LD22 December 16–19, 2011

Woke up, feel like crap.

Yeah, I just woke up after staying up ’til 4:30 AM coding.

I feel like crap.

But day 2 of Ludum Dare 22! BRING IT ON!

Three hours since I started

I’m very happy with my progress on my top down shooter. The player can move, aim and shoot. Weapons have been created generically based on various properties such as rate of fire and weapons are created randomly according to these same properties.  Look out for I AM ALONE: Stygian Solitude.

12th(ish) hour update

Making steady progress:

The plan then (for the moment at least) is a visual novel hopefully with some meaningful player input/decisions, though story has never been my strong suit :S

But hey, it’s suppost to be a challenge!

Dexter

Greenland, you do know that, deep down, I love you, but…

Your are a right pain to draw!

Anyway, 40 minutes of work into my new idea, and I have a sweet looking world map, which I just drew up (still following the rules 😉 ) and then ran through GIMP until it looked sweet.

A cool looking world map, I think...

Result!

Sorry Antarctica, better luck next time.

published and a setback

I decided it would be good for documentation sake that I get the stuff published now, to show progress.  Asked on irc, didn’t get ‘yea’ or ‘nay’ so went ahead and set up a gitorious account (thought I had one, or a github, but apparently no.) and started preparing the initial commit.  All went well until…

Apparently, the android tablet and my sd cards don’t like each other, so exporting the planning documents from there didn’t go well. So then, “oh we’ll just use bluetooth and push to the G5” … but the G5 has no bluetooth. And I don’t want to futz with setting up bluetooth on this box, or any other box, so I went and got the USB bluetooth dongle. I have 3.

If anyone knows where my 3 bluetooth dongles went, let me know.

That took too long, followed by the need to get food into me. (Not from hunger but from “nutrients. now.” )

Anyway it’s up now:

https://gitorious.org/ld22-alone

Now I _really_ need to get some code in.

Progress so far

At the beginning it was very hard for me to think of something that could match "Alone"
 After a really hard time brainstorming myself I get game main idea.
 
 Now I have some of the game mechanics. Still so much work left.
It doesn't look too impressive yet :P

First screenshot

My first screen!=)

For this game i used Gimp, CodeBlocks with SFML library, and sfxr.

Now, there are only randomly labyrinths.

This is first time I participate in LD, so i hope you enjoy this game. And i’m really sorry for my terrible English. =)

 

 

Brief update

In-game tasklist is working

Win and lose conditions are in(although there is no way to “legitimately” win, just a console command)

Day-night cycle and timer \o/

Some shots

6

This entry was posted on Saturday, December 17th, 2011 at 12:49 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.

Day 2

Those of you who haven’t slept yet in the competition, it would be wise to do so now.

Seriously, you can’t think if you don’t sleep. Eventually you use up all your neurotransmitters, and you only regenerate them when you’re unconscious.

 

So far, so good! Loner is sliding around on a tilemap – the framework I posted earlier has been a huge help. I slapped together a RogueView and a RogueModel for roguelike game mechanics, but I really want a Shining Force/Arcana twist to the battles. Here’s hoping we have time.

My immediate goal is to have one enemy on-screen and be able to fight it.

 

Good luck everyone! I can’t wait to play all ze games!

Erased

First screenshot of "Erased"

Progress Report

So far about 13 hours of work and ive got most of the art done, movement done, checkpoints done, health done, and animations done. Now I need to work on level design and polish some things and add some story.

About an hour later.

After about an hour I finished up the map editor(paint). I can load as many levels as I want and I now have the rest of the competition to add levels and new blocks. Yay! Right now, off to get some food. Here is a screenshot of the map editor.

The Word Alone

Alright, so I think I’ve figured out what my idea is… it’s a word game, but I’ll explain more later as I flesh it out.

I’m gonna be making it with Flash, and most of the art is gonna be done in Blender, then rendered and brought into Flash.

We happen to be also putting an offer on a house today, which is gonna take a ton of time, so I’m hoping I’ll actually have enough time to get this done!

 

 

 

Sticking to work

I lost about two hours due to overwhelming panic… I was working on an idea, but suddenly I was stroke by its boringness.

However now it don’t seem so boring (and, I haven’t though of anything else as a substitute). I’m back to work :)

Second Preview

(first preview)

Here is my first preview of my game. I have added the ability to drag your companion’s dead body.

Here’s the original idea, basically it’s about dragging your companion’s dead body back home from a very unlucky expedition.

Play it here: Rolpege LD22 (Alone) – Preview 2

You control the character with arrow keys / WASD / ZQSD / ,AOE

You drag the body with the down arrow key, S, O, Space or C.

Comments

17. Dec 2011 · 13:00 UTC
This is sweeeeet. Love the concept.

Still in.

I know, this doesn’t look very fancy – but at least my code feels much better organised than in the last LD. I will probably scale down the graphics as much as possible, and I don’t think I will finish the full game mechanic before going to bed, but there’s still a chance it will turn into something good. I hope so!

Btw. thank God for the Flixel community…

The Call: Just finished basic gameplay

Hi,

My game is going be about a Call… a Great Old One.

Been coding for a while… using Lua + Löve and Paint.net.

Screenshot

It doesn’t look very good but so far I have:

Basic gameplay
Placeholders
Level loading code

My plan for today:

Improve create graphics
Make some enemies and traps
Background music
Title screen (graphics + music)

Good luck to all!!

Tags: screenshot

Stage 2 – Design

So, after a long night of sleep, we began figuring out the dynamics of the game. And now we have a basic design done. It still needs some more work, but we have enough to start implementing the game now. Let Stage 3 – Implementation begin!

David,

Timster Studios – Director of Development.

Earning Solitude: Update 0

Save the kingdoms, or destroy it. Either way, just get those annoying kings out of your cave!

As you can see, I have a concept, and a decent chunk of work done. The basic idea is that you are a wise old sage (optional undecided dragon) whom the kings of 3 nations keep coming and bugging for advice. You goal is to get them out of your cave by learning their problems and then advising them. The faster you do this, the better your score. I am sure that good advice is not necessarily, its the score that matters right? Not the consequences of your advice. This scenario will happen 3 or 4 times, each time the kings bring news from the outside and their problems. I expect the solution to the fastest game will be to get them to kill each other (and thus stop bugging you). I wonder how many people will solve it that way.

 

So, I have gone from concept, to basic framework. I have my graphics laid down mostly.  I live life by the mantra “I don’t do graphics”, so curses it was:

This is me putting the bot engine thought its paces, it has markups for optional and required keywords and short term and long term memory. Chat bots are a hobby of mine and this only took an hour or so. Truthfully it will be a game of “find the right chain of keywords to trigger the victory message” but each conflict will have at least 2 possible solutions, each with consequences for that (or another) king, likely effecting next set of problems.

Now for the long haul of content generation.

Having fun!

-Brendan

 

Punch kick chop

Wait, this isn’t indie enough.

MAKE THE PIXELS LARGER

The black borders around the player would be the limits of the triple scaled screen following the player. And it’d be filled with cute NES/SNES style art. Not just for looks, it would also give a very natural limitation to the “drawing” game mechanic.

Too bad I can’t ever get the camera to work right.