berkano

LD26

build003 :: resources, lasers, potatoes…

Getting along quite well, but still a way to go!

  • Can fire lasers :-)
  • Can collect resources.
  • Added damage system.
  • Can repair components in your ship.
  • Reworked controls.

Play Guide (HTML)

Play:  Web! | Standalone! (Java – Platform Independent)

build003

 

LD26 :: “squarespace” :: retrospective

Well that was a wild ride!  Now it’s time to check out some games!!

I’m really happy with my end result: squarespace : A 2D “build your own ship” shooter/miner game. It’s definitely the most ambitious one I’ve done to date, and hopefully the most fun to play!

screenshot

From the Play Guide:

“You start off as a captain in charge of a small spaceship. Over time you are able to upgrade the ship (adding new components) if you gather the necessary resources. You’ll also be given missions to carry out by mission control. You will encounter a number of hazards along the way and be set various challenges, finalizing in a major
mission that will test your piloting, mining and construction skills to the max.”

I started off with the idea to create the most minimal space exploration game possible that was still fun to play,with heavy re-use of gameplay elements in different settings. For example the ship which you build in space should also land, travel along the surface of a planet, and mine down into the ground. The idea was to cycle between flight –> surface exploration –> mining –> flight, all with a similar look and feel, but subtly different mechanics. It would use an “always forwards” approach – no turning back or slowing down – so decisions are deliberately constrained, and have a high impact on the outcome. However: somewhere along the way things turned complex! This is mostly due to the ship construction and resource harvesting mechanics. Everything is based in the flight phase only (though you can see aspects of the surface exploration / mining ideas in the level design). Finally, the “no turning back” concept is covered partly: it’s not possible to stop the ship, but the levels do loop vertically so you can continue until you reach your objective.

The music is my attempt at a minimalist composition, whereby the core pattern is repeated and overlaid in different ways to create an interesting texture.

Inspirations: Elite Frontier, 0x10c, Minecraft.

I hope you enjoy playing it as much as I enjoyed creating it – have fun!!!
~berkano

 

squarespace :: PostCompo version!

Thanks to some really appreciated feedback and also some unfinished business of my own, here’s the postcompo version of squarespace!

  • the game content is pretty much the same as original compo version. 
  • major performance improvement 
  • major collision detection improvement (it’s harder as a result!) 
  • in-game help system improved 
  • can now pause the game :-) 
  • various other bits of tweak and polish 

Please submit your ratings based on the original compo version.

Web! | Standalone! (Java – Platform Independent) and a slightly updated Play Guide (PDF)

screenshot

 

LD27

I’m in, v5.0

Gearing up for my 5th LD in a row… just can’t stay away :-)

I’m a software engineer based in London and enjoy a bit of casual game development in my free time.

For this LD, I’ve switched to libgdx instead of Slick2D since getting an Android phone and becoming interested in mobile. In the run-up to the compo I ported my LD26 entry (“squarespace”) as a learning exercise. The base code and game implementation can be downloaded from the link below, I’ll be using this as a reference. Hoping to make a small game based off this in the warm-up this weekend, and see if I can get Android/HTML5 support working too…

My tool set:

  • Language: Java
  • IDE: IntelliJ IDEA
  • LibrariesKatsu v4 (Personal Library/Base Code for 2D Java Games – based on libgdx)
  • Level Design: Tiled
  • Graphics: Photoshop
  • Sounds/Music: OpenMPT, Audacity, SFXR
  • Other: Coffee (coding); Pizza (survival); Tripel Karmeliet (late night motivation/humorization/removal of creative blocks)

Good luck to all – here’s hoping for a good theme, and looking forward to playing your entries!

First build!

Took ages to come up with an idea, but finally settled on a fast paced resource-management-survival-horror (day is 10 seconds, sunset/sunrise 5 seconds each, night 10 seconds of zombie action)…

Protect the villagers from zombies. There’s no gameplay yet. Testing testing 1, 2, 3.

I’d really appreciate it if any Mac or Linux users can confirm it works!

Play online: Applet (needs Java)

Download: Win/Mac/Linux (platform independent, needs Java 6+)

screenshot

Comments

Linus Lindberg
24. Aug 2013 · 16:29 UTC
Works on mac osx :)

Done for tonight

2nd build – it doesn’t have  a name yet – you can fight zombies and the day-night cycle is implemented along with randomly selected music and home grown sfx.

click a villager and give them orders. use the in-game help. admire the collision bugs. plenty more to do tomorrow!

Play online – Web Applet (needs Java enabled in your browser)

Download – Win/Mac/Linux (needs Java)

screenshot

 

 

 

3rd build, coming together!

