LD22 December 16–19, 2011

Writing a Game The Colour of Light

Well, it’s been a productive six hours. So far, this is a screenshot of everything we have:

Not Shown: Image loading, Movement, Text Display, Gameplay, 3D Graphics Engine, Multiplayer LAN, Innovative Features, Skill

Well, time for a break!

We Are All Young

Republished from here

This is the first post I have ever written on the Ludum Dare site. It feels public and scary and really, really good. I have so much to say. Let me start though by detailing my game. This game has the player experience a chapter in the life of a wizard. He is not an exceptional wizard, this one. He is good at his work and quite proud of what he does, but it is not that he is the only one who can save the world. No one is asking to save the world either. I am over-emphasizing his working Joe nature, but when I wrote that he is a wizard, my thoughts went more to say Gandalf then Skeeve. Even Skeeve had the advantage of magic being a rarity in his dimension. The player character is just a man doing a job.

Sadly, he is not a happy man. He never considered himself to be exceptionally social. He does not make that many close attachents. However, he is feeling very alone at the beginning of the game, and this depresses him. The worst thing about depression is that it affects everything he does, especially his work.

This shall do for now. I am feeling rested enough to go back to work. More to come soon.

Overslept

Set the alarm for 10am. Turns out my brain didn’t want to care until 1pm. Whoops!

Gonna eat some food real fast, make some coffee and get back to this thing! I might start attempting artwork, seeing a lot of people having art is discouraging me pretty bad.

Comments

17. Dec 2011 · 16:57 UTC
Living up to your name, I see.

Guess that’s a day called

I worked for around 15 hours on that thing today. Does not resemble a proper game yet, still needs the main storyline and all. Also some things to actually do other than wandering around. Let’s see if I can make that happen tomorrow.

Here’s a screenie of my progress so far.

Screenie

No I'm not ugly

Update 4.5

Outline of new game is done. Reusing background textures and sprites… I’ll just have to work the sprites a little bit to put in weapons of mass arse-kicking.

Status Report: Dwarves with X-Ray Vision

So, I’ve got a sketch of the basic dwarf mechanics. They are very greedy. And, in fact, that part works perfectly! Those dwarves will run towards gold they can’t even see! That’s not really supposed to happen. It’s made worse by the fact that they might be able to see another dwarf through the walls, and explode.

Currently, what I have looks as follows. The red square is a dwarf, black squares cannot be mined, the dark gray squares are already mined. The brightest two squares to the left are unmined shinies. The sight of a dwarf is shown as the highlighted mined squares.

Well, seeing through the hardest material in game which can’t ever be mined is probably not a good thing. It sort of seems like it’s only taking the sight radius into account. The game mechanic just… doesn’t work without the sight algorithm working.

Other than that (which, thanks to the fact that my code is… “neat” is easily replaced. I just don’t have a replacement), things are going pretty well. I’ve got a pathfinding algorithm that works (it’s just A*), and I’ve got the dwarf movement code working (well… as long as the sight algorithm works).

What’s left for today:

  • Fix the sight algorithm. It’s really important.
  • Allow the player to place stuff.
  • Make the stuff players place do bad things to the dwarves.
  • Implement a money & score system.
  • Make a help screen!
And then, tomorrow, I’m working on assets, although I might not have as much time as I want.

17 hours in. Progress? What progress!?

 

Okay. That’s ABOUT the 17-hour mark. And all I can say is that I’ll be entering the jam. Definitely.

So, the differences between the screenshot I posted last night aren’t much, but here they are:

  • Finished character sprites. Sleeveless tuxedos. I like them.
  • Added some tiles that the character can walk on. I’d like to use these as a guide to a helpful starting item
  • Started working on treasure chests, which aren’t visible in the screenie

Day 1

So I got enemies in the game right away, then I hiked to get a sandwich and decided to crank out some art. I have play 1 and some of the tile art, but that’s it. Not much to look at right now. Need to code in enemy behavior next, fix the firing code to actually work, and…stuff

Pic or it didn’t happen

SCREENSHOTS ! Kinda.


I can’t decide myself on a style for the character, so I’ll eventually draw him as a big dumb blob. Damn, character design is such a pain.

 

Tags: flashpunk, screenshot

sQared

Hello,

here’s just a hint on what we’re working on ! Yep, I’m not alone, well, I’m working with three buddies, that’s what I mean (so technicaly, I won’t be in the compo, but the jam) : AnneSo for the 3D models and some graphics, Ben for the music, Max(e) for the scenario (and maybe her voice before the end ?), we all participated to the original idea.

You’re alone in a cubical room. One door that you can go through.. What will you discover behing, why are you here, how did you ended up there ? Are you Alone ? Let’s try to figure out !

