NMcCoy

LD17

Oh crud.

I totally forgot about this competition until just now. I’ve still got 20 hours left, this is workable…

Is “The Floor Is Lava” taken as a title yet?

The Floor Is Lava — Milestone: Vaguely Playable

So, I’m about 3 hours into my game (I got a late start, having just discovered that this was going on about 3 hours ago). This community seems to be about blogging progress during the challenge, so I am doing so. I’ve gotten to the point where I have something that is playable (in the technical sense, not the enjoyable sense). Controls, physics, sound, and scoring are all working at this point, so this seemed a good time to show off what I’m up to.
Try it out here.

Comments

Hempuli
25. Apr 2010 · 07:16 UTC
welcome! Looks interesting. :)

The Floor Is Lava — Milestone: Actually Playable


7-ish hours in, and nearing completion. Just some stylistic and gameplay tweaks to go. The music certainly isn’t my best work, but it sort of works as a minimalist-ish thing, I guess. Waffling over whether the kobold-speak in the text is charming or annoying.

Try it out here.

The Floor Is Lava – Submitted!


Got enough polish on it at this point, and I need some sleep and I’m not confident of waking up before the deadline. So it’s done and submitted.

Comments

25. Apr 2010 · 14:42 UTC
Controls are smooth and responsive, the gameplay is simple but fun. I like it. Never thought of lava islands before..
samel
25. Apr 2010 · 18:19 UTC
Like it very very much! Great game!

Coincidence? I think so!

xkcd 'cameo'

Either Randall Munroe’s a fan of my game, or this is simply a matter of “childish minds think alike”. I’m rather entertained, either way.

Comments

03. May 2010 · 03:17 UTC
I figure he would enjoy Ludum Dare.
03. May 2010 · 04:29 UTC
Or Dwarf Fortress…>_>
03. May 2010 · 11:54 UTC
madk: I think he’s referencing Eyjafjallajökull, not the LD game referencing Eyjafjallajökull. As for the comic… well, it’s probably a coincidence, but there could be a chance Randall played the game.

LD18

Framework use declaration

I’ll be using this Processing project skeleton – the same one that I use for my weekly games – as a basis for my LD #18 compo entry. Mostly, it’s just so I don’t need to reimplement things like a main loop and particle effects for every game I make.

Other tools that are likely to feature prominently include sfxr, PXTone, Audacity, and possibly The GIMP if I bother making a game with graphics this time.

Enemies as Weapons!

Sweet. This is one of my favorite themes in games, so I’m pretty excited about what I could do with this. Time for a bit of brainstorming, then some feasibility assessment to narrow down designs.

Inspiration on the topic of Enemies as Weapons: TUMIKI Fighters (adding on), Pokemon (capturing), Kirby (absorbing abilities – or more pertinently, wielding directly in Kirby 64), Rayhound (redirecting attacks), Mischief Makers (enemies as projectiles).

So thoughts:

I’ve got some ideas coming together of specific mechanics I want to play with. My inclination is to wrap those in an action/platformer game, but platformer engines with good solid physics are kind of a pain to write. Maybe it’ll turn into more of a beat-em-up.

Grabitas: Progress report 01

screenshot
So I’ve been slacking off brainstorming design ideas for a while now, and have settled on something like a fast-paced arena shooter. And a title. Right now I have tentative player movement implemented, and… that’s about it.

Grabitas: progress report 02

screenshot
Starting to implement enemy behavior. Not a lot of progress, but it’s something.

This is actually going to be an actual game with actual gameplay, I promise.

Grabitas: progress report 03

screenshot
Implemented enemy grabbing, flinging, and damaging. Now we’re actually getting somewhere. Still debating how exactly bullets are going to work.

Grabitas: progress report 04 and 05 because I forgot to publish rather than preview

screenshot
Improved grabbing, added sounds, enemies turn red when they’re damaged. All in all some decent progress.

All right, 7 hours left. Finally, this is the kind of pressure that I can work under. 😀


screenshot
Player now takes damage when colliding with enemies. Added some kludgey code to avoid wonky behavior. Almost playable.

5 hours remaining. Need to implement scoring, write music, and add more enemy types.

Comments

samel
22. Aug 2010 · 19:31 UTC
GREAT! I like it very much although it’s very hard to pick the enemy without been hit.

Grabitas: FINISHED!

screenshot
Got the game finished, complete with enemies that actually shoot. Check it out. I didn’t have quite as much time as I would’ve liked to tune the difficulty curve, but it seems to be close enough to what it ought to be.

LD19

Name my LD#19 entry (yes, right now!)

So, as some of you may know already, I create and post a new game every week on my website, based on titles provided by people who donate to my site. Last Ludum Dare, I suspended my name/donation thing. But this time, my donation queue is currently empty and non-suspended, which means that the top donation before Sunday Dec. 12th, 11:59pm determines the title of my Ludum Dare game. (And anyone who gets outbid still gets their title used for subsequent games!)

This is going to be exciting and/or terrifying.

Let’s do this.

Please find enclosed my formal declaration of stuff:

Game Title: “Circus Peanuts”
Language: Processing
Framework: My own, available here
Sound: sfxr and Audacity
Music: Famitracker and/or PXTone
Graphics: GIMP if anything
Food: Whatever I’ve got on hand, supplemented with the local convenience store and Voodoo Doughnut.
Desk: thusly
Morale: Kobolds