biag

LD22

I’m in! Late!

I guess I’m going to at least try to get something done, even though I’m starting late, have no concept and my weekend is crazy.

I’ll be using either Game Maker 8 or Python with Pygame/Pymunk/Rabbyt, depending on how my concept turns out.

LD27

I’m in

I’m in and excited for my first ever Ludum Dare!

 

Language: Javascript

Libraries/Framework: CraftyJS

Art: asesprite and probably Paint.NET

Music & Sound: sunvox and SFXR

First Steps

Alright, after a few hours of wrestling with Crafty’s built-in isometric engine (and reading up on some iso spriting tutorials), this is what I’ve got. Nothing much, but it’s a start!

1

 

That blue window is a mouse-driven tooltip, by the way, it’s not just hovering there for no reason.

v.02

Alright, got about 4 hours of work done last night before I committed, so committing again today after 4 hours seems appropriate. Here’s the current state of things:

https://rawgithub.com/biag/LD27/a5512142c3fba6c293746c2cc8084fcbd7bde0f5/index.html

The day/night cycle is in place, and you can initiate it by pressing the spacebar. The time will change every 10 seconds. You can only place buildings at night. We’re getting close to some kind of gameplay, people!

 

I resolved an issue with bounding boxes on the tiles, but a new issue has cropped up- placing buildings behind existing buildings will make some weird drawing errors. I’m going to go take a shower and hopefully an idea for fixing it will come to me with the sweet, sweet hygiene.

v.04

v.04 is done! There is now a tree tile you can harvest for wood by clicking, and a farm you can build to generate food.

http://rawgithub.com/biag/LD27/970e781078cd426a9215923ecab5e653164868d5/index.html

Next up: some kind of limit on how many tasks you can perform per day. Population!

 

Note: day/night currently cycles every second. This is for debug purposes, forgot to change it for the commit.

v.05

v.05 is up! There is now random terrain, a population resource, a house building, and a GAMEPLAY MECHANIC.

play v.05a here

The way it works currently: you start with 1 population. Each house built gives you 2 population. You can only perform as many tasks per day as you have population. This means that now the game has some kind of scaling!

 

Next up, I’m going for difficulty and a failure state in the form of food upkeep. The deadline is only six and a half hours away, so I’ve got to pick up the pace if I want something enjoyable before the end of the compo.

 

EDIT: Updated from v.05 to v.05a; tooltips now show on most important things, giving you quite a bit more information. It also now takes one population to harvest a farm.

v.06

So many improvements! Where to start? I’ll just copy-paste the changelog from Github. Play v.06 here!

-Population now requires 2 food upkeep per person per day
 -Added bush tile which can be harvested for 3 food
 -Added floating text information to some events
 -Added a game log for some events (currently just eating food)
 -Designations to build or harvest are now done by left-click only
 -Designations to build or harvest can be canceled by right-click
 -You now start with a house in the center of the map
 
 -EXPLOIT FIX: build menu no longer persists during the day if it was
 opened at night
 
 -KNOWN BUG: you can open the build menu during the day

v.07

Ooh, we’re getting so close to the end. *shudder* You can play the new version here, changelog below.

-Game now more intelligent of which tile you clicked on
 -Tiles keep track of their neighbors
 -You can now click on producing buildings to toggle production (useful
 when you would rather somebody build a structure than harvest a farm)
 -Added a Granary building, which provides +1 food per neighboring farm
 every 3 days
 -Added a win state: reach 100 population
 -BUGFIX: no more ghostly tooltips when a tile is altered underneath the
 mouse
 -BUGFIX: fixed "-1 people starved" messages

This is basically the gameplay state I think it’s going to get to; I’m going to spend the rest of the Dare doing sound and music to make it more interesting. I’m not totally happy with how far I got on the gameplay, but I’ll let playtesters be the judge of whether it’s fun or not. To Audacity!

A note on the goal: it may or may not be possible to actually build 100 houses, depending on how much of the map is trees & stones. I’m hoping to do one last patch with Mines and Forestry Camps to make those resources more sustainable, but I’d rather have an impossible win state than a soundless game.

LD28

Reporting in!

I’m in the compo for the second time! I’ll be using:

  • Unity 4.3 for development
  • Audacity, bfxr, and/or sunvox for music and sound effects [EDIT: may look into using the newly updated Chirp]
  • Inkscape and/or asesprite for PHOTOREALISTIC HD GRAFIX

it should be a much smoother process this time, since I’ve got one LD under my belt already.

LD30

I’m in

Probably going to enter the jam due to a non-negotiable commitment on Saturday night. This’ll be my second Dare, the first one being around this time last year. Excited! Here’s my toolset:

  • Engine: Unreal Engine 4, although it’s possible I’ll change my mind and use Phaser.js with a Node server
  • 2D Assets: Inkscape, Paint.NET, asesprite
  • Modeling/Animation: Blender
  • Audio: bfxr, Audacity, sunvox

It looks like the theme is going to be Connected Worlds, but I still have my fingers crossed for Wonderful Apocalypse.

LD33

Come on and slam, we’re entering the Jam

Entering the Jam this time around with my buddy flossoraptor. We’ll be using:

Language: Ruby

Libraries: Gosu + Chipmunk, maybe others as we need them

Music: Bosca Ceoil, GarageBand

Art: Photoshop, asesprite, pixen

Sound: bfxr probably

Comments

philomory
21. Aug 2015 · 05:19 UTC
Wow, someone else using Ruby and Gosu. Sweet, and good luck to you!

Man down

My partner quit– life intervened– but I’m still going to try to do something, even if it’s just a skeleton of a game. I’ll probably submit to the Jam, but maybe the compo if it works out that way. Switching to Unity for ease of deployment.

Progress!

After a few hours of work, I have a decent foundation for an RTS-type game. Check it out (click to play gif):

treez