LD22 December 16–19, 2011

Progress

I couldn’t think of anything else, but I decided the game should be about you in a group of some kind, and early on everyone dies but you, and you have to get them revived somehow.

So that evolved from a Final Fantasy style rpg (which I don’t have time for) into a top down Zelda style thing. Right now I have levels loading, and a player who shoots and moves around. I’m using the Flixel Power tools and the DAME level editor, and I’ve made tons of progress.

DAME has some quirks, there are a few lines that I have to fix every time I export, but it’s been mostly cooperative.

Tomorrow I’ll focus on creating enemies to shoot (or today? hmm)

I also want to crack at having the player start with the Ultimate Weapons and Loadout (since he’s using his fallen comrad’s weapons) and then downgrading as the game goes on. I think Yatzee Ben Crowshaw postulated that this would be an interesting mechanic, instead of aquirering gear you give it up as you go along.

I also want a crack at having something on the level of Ico, where it’s linear but at a key moment you’re given a choice and you simply MUST choose the hard path. While it’s required to take it, it’s appears to be up to the player.

ha, I’ll probably not get that far.

Night 1, recap

For LD22 I’ve spent a lot more time drinking and lot less time coding than I did for LD21, but I do have a pretty solid idea now, thanks to the input of my lovely wife <3

I've decided to code this project in lua using love2d, something I haven't used before but seems pretty solid. I saw a good number of entries in the last LD using it, and I've used lua plenty in World of Warcraft addon development – easily enough to be very familiar with syntax and common functions. The Love2d framework syntax is simple and shouldn't be a problem, and I'm looking forward to getting to work. Now though, i've had far too much Jack Daniels to be productive and am spending my time listening to music and watching IRC, commenting on the progress of others. I should get some sleep and get up tomorrow to work on the project.

Fun times all round, good luck to all, sleep approaches!

After a few hours of work, I managed to do:

  • A very basic tile map
  • A character that moves around that tile map
  • Other characters following him in a conga line
  • Variable line-of-sight

Time to get some sleep :-)

Tomorrow I will try to package this, and begin map interactions (walls, etc)

Some progress!

The characters walk in a conga line, and there is a range for light!

Yay!

End of day 1

So far so good. Before I get a couple hours of sleep, here is a new screenshot:

Good night and good luck everyone.

The idea and dinner

Once upon a time there was a man with a brilliant idea for the theme “Alone.”
That man later that evening ate some dinner. :)

Delicious Pasta

Delicious

I ate that around two hours ago. So far I’ve got the basic story figured out and the utility code all cleaned up and ready for use (hopefully).

If you’re wondering how the story goes, well here you are:

You are the Captain Onyxbeard of the mighty ship of Thunderbolt.
Your crew committed the act of mutiny, and abandoned you on a mysterious island!
The only items you have in your possession are a cutlass, an empty bottle of rum, and a journal.

Tell me what you think in a comment. <3 (oh yes.)

Tags: foodphoto

Comments

Felipe Budinich
17. Dec 2011 · 04:55 UTC
I like the story, but your food pic troubles me, it’s almost 4 am… now i’ll have to go to bed feeling hungry or cook something now :-p
TheLolrus
17. Dec 2011 · 14:14 UTC
haha. It was around 10:30pm over here.

And thanks. :)

Btw…ProjectStark is underway

Cause I don’t want to commit to a name right away I code named my game “Project Stark”.

It’s a lonely space adventure. Ideas are still coming in but focusing on the fact that you are completely ‘alone’.

Here’s my eclipse window.

‘Spawn’ First Day Progress

Initially I wasn’t too thrilled about the theme, but I think I came up with an idea that I like.

While brainstorming, I kept coming back to the idea of a tiny micro-organism swimming though a vast ocean. There is tons of life around it, but the scale of everything is so tremendous that it could just swim and swim and never find anything else.

I rejected this idea a few times because I thought it would feel too similar to flOw. I think I’ve come up with a unique take on it though.

You’ll play the game as a little amoeba creature, all alone in the enormous ocean. You have to collect food. Once you collect a certain amount of food you have enough energy to spawn a new creature. The type of creature that is created depends on the types of food you eat.

I really want to make this feel open-ended and exploratory, but again I fear that it will end up feeling like a flOw rip-off, so we’ll see how it goes. I might end up adding a time limit or enemies or something else that will end the game.

Progress has been pretty good so far. 4.5 hours in and I’ve prototyped the basic logic and movement. Tomorrow I will try to refine the gameplay ideas and start working on some art and sounds hopefully.

Here’s some ugly placeholder art:

 

See you in the morning!