Implemented pathfinding AI and fixed up collision detection. Workers collect resources and follow objectives you give them.

A new zombie spawns from each grave at the beginning of the night.

Play online – Web Applet (needs Java enabled in your browser)

Download – Win/Mac/Linux (needs Java)

screenshot

Comments

Oana
25. Aug 2013 · 11:53 UTC
Pretty neat, especially considering how short of a time it was made in. It has the potential to become really really fun :)

Tiny Terrors – Done!!

Knackered, buzzing, but happy with what I’ve achieved over the last 2 days :-)

Fast-Paced Survival Horror/Resource Management. Protect the gentle folk of Traquelqure from the zombie menace. 4 levels. Play guide and more details to follow soon.

Looking forward to some sleep, then checking out the other entries over the next couple of weeks!!

Here’s the link to play: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=11027

Best of luck to everyone!!

screenshot

LD28

Shambolic last minute “I’m In!” post :-)

I’m in.

Here is my base library code and sample game implementation (from last LD). Heavily refactored to try to separate the library from the specific game logic.  https://dl.dropboxusercontent.com/u/21611/ld28/declare/game.zip which I will be using as a reference.

Normally I publish this with a bit of documentation but completely forgot about it this time!

Tools I will be using: Java, Gdx, Modplug Tracker or Ableton Live, Photoshop, Audacity, Coffee & beer

Good luck to all! Looking forward to the theme and playing some awesome games!

 

 

 

LD29

I’m in! (Mostly).

I tried my best to reserve the whole weekend but alas it wasn’t possible…

Still, I’m going to give it a bash with the time available, and try something completely different. It will be my 7th LD in a row… the last 6 were all 2D Java games based on Slick or libgdx and my custom game library which I extend every time. So this time:

  • Unity / 3D! (target the web player I guess). Probably go with C#
  • Try to write a bit of music, > 10 seconds, to go with it (OpenMPT or Ableton Live)
  • No preparation!

What could possibly go wrong?

LD31

I’m in!

This will be my 8th Ludum Dare COMPO :-)  Can’t wait, especially since I had to skip the last one!

Here are my usual tools:

  • Language: Java, IDE: IntelliJ IDEA
  • Base Code: Katsu v6 + Panko v0
    • Katsu is my personal game framework based on LibGDX and has “evolved” over time with each LD. It’s based on LibGDX.
    • Panko is an attempt to write the hairball again from scratch, borrowing bits where needed from Katsu. Work in progress!
    • The code and sample games can be downloaded here.
  • Level Design: Tiled
  • “Artwork”: Photoshop
  • Audio: Ableton Live, OpenMPT, Audacity, SFXR

Good luck everyone! Have fun and can’t wait to play some cool games on Monday!

LD32

I’m in!

Reporting in for my 9th LD! (48hr compo). Hoping for a good theme and to avoid a repeat of last time (i.e. throwing game away after day 1 and starting from scratch…)

Toolage:

  • Language: Java
  • IDE: IntelliJ IDEA
  • Framework: LibGDX
  • Base Code: Panko (personal library)
  • Levels: Tiled
  • GFX: Photoshop
  • SFX: Ableton Live or OpenMPT, Audacity, SFXR

Good luck to all – have fun and looking forward to checking out your entries!

cheers,
~berk

LD33

Let’s do this

Hey fellow LDers, this will be my 10th time entering the 48hr compo and I’m just as excited as ever! Here’s what I’m planning to use:

  • Language: Java
  • Game Framework: Katsu (my compo library based on LibGDX, geared toward 2D tile based games)
  • Level editing: Tiled
  • GFX: Photoshop
  • SFX/Music: Ableton Live, OpenMPT, Audacity, SFXR, Yamaha DGX640C

Here’s hoping for a good theme and inspiration – have fun, looking forward to playing some cool games on Monday!
~berkano

 

Monsteriffic

First day went slightly better than usual… sleep is calling… here’s what I got

preview4

LD34

IN

Howdy! My 11th time around… just can’t keep away. Here is my toolage. Will be taking part in the 48h compo.

  • Language: Java
  • Game Framework: Katsu (my compo library based on LibGDX, geared toward 2D tile based games)
  • Level editing: Tiled
  • GFX: The GIMP
  • SFX/Music: Ableton Live, OpenMPT, Audacity, SFXR, Yamaha DGX640C

Good luck to all!

LD35

Jammin’

I’ll be entering the Jam for the first time; I have purely done the compo up until now. Normally I work with Java and my own framework (github.com/berkano/katsu); this time it will be Game Maker Studio (HTML5 export) and using some artwork / ideas / other content from my family!

Have fun!