Arne

LD16

Isometric RPG thing

Isometric RPG

Isometric RPG

So, I spent the whole day on graphics. Not much time left to work on an engine now. I was thinking of doing something like Hydlide where you simply bump into enemies (grid based movement). Your character and some enemies can also be in offensive or defensive mode. Drawing the characters consistently in all angles and stances is a pain.

So what about exploration? I’m a fan of Zelda 1 where you could basically go pretty much anywhere on the overworld map right from the start. Here I’d like to do something similar to Dragon Quest 1 where the enemy difficulty partly limits your progression.

I might get the map drawing and scrolling done tomorrow. Perhaps player movement (and buckets). Probably not enemy instances or items.

Mr Magical wand will have to do the transparency mask for me. I haven’t really ordered the graphics in a sensible order. I don’t know if the stuff tiles well either.

Now I’m mighty tired. My slow start aside, I’ve been drawing all day and got a decent amount of graphics done.

Comments

12. Dec 2009 · 15:07 UTC
Ah, yes, I think I’ll go for 800*600. Tiles are 80 wide and 40 (39) high. Might put a 200px wide status bar on the right to make a square playfield.. although it wouldn’t be square because the isometric stuff is not top down.
laremere
12. Dec 2009 · 15:09 UTC
Very nice, polished, graphics. Good luck with the gameplay!
12. Dec 2009 · 15:16 UTC
great graphics !!!
mocker
12. Dec 2009 · 15:18 UTC
shiny. Anything you put those in should turn out looking good
12. Dec 2009 · 15:27 UTC
Whoa. I may be wrong, but are you the guy who made all those design documents and concept art for retro remake games? If you are, I think I’ve been to your site.
12. Dec 2009 · 15:30 UTC
Thanks. I think… Hydlide had 16px characters but 8px map tiles (MSX version) so the movement was relatively smooth because the characters could move half of their width. My graphics aren’t made like that, and smothing the movement might make them look like they are gliding (I have no leg animation). I’m thinking, maybe the enemies only move if the player moves, this might reduce the feeling of enemies warping around, because the player is in control, in a way. Dunno.
12. Dec 2009 · 15:33 UTC
Armchair, Yes. I like redesigning old games. This LD entry is a homage to Hydlide:
SonnyBone
12. Dec 2009 · 15:34 UTC
MAN. This is beautiful stuff. I wish I had this kind of talent.
Cosr
12. Dec 2009 · 15:37 UTC
Looking good. Based on the art I have high hopes fro your game.

Editor on the way

Iso_Editor I surprised myself and actually got some code done. I have made a simple Editor where I can select, draw, draw randomly and clear. Scrolling isn’t done yet. The map might be 128×128, I don’t know yet.

I’m thinking of replacing the shadow ellipse with a selection ellipse for the enemies and items. Or, I can do several shadows which work for different sizes of things.

Overall, the environment is a bit noisy and hard to read, but that’s partly because I crammed so many different objects onto one screen.

Comments

13. Dec 2009 · 06:55 UTC
wow.
Zecks
13. Dec 2009 · 06:59 UTC
asdsgfgh
SonnyBone
13. Dec 2009 · 07:03 UTC
This looks like something I’d play for hours and hours.
Hempuli
13. Dec 2009 · 07:06 UTC
Keep it going Arne!
13. Dec 2009 · 07:06 UTC
TY!
13. Dec 2009 · 07:35 UTC
Awesome graphics! O_O

Against insurmountable odds

Iso_Editor2I’m still making progress. I actually made a new year resolution this year that I would finish something. Is this it?

Here I’m trying out the new more silent terrain bits (less dots) in conjunction with the more busy ones.

I might skip making instances for the enemies and just make them terrain objects of sorts. They wouldn’t have any real stats this way. Instead they could die based on a dice roll. The player would have health though. This is a cheap way out just in case I don’t get to making the buckets and linked lists for the enemies.

