LD14 April 17–20, 2009

Alpha 2 – Lava and spikes

Got a second alpha version, now complete with lava and spikes…

screen10.jpg

Got a nice scrolling effect on the lava and all (useless time gameplay-wise, but it’s fun anyway).

You can download it here (AWD_Alpha2.rar). Hope to get some comments, feedback would be nice…

Think I’m calling it for the night… Lots of stuff still to do, but nothing really hard (enemies, gameflow, music/sfx), and then it’s off to level design (want to build at least 10 levels for this one).

This one is shaping up as one my best entries ever (gameplay-wise)… Graphics are as sucky as they come (wish I had time/will to make the maze itself 3d, for example). One of these days I have to try one of those competitions that are similar to this one, but that allows for an artist and/or an pre-made engine.

how do they always know?

i’m having cat troubles as well.

Tags: cat

He dies successfully.

Gosh, I’m moving really slow. I’m going to have to start working harder.

My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.

I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.

CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Click to Play

Tags: browser, closing my eyes, death, deathbed, demo, flash

Comments

19. Apr 2009 · 07:33 UTC
so i did try this out.. w/o reading anything and it was a very weird bit of time.. hehe.. I thought his ‘brain’ was a flower or some kind of chakra or soul representation…
19. Apr 2009 · 12:17 UTC
Hehe, yeah I was going for a chakra type feeling with that flowerish representation of brain waves.

Now…. with ENERGY WEAPONS!!

Play in yo browser here…

Yeah– I’m excited.. so far… OK.. the two largest ships fire these purple beam weapons.  The largest ship with the chance of firing 2 of them.. the second largest ship firing one.

I also have doubled the level length but that will change as well eventually.. I just wanted a larger amount of ships to fly through.

Also.. I made it so if your fleet touches any of the screen boundaries.. they asplode.  Ideally… this wouldn’t be the case.. but after fighting collision detection logic (it is complicated due to fleet coords/ tweening patterns etc..) there were so many ways to rig the system to get your ships to hide.. that I just made them asplode… :)

Anyway— Beam weapons give you a tiny bit of warning via visual clue.. think any robotech episode when they are firing the reflex weapon.. there is always that .35 of a second where you can get out of the colorful path before you are so many cinders.

So.. recap: running into screen boundaries.. capital ships.. or giant purple lasers will kill your little ships.. :)

Let me know if the effects are killing anyones computers yet.. i’ve done 0 optimizations.. (hey.. its LD)

Tags: as3, blur, cinders, demo, energy, flash, lasers, reflex, robotech, ships, weapons

Twitterbot

I thought I’d point out that Twitterbot is back up and running. If you’re a twitter-er (a-twitter?) just tag your tweets with #ld14 and they’ll by magically re-tweeted in the #ludumdare IRC channel. If you want to view a log of tweets, join #ld14 in IRC and do (in #ld14, not #ludumdare):

!rss show twitter

If you’re in the IRC channel and you want to tweet out (???), do:

/msg twitterbot twitter identify twitterusername twitterpassword

!twitter status Tweet

Actually, I don’t know why you’d use this last feature — I assume you have a working twitter client. Though I suppose it lets you avoid switching windows…

Also: Please do not spam #ld14! I’ll just have to kill the bot and we’ll all hate you.

Tags: LD14 - Advancing Wall of Doom, twitter, twitterbot

Tiles

Implemented tiles. Okay, it’s still at the stage where everything is boring. I think after this one, I won’t post until I have something a little more visually stimulating.

Tags: as3, flex, thread, tiles

Real time heat map

Just a simple heat map implemented in flash, gradually updates as the heat sources move. Click to move the heat sources. Gonna use it for pathfinding. 

wonderfl demo

Tags: peak

Let’s call it a night

Yes, that’s what I’ll do. Four in the morning is late enough (early enough? couldn’t even say). Here’s my last screenshot for the day:

Yes, that purple stuff is the wall of doom. What? Yes, I wish I was kidding too.

I’m a bit worried if I can make a finished anything out of this tomorrow. Still, good night everyone.

Comments

18. Apr 2009 · 23:19 UTC
I hope you finish this. It looks visually stunning, if nothing else.
Morre
18. Apr 2009 · 23:26 UTC
This looks fantastic! :)
19. Apr 2009 · 08:35 UTC
i think that looks pretty nice myself :)

The Dark Tower and the Tree Zappers, Morning

Good morning. A little update. Yesterday I added The Dark Tower (player starting base) and tree zappers (drain trees for power and for simply draining trees).

