22/

 

 

Update!

Im making progress.

Whats new:

Title screen.

Level collision(not perfect but works)

Loading relations between pressureplates and doors from a text file.

Camera.

Smaller window.

Music.

Pushable boxes.

Text.

Blocks that display a messagebox if you walk in to it.

Im probably going to be done with the programming part, maybe.

Then theres the level design..

things moving along slowly

  • I still suck at concentrating and not drifting off on a related tangent in my head
  • ipython’s new qtconsole rules.
  • I have something, despite drifting off a few dozen times, that has taken less time to calculate than draw imperfectly.
  • THAT is a major accomplishment, really.
  • (yes this is a bit sad.)

still plugging along. game internal code versy soon, but this bit needs put down beforehand as it’s integral to the game logic.

Comments

Truck
18. Dec 2011 · 14:35 UTC
aaaugh seriously…

I want TextMate, and it’s on osX. also the G5 has the nice dual monitor output.

EVERYTHING ELSE is on the Arch Linux boxen. I ONLY need the editor, I don’t really WANT to move to another editor. Emacs works but it’s not got the same snippet type things, it’s close, I guess I just whack it together so it does what I need.

Bocce Objects

So 4.5hrs remain, and I have a playable (fun) bocce game.

The original plan was to have wacky objects to toss. I doubt i’ll have time to set up the detailed collision fixures for them. Having objects get sort of ‘tangled’ in eachother would be fun. But for now they will just behave like the regular balls.

What have I learned so far this LD? –I am still an absolutely terrible pixel artist. Oh well! :)

Man I love Unity <3

Hi everyone, I’ve only just figured out how to post to the Ludum site, and I know it’s a bit late now, but “I’m in” 😀
My name is Quimby, I’m from Brisbane, Australia, and I have been using Unity and Paint.net for my entry.
I don’t know what I’m going to do for sounds, but I’ll figure that out if I get time (Which may not happen).
The 48 hour deadline is friggin’ brutal, but I’m really enjoying seeing something come together so fast.
Good luck to all of my fellow contestants, I wish you all the best as we draw ever closer to the final hour; Here’s a video of what I had running after a 12 hour session (it’s out-dated, but I don’t have time to make another) My 12 hour mark dev log

Comments

PeripheralGames
18. Dec 2011 · 14:43 UTC
Hi,
18. Dec 2011 · 15:33 UTC
Unity/Paint.NET combo FTW! I also throw in Blender and use a very old version of Paint Shop Pro for doing alpha channels…

Nearly done!

I am nearly done! Here, let me show you a pic:

Try it here!
 

Yay^^

 

I now have zombies with a primitive AI, a failsafe collision engine, weapoons, reloading, ammo, sound, and gameplay ready!

This is what i have left:

 

More levels

More guns

Make zombies heads face the player!

Only creating levels left

I almost finished with my little game, not all created what I wanted, but I dont have much time.Here some screenshots:


@#!^ puzzle design, how does it work?

Yeah, I still can’t figure out how to make more puzzles here, nor what additional mechanic would make puzzles possible.

On the plus side, things are actually looking very nice and I think levels are pretty much the only thing that need to be done here.  Groovy.

*bangs head against wall some more*

Some progress

Here’s what I’ve done :

– collision detection (kind of buggy)
– some ennemies
– bad graphics
– two levels
– scrolling
– things which act a bit like a very powerful and giant fan

Screenshot :

 

Rounding the Bend and Still Creating Levels

Ludum Dare Screenshot #4

She never called me, either.

Things have smoothed out very well. Although my code is still an absolute mess. I figure as long as I can wade through it for the next 9-or-so hours, the needed changes can be made. Inefficiently.

I have had such a great time so far in the competition! This community is just outstanding. I have peeked through lots of posts, and see some promising stuff on the pages of the Ludum Dare blog. Can’t wait to play them!

Continuing on, the game is playable, but the levels seriously need to be fleshed out. It’s too easy to get stuck and not be able to finish. I just left the levels cloned from the original demo level to test the various implements and graphics.  Also, I will need to make a title screen, beginning, and end. The first thing I thought of on Friday night was a little story for this main character.

I’ve skipped breakfast because I slept more than I had planned. Now it’s time for a lunch-and-Sunny-D break, then hopping back into level design.