Comments

13. Dec 2009 · 08:43 UTC
Messed up spelling and uploaded the wrong screen shot. Edited it now though :/ Getting tired.
SonnyBone
13. Dec 2009 · 09:06 UTC
AMAZINGNESS. I totally dig this.
C418
13. Dec 2009 · 11:19 UTC
Yes, you should make smaller games more often.
13. Dec 2009 · 12:23 UTC
This isn’t a game though, just a too small graphics set and an editor… which now can load and save! I just finished making the map. Starting on the actual game now. I only have 4hrs before I black out, so it’ll have to be real simple!

A wild game appeared

Iso_gameplayI didn’t think I’d get this far. The character can move around, collide with things, change stance/posture (def/off) and also collect treasure.

I only have 2 hrs until super tiredness assaults me, but hopefully I can make the enemies move, do a rudimentary combat system, some GUI cleanup.

Pronably no time for sound. My idea was that each tile when drawn has a small chance of making an ambient sound. This would make a huge on screen forest go fooosh, a grave yard wooo aaaaaauuh… I have no sounds for that though. Trivial to add the code though, I think.

Also, I only have the gameplay and editor mode now. Maybe a big non interactive splash screen is doable as a title screen, but I also need a game over and a victory screen (panties). For now I was thinking the game is over once all of the treasure bits have been collected.

Comments

13. Dec 2009 · 14:33 UTC
needs moar fog of war 😉
fartron
13. Dec 2009 · 14:58 UTC
Holy shit a real live game by Arne! Could this start a trend?
wonderwhy-er
13. Dec 2009 · 15:07 UTC
Wow graphics looks sick!!!
Gilvado
13. Dec 2009 · 15:10 UTC
God the sprites look incredible. I can’t imagine pumping out that much amazing artwork in 24 hours :P.
13. Dec 2009 · 15:10 UTC
Sick graphics indeed! That’s some awesome fast asset generation ability!
13. Dec 2009 · 15:47 UTC
I’m loving those rocks, and the ceiling tiles look like tasty chair cushions (in a good way).

Would it be possible for you to add some oversized grass/dirt tiles with a natural fringe pattern/mask that you could use to overlap transitions between the two ground types, without having to draw a million corner cases? Those clinical edges are the only blemish on this wonderful screenshot.

Title screen

logo_splash2 I think I wasted too much time on this. I need to do a game over and victory screen too, although they can be simpler. Thankfully they are easy to integrate into the program, since they are just single images.

No progress on gameplay… I’m past bedtime too, head is getting woozy. I can do art when I’m tired (well over the 30hr mark if needed), but not code.

Comments

gimblll
13. Dec 2009 · 16:17 UTC
I wish I could draw stuff like that…
13. Dec 2009 · 16:47 UTC
LOAD UP WITH SOME CAFFEINE BRO!
13. Dec 2009 · 17:52 UTC
Aw. I could be ass-smart and suggest that you’d done things the other way around, with code first – but then maybe you wouldn’t have reached the point of enthusiastically making tons of eye candy for us to enjoy, so I won’t.

Please give us the game in any form it might take though. It’s bound to be entertaining even if it’s little more than an interactive art gallery.

The End.

gameoverSo, I’m done. While I did finish something, it’s not much of a game. I spent far too long on graphics. The characters just skate around and do simple damage. The source code quickly turned into a mess as I approached the deadline. I haven’t even played the game myself, so I’ll give it a go tomorrow. I think I need to do more unique landmarks, i.e. more graphics to make the exploration worthwhile… and an actual game of course. Although, I think I will still consider it a game for the sake of my new year resolution (promised I would finish something).

Like many people here, I’ve been awake for far too long. Good night!

Comments

SonnyBone
14. Dec 2009 · 03:48 UTC
Well, you can keep working on it and it’ll be way awesome. It LOOKS amazing. I can’t wait to try it out.