 

Comments

17. Dec 2011 · 04:26 UTC
Not sure how I will fit Kittens into this concept…
Darkfrost
17. Dec 2011 · 04:28 UTC
I had the same response about the theme too :)

Day 1 Progress Report

Well, it’s about 1:30 AM here on the East Coast and I’m about ready to hit the sack. However, I’ve actually made some pretty good progress in the past four hours. Here’s a screen:

The game is a Myst style point-and-click adventure. I’m actually a bit beside myself at the moment because so far everything is working as planned. Obviously, this means by Sunday the game will be a broken mess, but for now I am satisfied 😀

45th Revision

So, my Java coding has advanced massively! I now have my images loaded it’s on to the simple logic that will run my game. Color Scheme is Black and White. I may throw in a red here or there as well.

I took a break and drew this.

Anyway, back to coding.

~Mitch

Live Stream (Shameless Self Promotion): http://www.twitch.tv/bob_george33

 

First draft and took …way too long. And I don’t even like it :p. There’s no fun

Also, I don’t want to do a platformer, as I did that last time. Still want to make something though, so I can’t just abandon LD

Therefore…I might be going into a completely different direction. Stay tuned

Free Game Ideas and a Game Request (for the lost)

My request: Make a game where you play a kitten that must become adopted.
A few ideas…

  • Try thinking backward. Make a game where you must become alone. Kill everybody, escape from the annoying person, ect.
  • Dating sim (Don’t).
  • The goal is to get two both + magnets “touching” each-other.
  • Snowflake looking for somebody like him/her/heirm/it.
  • A loan.

Have fun!!!

So I changed to Unity :P

My goal was to only use Blender and GIMP, but after one hour of brainstorming the idea formed in my head needed the simplicity o Unity.

Here’s my first screenshot (I tried photographing my notebook, but my camera doesn’t focus the letters)
001_first_trials

Ready to rumble!!

Just woke up, batteries are full, got coffee. Ready to take on the next part : lightnings!

Trainbound and In

Ack, there were only a handful of themes that I didn’t have a concept for. Skimming the other rounds after all the votes had been cast, I didn’t think “Alone” really stood a chance. Have to make a trip to a friends this weekend. Going to be stuck on a train for 12 hours of the jam. I figure it’ll make the time pass a little quicker.

I’m thinking I’ll go with a bit of a Hulk rip off. You’re a man who’s been turned into a grotesque monster during a government experiment. All you want to do is escape the facility and be left alone. I’m still itching for a randomly-generated game, so I figure it’ll be a platformer with randomly generated levels. Some simple combat, and some pixel art.

If I can knock that all out quickly enough, I’d love to implement something like the power-up system in The Binding of Isaac, with random power-ups that cosmetically alter your character. So you’d end up with a different play style and look with each run through. But heck I’ll be content if I get to the point where my randomly generated levels work out I’ll be happy.

Good luck to all the jammers!

Design document finished!!! Game title: ENOLA

Ok, since I had my idea perfectly clear, I went ahead and wrote my design document. For the document, I use a template shared by Mike Birkhead on Gamasutra.

The game brief is this:

ENOLA is a first/third person exploration game. Player will explore the desloate environment, finding clues as to what happened, until reaching the final destination. The game introduces only one (faceless) character, which is in fact the player, and takes place in some sort of limbo from which the player must escape.

The reason why I state first/third person is because I am not sure if I’ll have the chance to code the third person part, as well as create a third person character, although I thought of something that could really help me save a lot of time (hint: Journey)

So, you see it’s a very simple idea. As you read above, the title of the game is ENOLA, which is actually ALONE spelled backwards. It will make sense as you see more of the game :)

For inspiration, I’m using Limbo:

Now that the document is finished, sleep. Tomorrow, rise and shine Mister Freeman… rise and shine…

Four hours and a half in, whats going on!??

Well, four hours and a half in, and I got a test level running with most of the basic gameplay elements working.

www.frankiesmileshow.com/LudumDare/LudumDareFrankie.zip

Controls: arrows move, X stops you to block, C attacks, D places a bomb. Attack a lock with C to use your key (if you got one)

The context and theme arn’t in the game at all right now, its all ugly placeholder stuff. The games mood is going to be quite dark, in fact, something you couldn’t really guess from looking at the placeholders.

My plan is to spend the first 24 hours on the gameplay exclusively, and then the next 24 hours on making polished visuals. I will stop adding new features to the game at the 22 hour mark to finish whatever im doing at the time, to spend all of the remaining time on art and sound exclusively, and ill try my best not to waste any time on art assets before that. I need to force myself to do this or Ill waste way too much time on art.