LD14 April 17–20, 2009

OK.

Heres the idea:

 

Its kinda an RPG type thing where you have to run away from the advancing wall (which gains speed over time) while fighting enemies to gather money to advance in several things, including health, strength, possibly speed (possibly because it may make the game to easy), and purchasing units to run forward and destroy things. Using Construct to make the game, and I have some decent progress so far. Gonna spend tonight thinking up ways to make the game more challenging.

Tags: LD14 - Advancing Wall of Doom

Game design, brainstorming, and bunnies!

I couldn’t sleep more than ’til 6 am, which is one hour after the theme was announced. I got up, checked the site, saw the theme.. and froze. I got nothing!
After freaking out for a while, I decided it was better to not force it, so I went back to bed. After just a few minutes, I had my game idea!

You play the role of a bunny caretaker. Your job is to make bunnies not die.
The game is a level/screen based puzzle game where you have to save at least a certain number of bunnies on each screen before advancing to the next one. The problem is that there’s a huge spiky wall advancing from the left, crushing everything in it’s way. You can stop it temporarily by putting things in its way, but it IS going to crush everything sooner or later.
There will be blood and heaps of bunnies with fuzzy ears. And probably a few carrots. Perhaps even copulating bunnies.

One hour game

You cannot beat it.

http://jemgine.omnisu.com/2009/04/18/wallr/

Comments

TimS
18. Apr 2009 · 02:37 UTC
I don’t get it… I can roll over either color… but randomly I die? What kindof towlr is that? (the good kind I guess)
Anonymous
18. Apr 2009 · 07:38 UTC
You die if you touch red.

Sammich 1

The first of many. It may look small, but it makes up for it with lots of cheese.

And yes, it is sitting on top of a stack of encyclopedias, it’s just that kind of food.

Tags: compo, food

The idea so far

I’m hoping to make a kind-of board game in which you must eliminate all of the pieces exclusively owned by your opponent.  A few possible twists:

A. After every few moves/captures, one of the sides of the board crushes inward, effectively shrinking the board as you play.  This one is pretty certain to be the case, for compliance with the theme and to make the endgame work.

B. it is likely that any given player will have up to 1 minute to input their play for this turn, after which point the moves take effect.  If you haven’t specified a move this minute, tough cookies for you; the other player will move anyway.  Perhaps both players specify their moves during this minute, and the moves actually take effect simultaneously.

C. Perhaps the board contains some pieces that both you and your opponent control (?).  Mutually exclusive with the simultaneous-action variant of B.

advancing wall of golems

Hi everybody.

I’ve thought about a hour and have no better idea than this:

Evil medieval wizard %evilwizardname% have sent thousands of golems to a good medieval town. Player plays as a good mage killing golems with fireballas and other spells. He can’t kill them all, but he can stop them for a while. This time is needed to evacuate civilians and gain army forces in a rear for battle. Each level is a combination of walls and other town buildings (top-down view, one screen). Straight rows of golems advances from one (or maybe two) screen sides. Golems makes one step per 1-4 seconds, player needs to make a stand against them for a each level defined time. Player can walk around a level using buildings as barricades, he dies when golems hit him at least few times. When level time is over player needs to run to the next level.

I’m going to use HGE 1.81 and Box2D

p.s. sorry for my bad english :)

Progress so far

After awhile shooting blanks, I came up with the idea of defending a wall from an invading horde. As the horde approaches and dies, they build up a wall of corpses. If the wall reaches the top, the invaders pour over and you lose. So you have to reduce the piles of corpses by whatever means necessary… we’ll see what I can do there.

Here’s how far I got in a couple of hours before having to go to bed. Some laughably bad programmer art here, especially since I made a mistake and left a swatch of white in my sky background. Doh!

Tiled wall over a really badly drawn sky background

Now I’m off to bed for a good night’s rest.

Good luck, everyone!

Design

I’ve been working on procedural generation and RPG’s for quite some time; and as such, I believe I will make a procedurally generated “Run Away!” RPG.

The rest is to come.

Dev Tools and Concept Choice

After checking out the other posts it seems like there will be more than a few games turning the wall into a an enemy that chases the player. So at least my concept will be in good company 😛

Gameplay is restricted to one screen three quarter down. The player’s character will be on one side of the screen and a wall slightly bigger than the player will be on the opposing side. When the game starts, the wall will chase the player down. The wall can only move either horizontally or vertically at anytime. Players score one point per second they avoid the wall.