The hindsight

hindsight2I just woke up and was able to play through my game. Here are a few things which went wrong:

  • I spent too much time on enemy variants. I should have gone for more variants of the terrain tiles instead, to make the exploration more fun. Terrain tiles are faster to draw since they don’t rotate. A snow area and desert area could have been cool.
  • The title/splash screen has a very flat landscape. I didn’t add any shadows or foggy background mountains.
  • I could have avoided combat altogether and focused on stealth exploration, sneaking by and grabbing the loot. It’s difficult to do a satisfying combat system in just a few hours. I had no time to make fun AI either.
  • The game gets too easy mid-end. I didn’t have time to play through it even once. Anyways, this means that it’s mostly laborsome to find the last treasures.
  • I should have made a few sounds. Without sound, one feels detached from the game. It’s harder to understand what is going on (especially taking hits in combat). Music adds atmosphere too, of course. I had an idea where the tile map drawing routine would generate ambient sounds.
  • I flipped two of the squid frames wrong. I didn’t notice because I had put most of them in a maze with high walls.
  • The main character looks like it is ice skating because of the scroll focus, but drawing 2 walk frames * 4 angles * 2 stances would have been too much work for me. I suppose it would’ve been less of a problem in a game where you move less.
  • Speaking of which, tapping the movement buttons is straining on the hand after a while.
  • Str(ength) should have been Att(ack) in the sidebar. I was thinking of drawing a background for the sidebar, but had no time left. The treasure were supposed to do things, but I didn’t have time for that either.
  • If Health = 0 Then FGameOver() … I guess this made sense at some point, but it doesn’t in the current version. I’m generally careful and put less than checks in because I know I might change stuff around or lose control of value ranges.
  • It would’ve been simple to couple the stats-up mechanic with the player’s current def/att mode, giving the player a bit of a choice for stats development.

LD17

Misc. LD17 game ideas

Arne's LD17 concepts

Arne's LD17 concepts

I was sleeping when the ‘Islands’ theme was announced for LD17, but now I’m awake and throwing ideas around. My first ideas felt too derivative, so I decided to go for something more exotic in the end.

Basically, you’re playing a large floating creature (an island of sorts) who raids islands. The creature can abduct human slaves which it uses for labor. The slaves can build factories, turrets etc on the back of the creature. As the raids go on, the island inhabitants get more and more upset, and defensive forces around the islands grow larger.

The strategy of the game is to figure out which islands to attack, since they offer different resources and different defense. A more developed creature will be able to grab more loot per raid, but the opposition will also be tougher later on.

The turrets could go in three groups (A,B,C) which can be fired individually. For example, the player can choose to put medium distance flak in one group, and long distance sniping in another. Aiming is done with the mouse. Each level (island) has a certain scroll distance to go. During the scroll, the creature is attacked by various enemies. They vary in terms of damage type (some might kill population), movement type, hit points, defense type, bullet trajectory, etc.

Comments

24. Apr 2010 · 11:46 UTC
awesome concept sketches!
hdon
24. Apr 2010 · 11:48 UTC
Your work reminds me a bit of the itchstudios guy. Is Koji Kondo going to score this? 😛
24. Apr 2010 · 12:05 UTC
Thanks!
hdon
24. Apr 2010 · 12:15 UTC
:DDD
24. Apr 2010 · 13:36 UTC
I wish I could draw
24. Apr 2010 · 13:40 UTC
It seems like you have to buy the songs that you make with MusicShake, and Wolfram has a pretty restrictive license :/ Also, I don’t understand the GarageBand interface.

Combo post

All batteries fire at will

All batteries fire at will

After wasting most of the day, I finally got some code done. The ship/creature now fires different types of projectiles (accuracy, muzzle velocity, drag, damage type) from three different batteries (turret groups). I’m thinking of using a heat system similar to that used in MechWarrior.

Oh yeah, I ate a pizza slice. There won’t be any in the game though. The enemies will be balloons with little turrets underneath.

Graphics WIP

Fortress Leviathan WIP graphics

Fortress Leviathan WIP graphics


I’ve been working on some the graphics. Not sure if I’ll have time to finish them. They’re pretty quick to make, but I have about half left, then I need to arrange onto sheets, load into the engine and make sure stuff animates properly.

