LD22 December 16–19, 2011

Some progress

Graphics and the editor are working, now I just need some content and stuff to interact with…

Update: 18th Hour

Things are progressing well enough: I’ve got a basic isometric word up and running (with only a few known bugs :/ ) and soon the dialogue system will be completed.

Feels good man.

 

Our hero(?) finds himself at a crossroads.

 

Still only the vaguest idea of a story, but the plan is to just keep adding the features in hopes that sometime in the final 24 hours inspiration will strike and I’ll find my inner Steven King.

I never said it wa a good plan.

 

Dexter

Progress – wall grabbing

I finally got the player to “grab” onto a wall. The routine isn’t quite finished yet, but I managed to calculate the new angle of rotation based off of the normal of the surface the astronaut collides with.

Now I just need to implement logic to constrain his movement while attached to a wall, and allow him to climb and mantle around surfaces.

This page was helpful for explaining the math needed:
http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm

I’m a little concerned that it’s taking too long to implement the movement and it won’t leave enough time for level design, etc. But the whole point of this game is the unconventional movement so it’s important to take the time to get the feel right. This may wind up just being a movement prototype and I will finish the actual game later. Hey, if Terry Cavanagh can do it, so can I! :)

Aha.

I had it. The idea. The idea.

 

Now, let’s just hope I can bust this out in the next day or so. I might not sleep.

Loot Alone – Controls and Level Structure Demo

I had planned to use 2D Toolkit to make the game, but I couldn’t go on with it because it is a commercial library and I want to take part on the Compo. For that reason, I had to do 2D manually in Unity and it took me long hours to figure how to correctly Scale the sprites, because I am too used to 2D Toolkit and it does the task for me.

Anyway, initial controls and camera logic is ready, you can play it (VERY SHORT DEMO).

CONTROLS:

  • A, D: move Left and Right.
  • Space: action.

Tags: easter-egg, kitten-challenge, loot-alone, unity

Setting up dev. environment

Well… well…

It seems I didn’t listen to my own advice from last time which was to stick to thing I know and be able to start right away.

Hmmm well how about this?

Yup I am trying to get SDL to work once more but now under VisualStudio 2010! When am I gonna learn… it seems not this time once more ;-p.

Tags: LD22

Day 1, Hour 18, Stuck with spriteManager, and really hungry

For this LD I decided to use some 2D art because I really suck at creating 3D models, but I wanted to explore a 3D world.

The mix seems to look nice, but right now I’m having problems with SpriteManager, and I haven´t had breakfast nor lunch! I can´t really think straight right now, so is time for a break and maybe rethink my priorities with the game time-wise.

Journey to Polygonia

“Journey to Polygonia” is the story of a lone triangle, Geometri, whom, when stranded in Dodecaen territory, must bravely journey home to his friends, Spheri and Quadra.  During his journey home, he must avoid the dangerous minions of the tyrant King Dodeca,  the Vertizez.  Along the way, Geometri must steal the shadow crystals to sap Dodeca of his power, end the tyrant’s reign, and restore Quadra, the true heir, to the throne.

Journey to Polygonia screenshot

Journey to Polygonia

Dinner Time!

So my game isn’t going as well as usual. I do however have an awesome idea, it will never look as cool as it does in my head, but my paint skills can only go so far! When I get a bit of art done I may post a few sneaky shots. However I’ve still not got the full gameplay nailed down so no point in starting the art yet!

After a hearty lunch of waffles, we’ve got homemade Chilli for tea, been cooking these past 6 hours, and tastes yummy!

Progress so far

My game concept is a puzzle game. The idea is that each level is a 15×15 grid, with some squares filled. The filled squares are alone though, so you’ll have to connect them! The connections you create between squares can only be horizontal and vertical. The challenge is that each square has a limit to how far it can go to connect with another square(how many squares it can fill to create a connection), and once connected, the connection between the squares can’t be crossed by another squares connection.

Or something like that. It’s really stretching the theme but since I’m not good at art I didn’t want to make a platformer.

Here’s a progress shot (name work in progress):

Dawn of the 2nd Day

Or more precisely, mid-afternoon. I didn’t get much sleep, but I’m ready to go. Also, my boxers have penguins on them so I’m pretty sure I can’t fail now.

Breakfast of champions:

And something more related to Arzea:

Comments

17. Dec 2011 · 18:31 UTC
That looks fantastic, what is it?
17. Dec 2011 · 18:31 UTC
Enchilada platter with refried beans and rice. 😀

I’m dropping out, that’s all

That’s it, I’m dropping out.

I have an idea, music, art, sfx, and story etc, but absolutely no coding skill or knowledge, so therefore I can’t really do anything.

I’ve been trying to learn GML (Game Maker Language), but it’s a bit stressful when you’re on a tight time schedule, so I’ve decided to just drop out.

I will be sticking to making my game, I will eventually put something out, but in a while later. If you all want, you can check out my website later (2 weeks or so) at xninjagames.webs.com for any updates and other stuff I have (not really alot, I don’t really update that much, nor have bothered to).

 

Good luck all others, I salute you all.

Thanks!

Latest Update

Gameplay and level generation is slowly improving. Animation is coming along as well.