Every few seconds a new object will appear on the screen. These will be broken up into a few classes:

  • Player Interaction: when collided with will force the player to interact with them (arm wrestling guy, kitten that needs petting, soup that needs stirring, etc). 
  • Wall Interaction: This is broken up into two things, some of the player interaction objects will interact with the wall (the wall will need to stop and pet the kitten as well). There are also three Erlenmeyer flasks of coloured fluid, at the start of each level the effects(shrinking and slowing the wall, speeding up and expanding the wall, giving the wall laser death eyes) of the three flasks will be randomized. Once one of these spawns the wall will give up the chase on the player, and go after the flask. If the player can reach the flask before the wall, he can destroy it.
  • Bombs: Once collected the player can place bombs any where on the screen, they have a small blast radius and will have two functions: removing player interaction objects and doing damage to the wall. Once the wall has been hit by three explosions we advance to the next level.

Most of these actions reward the player with points.

As the player progresses through the levels the wall speeds up, and the amount of points they get for each second alive doubles.

 I’ve decided to go with XNA 3.0 and Visual Studio 2008 Express as my IDE. I figure I’ll record a few sounds in Audacity and possibly hum a tune for music (if it doesn’t end up being too grating). Doing up all my artwork in Flash.

My main concern with going the XNA route is that the game will be set up to use the controller as input, making it less accessible for most LDers.  Setting up keyboard input for it is likely not going to happen within the deadline time.

I’m also going to thank my gal pal, as this was supposed to be her final exams celebration/moving weekend. She is probably the most understanding person ever.

I’m off to my first LD meal.

The walls are closing in! D:

Advancing Wall of Doom huh? I don’t have any ideas for this at all, so instead I made a big sandwich for breakfast. I hope I think of something soon!  Good luck everyone!

Tags: food

Comments

18. Apr 2009 · 03:23 UTC
Wow, that thing is epic

I already hate my game

After further whiteboarding, I’ve decided my “Tetris variant” game is in fact identical to Tetris, but (a) upside-down, and (b) not fun. The “interesting shape” game rule that I envisioned is really just creating fully-filled lines of blocks, and that’s Tetris. Splitting the line-creation task out into a separate part of the game field doesn’t improve the play of the game, and re-combining it with the rest of the field is… Tetris.

So back to the drawing board. But at least I’ve written my pygame skeleton, which I had to do sooner or later.

Progress, sweet

So I’ve settled on an idea for my project, and I think it’s going to turn out reasonably well. I’ve made a lot of progress on the actual game code, but there’s still a ways to go. Luckily, I’ve done some artwork too, so there’s actually something to see! Now you’ll all try to figure out what the game is about, and I can go ahead and make it!

My plan is working, isn’t it?

Tags: journal

First screenshot

No level generation yet… just displaying the tiles that will be used.

First screenshot

Calling it a night

Calling it a night

I am calling it a night – I have computer generated music, sound effects, simple graphics and basic gameplay.

My wall moves a little slow have to play with the numbers but I am happy about where I am this early. Can’t let it get to me though – one small mistake and then you are behind the pack

Squeeze Maze

Advancing Wall of Wolfenstein


First snacks. Some kind of savoury pancake thingies and some french fries. The fast food store’s name apparently translates roughly to “The Chicken of Low Morals”.


I have some boxes. Note that their positioning does not correlate in any way to the layout of the minimap. That is because maths is hard.

Tags: food, progress

Good Morning!

Oh crap, I see the theme is Advancing Wall of Doom :(

This is my Wall of Doom

my very personal wall of doom

Wow,…the theme “Advancing Wall of Doom”. During the voting-period I already thought:”That sounds nice! But what kind of game could I develop for that!?” Still, I don’t have a clue. Maybe a cup of coffee will help me to wake up.

Let’s the party started and have a lot of fun….

ahh slumber

First meal of the compo is a simple one :

After the theme was announced I took about an hour long bike ride (really nice since it was midnight here) and mulled over some ideas.  Ironically enough it started RAINING! (RIP rain.  You’ll be chosen next time, I promise!)

Managed to come up with a possibly doable idea involving a huge spinning circular wall of debris that closes in on you.  At worst I hope to have the huge spinny wall thing done so it’ll at least look neat :)  Filled up my whiteboard with a todo and now its time for bed.

Tags: food, whiteboard

Inspiration, go!

Just got up, checked the theme, had some breakfast:

Still no idea for a concept. :(

Tags: breakfast