The game mechanics are very simple, just a drifting blob which shoots on other drifting things. Not sure how long this game will take me to code. Tomorrow I might have to budget 6hrs for the code, 6hrs more for the art, 2hrs for tax declaration :( and 2hrs for surviving.

It’s approaching bedtime here. I’ll have to get up at 12 tomorrow… today.

Comments

Cosr
24. Apr 2010 · 21:49 UTC
Looks great, of course. The little city buildings on the leviathan’s back is a nice touch.
SonnyBone
24. Apr 2010 · 21:51 UTC
As always.. this is beautiful.
rob
24. Apr 2010 · 21:59 UTC
Those are beautiful. I could almost eat your sprites.
hdon
24. Apr 2010 · 22:17 UTC
Looking nice!
24. Apr 2010 · 22:20 UTC
I continue to covet your drawing skills.
Ariel Yust
25. Apr 2010 · 02:40 UTC
Good Graphics what tablet are you using? =] I’m on inteouse4 med =]
25. Apr 2010 · 09:05 UTC
Thanks!

Screen concepts

Fortress Leviathan screen concepts

Fortress Leviathan screen concepts


I might have to leave these really rough, because I’m already behind schedule. Note that some of the panels are failures.

The left title screen has some potential, although it needs to be 960×512. I can keep the game over screen really simple (top one).

The creature refit screen is the most complex one and I haven’t quite nailed down the game mechanics there yet.

The game/shooter screen is pretty simple, just a static sky background with baked in power meters for heat and health. Clouds can go in the foreground. I might just do 5 quick islands which will scroll in. The water… maybe some animated tile. Doesn’t need to actually scroll. Only the clouds and island would move. I drew some sea gulls too.

Also, I ate a Wienerbröd for breakfast.

Comments

SonnyBone
25. Apr 2010 · 12:24 UTC
oh my

Is that spam?
25. Apr 2010 · 12:41 UTC
Thanks. I’m not sure if I’ll be able to finish this. It’s difficult to tell with programming because a lot of work can be spent on the seemingly endless amounts of game logic and misc funcs… and it seems like you’re going nowhere, then bam, you suddenly realize that you have very little work left.
25. Apr 2010 · 12:57 UTC
This is looking awesome man, the art as well as the concept. Keep it up and get us something playable 😀

Still a work in progress

Leviathan is being refitted in the secret hideout

Leviathan is being refitted in the secret hideout


So, It doesn’t look like I’ll be able to finish on time. I’m not really sure how close I am to finishing. A lot of the mechanics and data structures are working, but it’s the little stuff which is the most time consuming, like bugs, adjusting values, chopping up graphics, etc.

Seen here is the refit hideout, which is pretty much functional. What’s left is… connecting this game mode to the half finished shooter game mode. While I don’t have any enemies yet, they already have some data structures in place.

Anyways, tomorrow is a busy day, so I won’t be doing anymore work tonight. Goodnight folks.

Comments

25. Apr 2010 · 23:21 UTC
Your creative process is really inspiring, looking forward to a playable version of this.
25. Apr 2010 · 23:42 UTC
I just realized that the reflection of the islands in the water would probably be darker than the sea blue (a blue which is partly a reflection of the bright sky). Oh well.
geti
26. Apr 2010 · 04:16 UTC
;-;

