Ashtom

LD28

Getting ready for this weekend

Well not really and I think I’m going to start preparing only a few hours before it starts.
Anyway, I’m in this time and I’m taking Game Maker: studio with me. This will be my first game jam and hopefully not the last.
Wish me luck! Maybe I should pack some food as well… Also beers.

Still brainstorming – update 1

I had to sleep to recover from a tough week at my day job and waking up on the theme “You Only Get One” is not firing up a lot of ideas.

So far I have 2 ideas that I don’t really like but I think I will change strategy and jam randomly in Game Maker to see what comes up.

First idea: You’re alone on a desert planet, you need to escape but You Only Get One bottle of oxygen.

OneOxygen

Second idea (I noticed someone already got it so I guess I’ll leave it):

 

OneKey

 

Cheers!

First screenshot – not going anywhere

I made ennemies (red) following the player (green) but blocked by walls.

Once the Player meets the One and Only Friend, the ennemies will flee the player (not done yet).

Is this any good? Hmm I’m not sure…

Ashtom_LD28_01

What can you get only once (and still have an interesting mechanic)?

  • You Only Get One Match (make your way in the dark and bring light to the world)
  • You Only Get One Key (Open the right keyhole to get other keys)
  • You Only Get One Torch (make it last – sequel to the One Match game :-)
  • You Only Get One Bottle of Oxygen (go back to base to recharge it before getting asphyxiated )
  • You Only Get One Friend (can you recognize her/him?)
  • You Only Get One Path (will you take the right path?)

I could make a top-down rpg where you start with One Match and your goal is to bring light to your room/house/city/country/world/galaxy/universe (à la Katamari). But am I able to make such thing in less than 40 hours? I don’t think so…. Should I try? Maybe! Yes! Oh man….

 

“Last Match” is getting somewhere

Here is another screenshot update.

I haven’t progressed much on the core mechanics but while I think about it in a background process of my brain, I work on getting the look right.

I added a better tileset, particles, a slightly improved the player’s sprite (a more relevant sprite is in the works) and the beginning of a GUI to show when the match/torch will be consumed.

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Little explorer friend and his big last match

I’m trying to get the navigation system going but I’m fighting with a game crashing bug that is difficult to debug (apparently). Here is another room though!Ashtom_LD28_05

LD31

I’m IN!

Just before the theme gets announced!

I’m doing it. Using mostly Game Maker: Studio and any other tool that might be useful for the occasion.

 

Wish me luck!

First screenshot

A bit too early but heh, why not!

Not sure yet what I’m doing but I got a spaceship moving with arrow keys on screen. Not bad.

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Added some ennemies

This is looking like something arcady… is it? Maybe in my subconscious arcade games are very tied to that single screen restriction.

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Now with rocks… and a score!

I have added rocks that appear gradually on screen.

I think I making a self-contained world that is taking shape in front of the player’s eyes. I like where this is going. Hopefully I’ll execute this well enough.

Oh and I added score! Right now the player gets 10 points every time an enemy leave the screen. I think it’s better than just a timer to measure how long you survived.

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New enemy types and a score for real

I just noticed that the score didn’t show up in my previous screenshot so here we go!

I have now 3 enemy types: Basic (with 4 degrees of freedom), Advanced (with 8 degrees) and Pro (full rotation).

I also implemented collision between rocks and enemies for bonus points to entice the player to aim for enemies to rush into them.

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Health points, acceleration/deceleration and a mysterious square

I keep progressing on my game. Making something super simple feels good for once. I think I can manage the volume of things to do and gradually increase the content.

I added HP for the spaceship and I implemented acceleration/deceleration for the ship (following precious advices on the GM forum).

Also there is weird square on the screenshot but I’ll let you try to guess what it is… :)

Stilll some quirks here and there but nothing very problematic so far.

Let’s keep going!

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Growing turrets

Based on my plan to shape the world as the player experiences it, I decide to grow turrets that will fire projectiles. They are the purple things on the screen. They appear like obstacles, then they grow seeds or fruits to finally fire them to become moving obstacles for the player.

I think I may be doing a remake of Asteroids. At least that’s the direction it seems to be taking!

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Starting to polish a bit, medkits and thrusters

I started to polish the visuals a bit by paying with alpha values to smooth out the rough edges. I still have work on the sprites themselves but I don’t know if it’s worth it for now.

I fiddled a bit too long on the particle system of Game Maker: Studio to create the effect for the thrusters. Looks ok I guess.

And finally, I added the first item: a medkit!

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Halfway in the compo, recap on the current state and then going to bed

I’m kind of satisfied with the state of my game. I have a spaceship that moves well. I have ennemies with different way of moving. I have asteroids that shape the levels in realtime. I have turrets that shoot projectiles. I have medkits to recover health.

I still need to implement collision between player and hazards (should be easy but very important). Once that done, I will focus on the title screen, menu and game over screens.

Then I’ll do music and sfx. If I have time, I’ll try to implement a high-score leaderboards or something.

But for now, I?m tired, sleepy, ready to go to bed.

G’night y’all

Game Over screen

Title and game over screens are somewhat done and now the game has a complete flow.

I composed the main stage music and done some sound effects with cfxr (the OSX version of sfxr). I still need to compose a title soundrack as well as a game over track if I have the time.

Also, I’ll need to balance the waves of ennemies to gradually increase the difficulty. That’s a lot left to do!

LD31_Ashtom_20141207175702my best score so far: 5560 (I haven’t tried much actually).