After that, I wasted a lot of time on how the wall of decay etc should progress, only to ending up with something that wouldn’t work. So I’m still thinking about that. I could spend some time describing what didn’t work, but I’m not going to. Instead here’s a screenshot showing how the decay thing for the ground would look (the tree decay in this shot is just for testing purposes).

Now I have some thinking and showering to do. And breakfasting.

Tags: dark, journal, screenshot, tower, trees, zapping

Glacier: the game

You are the glacier. You move ever southward. Your job is to ensure the extinction of the mammoths, neantherthals, giant sloths, and other pesky ice age animals.  That is the way of the glacier.

 

Those are temp mammoths. I’ve got the wall building working pretty well, but there’s still a ton of gameplay missing. For example, the mammoths don’t move. They just stand there. Which might be accurate mammoth behavior, but it’s not very interesting.

I’ve got a long ways to go on this one, but so far it’s coming together.  Hopefully it will end up being fun, it’s not quite playable already, and that doesn’t leave a lot of time for tuning. 

Comments

18. Apr 2009 · 23:47 UTC
Sexy.

another progress shot

Mistaken Mines

You are a miner deep in the earth, when you accidently blow a hole in a pocket of lava. Now you must race back to the top through a maze of mineshafts or die!

Eye candy!

Also added scoring. Source here.

Half way through. Impressions

I’ve got most of the game play mechanics functional, yet untuned. There is a problem with my keyboard input locking up, but I haven’t investigated whether it’s my keyboard or my code. I’m using GLUT for input. The game is more or less playable, but I haven’t got any ‘score’ feedback for the player yet.

The graphics are still just blocks used for bounding box collisions. I’ll be loading some textures on to the boxes at some point. I’ll probably implement some minimal animation to spice things up. I haven’t switched in to artist mode yet.

Sound; haven’t gotten there yet. Still looking hopeful though.

new LD, old problems :D

Well,…I decided to do soemthing like a simple platformer-game where you have to climp the wall of doom! But acutally I need much of time for the simplest tasks! I’m still tweaking the “physics”: running, jumping, falling! It’s  a mess! 😀

One Day in over now….and this is what I got! Not much,…but maybe afte some sleep there will more progress tomorrow

Comments

18. Apr 2009 · 23:46 UTC
I can’t recommend a drop-in 2d physics engine (like Box2D or Chipmunk) highly enough. Once you learn it, you’ll find yourself using it in all sorts of situations.
dertom
19. Apr 2009 · 05:28 UTC
Well,…you are perfectly right! Actually the framework I use have got an Ode-Addon but I thought “Ahh…I didn’t use it before and use want to use thing I knew before….” Haha! Well, actually everything (even saving the world) would haven been faster than my approach! 😀

Lets Call it a Night for now.

I’m tired now, developing the game with only three breaks in between. I’ll call it a night, and hope the Internet fixes itself overnight.

Boxing Championship

Alright, rectangle box rooms now.

Next, give the rooms an occupant.

bedtime.

Comments

rob
19. Apr 2009 · 00:09 UTC
Oh man, that’s awesome. I love how it moves 😀
shaktool
19. Apr 2009 · 00:19 UTC
Definitely awesome. Though I don’t recommend jumping through the bottom of the platforms. 😛

halfway to go, and…

…no screenshots, because my game is a bit messed up at the moment. But it’s nearly winnable now! Or at least it will be when it’s no longer messed up. (It’s been losable for hours.)

Incidentally, doing this project has reminded me what a cool language ActionScript 3 is. Don’t want to declare your types? You don’t have to! But you still can if you need the speed, either way is cool. Of course there are things I could bitch about too, but I won’t. Feel the excitement wash over you as you look at this screenshot of my text editor.

advancing wall of code

Edit: I do actually have something to show now!

You have to use the little platforms to get over the wall and then shoot it in the butt.

Tags: coding

Comments

19. Apr 2009 · 00:29 UTC
looks pretty sweet! glad you went with treads on your wall.. I had some fun tank treads on one of my early mockups (that I didn’t end up using) .. you gotta love walls with treads! 😉

Screenshot of my Game

Here she is, coming nicely (?) along? As per usual I’m wasting all my time on graphics up front, so that I won’t have enough time to actually finish/finetune the game.

Mah furst screhn