sucks that you didn’t finish, i want a playable version. That shot looks very nice.
26. Apr 2010 · 05:46 UTC
Aw, poor slave octopus laborers. The wrench guy looks moderately pleased with his situation non the less though. Maybe he has a secret passion for oversized artillery? Being an action/arcade-inclined guy, I’d rather like to see the shooter mode prototyped to a playable state. Would it be realtime and directly controlled, or more like an artillery/tank game where you take turns and aim etc?
Tyler
26. Apr 2010 · 05:46 UTC
Awesome. It seems a little out of scope for the challenge, but certainly a playable game. Looking forward to it.
26. Apr 2010 · 07:50 UTC
I wasn’t very active the first day. If I have had those 10+ hours I wasted, I might have had something playable. The game mechanics are quite simple. I don’t have to code AI, tricky physics, or optimization requiring thingamajibs. However, there was still a lot to do, since I wrote the code from scratch in BlitzMax. I could’ve saved a lot of time if I had used my own GUI includes.
geti
26. Apr 2010 · 08:31 UTC
Wow, it looks like your usual amount of thought went into this. Should be awesome, hopefully I can get it to compile if your laptop is still being slow 😛
26. Apr 2010 · 11:39 UTC
It’s not compiling that is slow. BlitzMax compiles most of my programs in under 5 seconds. However, I don’t have a network (or dropbox), so I have to transfer files on an USB key, compile, zip up, and it’s a bit of a hassle when the deadline is tight.
geti
02. May 2010 · 08:20 UTC
:( no progress?
07. May 2010 · 17:38 UTC
I made some progress actually. Got the enemy waves for the 5 isles working, enemies come and can be shot down by different weapons which are bought/built at the secret base. Explosions and water splashes are in.
geti
08. May 2010 · 06:57 UTC
Well, I’m glad something has been done, it’d be a shame to waste this. Some sort of playable demo would be lovely 😉
madk
08. May 2010 · 22:48 UTC
Ah! A fellow BlitzMax coder! I commend thee.

LD19

I have come here… too late.

Discovery concept by Arne
I’ve been busy painting HIB promo art and Yule shopping, so I missed this LD by a day. But I want to at least throw an idea down. An idea fueled by pepparkaksdeg (it’s a crime to bake it really) and a movie that I just watched: “They Live” by John Carpenter.

So, you play as a person in a city full of other pedestrians. The walls have company logos, ads and other things. In a trashcan you find a pair of goggles which allow you to see (or should I say discover) the evil aliens who have infiltrated mankind. However, wearing the goggles lowers your health. Taking them off replenishes it.

The aliens consider you a threat, so they’re trying to discover you, and then attack you with health draining beams. They can only do this if they get within a certain distance. So the trick is to only use the goggles in crowds, or to read the motions of people and move in the gaps. You might also have to remember who is nasty after you’ve taken the goggles off (like a game of memory) . The goggles might have a warmup/cooldown to prevent the player from flicking the effect on and off. Perhaps aliens spot you at a larger distance with the goggles on, making it more important to remember who’s who and then sneak by whistling with the goggles off.

The goal of the game is to gather up stuff around the city and head for a building where the aliens have hidden the device which is cloaking their appearance to the human population. The ads and stuff would of course substitute for OBEY/CONSUME/WATCH TV while the goggles are used.

I’d like to say that I have come here to chew bubblegum and kick ass, but I’m all out of… well, time.

Tags: concept

Comments

Evan Peiperl
19. Dec 2010 · 00:50 UTC
I love the mockup, and the concept. I think that, if you did decide to make it, that drawing style would actually work very well.
madk
19. Dec 2010 · 01:03 UTC
I agree.
19. Dec 2010 · 01:14 UTC
The prototype would probably use sliding circles though. Doing art assets for a city and moving characters could take weeks.

I don’t even know what I did.

So, I finished my entry, ROBOTS AMONG US. I think I spent some 12hrs or so on it. Unfortunately I didn’t have time to play it, and the game mechanics are kind of experimental, so we’ll see how that goes. I fear that it’s kind of dull, and impossible, and confusing. Let me know!

Robots Among Us - Progress GIF anim

The goal of the game is to navigate the crowds and avoid the evil robotic infiltrators. You can use the goggles to spot them (RMB). Move towards the CLUE which reveals the CLOAKING GENERATOR used by the robots. You need to blow that up with the C4. If you have time, you can pick up a one-time-use GUN, or pick up a DAMSEL.

Holding LMB will make you run, but doing so slowly increases your detection radius because you look suspicious. The goggles drain your health a little if you leave them on. On top of this, wearing them makes you stand out, and taking them on and off a lot looks suspicious too.