(-o^_^)-o HugMonster Wrestles with Unity3D’s Physics

I’ve written physics engines before, though they were mostly simple affairs, and because I wrote them I have a pretty decent understanding of why they do what they do and how their limitations work.  Unity’s physics engine, being one that I did not write myself, is a little more opaque at the moment.  It buys you a lot right out of the box, such as gravity and velocity, and the ability to apply forces and torques.  Where the engine’s benefits are a little less clear is this particular 2D platformer.

When using Unity physics, the documentation recommends that you use only velocity to move objects with colliders and rigidbodies, rather than translating the transform.position directly.  Okay, fair enough.  I dig that.  I do that sort of thing too, updating world space and translating to pixels.  What’s a little less clear though is why collisions against walls are as goofy as they seem to be.  I’d like to simply have characters, when they jump while pressing into a solid wall, to actually reach the full height of their normal standing jump before falling, but colliding with velocity into the side of a box collider adversely effects the y velocity so the jump is simply not as high as it “should” be.

On the one hand I would really rather not re-implement physics if I can at least fake Unity’s physics into working well.  On the other hand, I. Just. Want. It. To. Work. Like. I. Expect.

Comments

Shigor
17. Dec 2011 · 18:38 UTC
What are you using for character? If you’re using character controller, take a look at the “skin” setting :)
dr_soda
17. Dec 2011 · 19:00 UTC
Hey there!
Shigor
17. Dec 2011 · 21:19 UTC
For a simple platformer Character controller is probably better choice, although it does have it’s problems. If you’re using normal rigid bodies, check what colliders you’re using. Sometimes changing collision type to continuous (you can afford it for simple objects) can help a lot (collision testing is a bit… actually not very accurate :).

Gameplay at Last

Took a while to get to this point. I initially thought nearly my entire Saturday would be gone, but I was wrong! In any case, I’m sticking with my dumbed-down game concept and hope to just polish it lots. It’s going to be a simple endless arena shooter. Name undecided, more spell ideas in the future but this flamethrower type thing is the only one I’ve got implemented. Also the enemies don’t randomly spawn yet, and there’s only 1 enemy :(. You get more spells by uh, killing those poor damsels. Hopefully I’ll be able to make them avoid the player in the future (hoping I have time).

Haven’t decided how I want the player’s HP bar drawn yet… do I want it over him like with the enemies, or do I want it at the top/bottom of the screen for easy reading? I think I’m gonna do that.

How do you like them graphics?

I’m really satisfied with the way my graphics is going and I’m feeling confident that the game will be something that I’m proud of. Here’s a screenshot with “Maggan” standing in the woods all by herself! Hope you like the style :)

Comments

ScreamRawr
17. Dec 2011 · 18:37 UTC
Looks good! I really admire pixel art and wish I was better at it. I’ve been using Graphics Gale for this LD, and I feel like I’m getting better but still no where near where i want to be. But you game is looking great! Can’t wait to play it!
Pixelbear
17. Dec 2011 · 18:53 UTC
I’ve been following this, and I absolutely love the way the graphics have been evolving. It looks incredibly polished. I hope the gameplay is just as good!

Leave me alone!

Kinda late but here’s my idea:

A boy is sitting on his room playing a game and wants to be left alone.  This is obviously no easy task with all the “intruders”. His weapon? Soda cans to throw at everything that threatens his peace.

Not sure if I’ll be able to finish because this is going to be my first shot at both making a 3D game and using Unity. Just installed it, reading the tutorial right now.

Now leave me alone so I can try to finish it 😉

 

Day 2!

I don’t like milk in my cereal.

Anyways.. It’s day two of the Jam. My teammate went home around 8am (12 hours after the Jam started) and that’s when I went to sleep. We both slept until about 1pm, which is actually an hour later than what we wanted. But oh well. We still have a ton of stuff to get finished, but allow me to fill you in on what’s been done so far:

– Have our levels looking pretty decent. Got some fancy 2.5D stuff goin’ on.

– We know what all characters are gonna be in the game, I’ve just gotta get ’em done. Which I have one almost completely done. Animations take too long imo.

– Movement is down. Just gotta work on attacking and jumping. As well as making enemies.

I think there’s more that we did, I just can’t remember because I just woke up. SWEET. My teammate just called and is on his way brining me McDonalds! Yataa! Well, buy for now folks! I’ll post some screens here soon enough!

Day 1 Nearly Up – Not So Much Progress

So here’s how my day went:

Alarm clock did not wake me. Apparently, it did go off, but I slept through it. Woke up at 11AM, 4h later than I wanted to.

I’ve been working for 4h now, since I lost 4h this morning due to oversleeping.

I have a dark gray rectangle that sits there and does nothing. I have a tiny amount of work done on a tilemap for terrain. I have no art or sound. I don’t even know how to do sound in HTML5; I’ve never done it before. Art will take me several hours at least. Some of the traps are things I’ve never implemented before, such as crushing traps.

I’ve got low hopes that I’ll finish. I’m determined to get something submitted. It might now be a presentable game, and it probably won’t score well.

I’m really angry with myself right now. I lost too much time this morning and now I’m paying for it.

I don’t know whether to sleep tonight. I know that if I do, I’ll oversleep horribly on Monday morning, just like I overslept this morning. This really sucks.

I’m sorry to be so negative, but I’m really angry with myself about oversleeping and getting so little done.

I’m unlikely to succeed. I want to clarify that. I’ll fight on, but I’m starting to lose hope. I’ll be happy to have something playable at this point.

No peace or love this time, too bummed out,

– Henry

Tags: losing hope, progress