My Game – Desolate

I’ve got my idea all set, and now I’m coding.

The title of the game is “Desolate” and it is what would be called a “platform hell” or “masocore platformer” sort of game.

The idea is that it is incredibly difficulty to beat, even more so than most hard games. Think of I Wanna be the Guy or Super Meat Boy. That kind of difficulty.

I don’t have much of anything yet. I have a rectangle container that can do collision checks and some simple collision response, a game state container and a game world that can update and draw themselves, and a running update loop.

I’m using HTML5 and JavaScript, so it will be a web game. It won’t require a plugin, but it will require an up-to-date browser. If you’ve got FireFox or Chrome, you’re probably fine. If you’ve got Internet Explorer (why the #$@% would you, by  the way?) you’ll need version 9 for this game to work.

I don’t have much of anything to show for my work yet, though. Stay tuned for more!

Peace, love, and web scripting,

– Henry

PS: I’ve taken McFunkypants’ kitten challenge, but because of the way this game will work it’ll be very hard to get to the kitten. Expect it to be heart-warming. That is all.)

Blip bloop

Woot, I have sound effects…now…musics…hnnng. Also in my “I’m in” post I made a derp, I said I was using sfxr when I’m actually using bfxr.

Getting there.

Time for a quick dev update, I’ve gotten my stomach filled and my laundry washed, but that had nothing to do with the game right?

Well for the game I have finished the board randomizer that will randomly position the Mi-go’s, Men (= More treasure but don’t have to be killed to finished the level) and the Dawg! so that each time you play all the elements are at different positions, it can’t get more basic than that when it comes to game mechanics right? Anyway, here’s a shoot, not much to look at right now, I will finish the game code t’day so that I have all day t’morrow to fix with graphics and audio! And hopefully I’ll get some hours for that t’day as well.

Now it’s time to get the shotgun and grenade features working! Cheerioz folks!

Comments

zapaman
17. Dec 2011 · 17:22 UTC
So things are going great from what I can see! Congrats!

Progress report after 17h

I guess the first bad impresion about the theme was unfounded. After some thinking I found a feasible idea. I think the coding is going smoothly, even after some struggles with the typical problems of coding in C. The art is coming in nicely as well. Here is the first screenshot.

 

Tags: compo, progress, screenshot, update

A colorful entry for Alone Theme

As my first entry ever for Ludum Dare, I’m finding it really challenging to complete a game in the 48 hours. The key is having the elements clear in my head, no changing directions through development, and sticking to simple rules.

With the Alone theme I thought they’ll be loads of depressing games around, so I went for something colourful.

You are  a bee, but you’ve lost your hive. You are a “Bee Alone”. There you go. Find your way back avoiding other insects, and feed in the flowers for energy.

Tags: alone LD#22 bee

My first LD is going well!

I’m really enjoying this, everything is on time, everything seems to work!

My game now has multiple modes! First you explore the planet in first person( as seen earlier ) then after repairing your ship you take off and start this old school mode were you have to fly through space and not hit any meteor’s:

I’m really proud of it as I was told it would be very difficult, I mean It has been difficult but I have gotten over all the hurdles thrown at me! Anyways I’ll be back later with more news!

Dinner Soon!

Psychadelic Sky and The Next Steps

Screenshot #2

That yellow thing is a fire hydrant.

I have made NPCs and Props in the level, and my primary sky tile is a little too crazy/iridescent. Levels load, the player sprite has smooth movement and jumps, camera view pans better than I have ever made. That’s all great progress!

I finished lunch and a jug of Sunny D, and am ready to make the NPCs move and the props do stuff. Plus, will redo the sky.

Falling Cupcakes

Like the title says, we now have a falling cupcake! Our main character is a cupcake, and I have been working on the “code” for his behavior this morning. While testing his walking and falling in Stencyl, I found this happening (Click the picture!):

(http://youtu.be/ihaaIKQIdUw)

As hilarious as this is, I’m fixing it now. So far I have the basic code set up for the main character to allow for walking and jumping, and the camera is set to follow him. Now I’m going through and testing everything, and will be fixing anything that doesn’t work right. In the meantime, Alissa has been on an art roll! She’s finished all of the art for the main character, who has a different look for each level. Next, we’re going to be talking about the level design for our first level, and knock that out of the way. We’ve also got a pretty nifty little design doc, so we’re feeling pretty good about what we’ve got thus far. Still, it’s only day two and there’s so much more to do!

Well, back to fixing that falling bug!

– Pralie (@praliedutzel) & Alissa (@EtherealFox)

 

Tags: alone, cupcakes, LD #22, Ludum Dare 22, stencyl