I wanted to do some painted arcade style borders and a title screen, but did not have the time (spent the last minutes on sounds). The sloppy source code is included in the zip. It was written in BlitzMax. I can compile a Mac version too if there’s any interest.

The game can be found here:
Robots Among Us

Comments

20. Dec 2010 · 01:55 UTC
At first I was worried that the game was impossible after level 3, but I just died 2 steps away from getting to level 6, which is the last level before the game repeats. The trick is to use the goggles enough to memorize the rough flow of the robots, maybe keeping the goggles on for longer periods of time while carefully navigating around.

LD20

Pit of Zedraga

There’s a game where it’s incredible DANGEROUS to walk around without certain (hard to find) items.

Tower of Druaga.

Zelda was most likely partly based on this game, so it kind of fits the theme. I went to sleep just after the theme was announced, so I’m only just getting started now.

Morning doodles.

Engine: Very simple grid-locked movement. Tiles are drawn overlapped at a slight angle, so when I draw I might just compress the y coordinate a bit (keeping things square in the game physics of course).

I’d have to do a lot of graphics though. The humanoid characters would have 4 directions and walk frames, and the main character has the sword and shield states on top of this… so I don’t know if it’s doable. I might have to be very sloppy. To avoid what happened to Legacy of Hydon (1+ day on art, then 6hrs or something left to do all the design and code), I might do the engine first this time. I’ll be using BlitzMax 1.40.

Progress report

Things have not being going that well for me. I had to rewrite my engine two times. The first time I tried synchronized grid-based movement for the characters. They would use a global variable to slide from cell to cell… but I couldn’t figure out a way to make queues and priorities work. Who would get first dibs on an empty cell? What if there was a really complex queue? Would they figure out a way to move out of the way? It also looked a bit strange with characters not being able to move into seemingly empty cells because someone had called dibs on them.

So I tried something a bit more analog, but made a mess of the code and there were big problems with getting stuck against tiles and not sliding against them properly. The maze is really tight so you need to be able to easily slip around corners.

Finally, I managed to write a huge chunk of code which slides the player around edges, e.g. if pressing against a wall the game will look for a gap nearby and walk the character towards it. I also added buckets which helps me with depth sorting (overlapping) and it will also make collisions easier to detect later. Some characters will be vulnerable from the back. Slimes are sort of omnidirectional though.

Early array fun. Druaga colors.
Mac screencaps being incredibly slow.
Rewrite. Buckets. Pause function for screencaps.

There’s a lot of work left, but perhaps I shouldn’t underestimate what I have finished so far. Regardless, it will be a busy day tomorrow.

LD21

Chryssalid Escape

First I wanted to do something in the vein of Last Armageddon. Demons, their homeworld ravaged by aliens, have to find keys to a portal in their ruined city and escape to Earth. Magic vs Tech. Dragon Quest style, maybe with a Dangerous Swimsuit in there somewhere.

Then I felt like doing a TBS. As a twist, you play as the Chryssalids who have to escape the Alien Containment, with the X-COM soldiers hunting them down. The Chryssalids are simple “Alien” units with no upgrades or equipment (to code), but they can increase their numbers by infesting soldiers (in close combat). To offset this, the soldiers get more dangerous as the game progresses. The soldiers act more as stupid semi-mobile turrets that you can sneak up on. Perhaps they advance towards the position where they last saw something, allowing you to set traps (or get killed more efficiently).

Chryssalid Escape LD21 by Arne

Chryssalid Escape LD21 by Arne

I was thinking the game should be a single level that has to be traversed, the escape being the hangar/elevator rooms.

Unfortunately, I might need to code some pathfinding stuff, and the line of sight stuff is not trivial either. It requires some clever ray stepping (Digital Differential Analysis?), and something to speed recalculations due to movement up (adding and subtracting in the fog array as unit see and unsee?). I don’t know. On the other hand, a TBS could afford very slow update rates. Right now I just shoot a lot of rays at a high resolution. It obviously doesn’t work that well even though it’s costly.

Right now I’ve got a map class, some simple scrolling/drawing/selecting and brute force LoS. Working in BlitzMax. The engine is still pretty abstract and adaptable. I might switch to a more manageable project or just watch funny youtube videos all day while pondering the more important stuff that I should be doing.

Comments

20. Aug 2011 · 11:58 UTC
Love the concept art at the bottom!

Progress report

Bad End

Chryssalid Autopsy

The darkness!!

Aside from feature creeping as usual, my drawing hand RSI is making it very difficult to work. Here’s the progress so far on Chryssalid Escape. The goal of the game is to sneak out of Alien Containment and reach the exit. X-COM soldiers stand in your way, but perhaps they can be used to increase your numbers? See previous post for more details.

Chryssalid Escape WIP 2

Chryssalid Escape WIP 2

Screenshot. Bit of a mess. The perspective isn’t really working as good as isometric, and the walls should not be exactly 2 tiles high (they do overlap).

FEATURES SO FAR:
—————-
+ Ambient sounds. Very easy to make and remarkably similar to how X-COM sounds.
+ Footsteps. Other sounds are waiting to be used.
+ Graphics for 16 floor tiles, 5 wall tiles, and 4 Chryssalids. Using X-COM sprites as inspiration.
+ Map (128*64) in multiple layers that can be scrolled and edited a little ingame (mouse). Loads data from Photoshop Raw (which is my map editor).
+ Units (characters) with action points. Can Move, turn, strafe, collide.
+ Brute force Line of Sight rays. Hidden units not drawn.
+ Simple Immediate Mode GUI. Keyboard can also be used.
+ Data structures for the various units (mostly unused atm).

TO DO:
——
– Add (and layout) all buttons for control (mostly using keyboard atm).
– Button Gfx.
– Title screen with art, New game (reset all), Resume game, Quit and all that.
– Win and lose conditions (count Units, step on exit tile). Finish art for win screen.
– Rest of the Wall, Unit, Obstacle, Effect Gfx.
– Figure out where to store corpses and destroyed obstacles.
– Enemy roaming ai (use existing movement methods).
– Enemy stalking, noting target points.
– Enemy shooting and projectiles.
– Make sure the camera is focusing on visible enemy action and projectiles.
– Minimap. Pixmap that can be updated. Click on it to scroll.
– Edge scrolling instead of the wonky map click scrolling.
– Chryssalids bumping into obstacle and enemies should use existing damage function. Obstacles might need resistance values.
– Chryssalid Zombie and Cocoon transformation timers.

NOTES:
——
+ 805 lines of BlitzMax Code
+ Tiles are 48*32 px, asin(2 / 3) = 41.8103149 degrees (90 = up).
+ Using lots of constants to set things up, so I can change resolution and such somewhat easily later with the game adapting to it.
+ Art drawn at 4x in Photoshop.

Comments

Geti
22. Aug 2011 · 01:59 UTC
Well, glad to see something up. This still seems ambitious for LD but regardless, there’s something put together. Hope the wrist didn’t make coding too much of a nightmare :/

LD22

Jam partner find

Demon Owl

After having failed consistently with my 48 hr entries, I think I’d like to try my luck at the Jam, taking the role as gfx/art guy. My art can be seen on androidarts.com. Drop a comment below if you’re interested in writing that text that make things go. Things that are not broken. If you are smart, we can be strong!

Eherm. As a side note, I thought it would be fun if LD had some sort of mascot, so I drew a bunch of proposals. Not sure what to think of them though.

LD23

Protoforms

I’ll be working with Blecki and BurnZeZ on something. Having waked up 5hrs after the theme announcement, my third idea (the first two were lost in the waking haze) was to do some sort of Defender (old arcade game) game set on a curved scrolling playield, but the idea mutated into some sort of Asteroids Choplifter Thrust thing which I called Asterceptor. Having scrolled through the pages here, I see a few sort of similar playfield ideas.

However, Blecki and BurnZeZ had some headstart and were already working on a… thing with floating blocks which sort of gravitate together and snap into larger continents. We don’t really know where we’re heading with it, but it could be interesting. Here’s one idea.