CMaster

LD23

Entry and Libraries Notice

So yeah, I’m planning to enter LD23, although we’ll see how far I actually get.

Going to be using Unity with Boo, and possibly any useful libraries that I find along the way. Graphics will be a mixture of Blender and Paint.net Sound will either be me shouting down a microphone or sfxr.

I may or may not also use a little personal library I’ve written, for editing, saving and loading into game a 3D tileset based level. At some point it might be nice to make this a tool others can use, but right now it is undocumented, under-commented and almost completely free of sanitization, so you can break it very easily, so I suggest that nobody as much touches it. In keeping with the rules however, here is an unordered collection of Boo classes.

I’ve only got one Unity game under my belt so far, and tat was hardly stellar, so wish me luck!

Tags: compo, libraries, unity

Not Quite Made it This Year

So, even though there’s still a little more than two hours remaining, I’m giving up at this point. I’m too tired, and the game as it is at the moment is absolutely no fun to play. That’s something that could be fixed in two hours, however there’s also no sounds, incomplete graphics, and pretty much no environments to actually play in.

However, this is far from saying that it’s all been a waste of time. I’ve got a lot done, up until about lunchtime today, where it all ground to a crushing halt on a mess of inconsistent bugs and Blender screwing me over. What have I managed to acheive though? Well quite a few things that will hopefully be useful in the future:

There’s the over world map, showing the “tiny world” of a table inhabited my minature people, everyday objects (like the Thimble here, or the table knife that I was working on elsewhere) and a few everyday creatures like ants, that seem terrifying when you are half their size.
Overworld map

There’s the actual gameplay levels which (would) load when you reach the appropriate places on the overworld. These feature a variety of levers, pressure pads and so on that interact with locked and unlocked doors, moving walls and floors and drawbridges to create a dynamic environment suitable for puzzling in, or maybe even springing traps. (The player character is the one with the silly wide hat)
Gameplay

There’s a physics based combat system, where you and enemies fight it out with spears, bows etc.
Painfully bad combat

There’s a fully featured tile-based level editor, where you can drop in and remove tiles easily, and set up the links between the levers and the moving walls. As well as dropping in NPCs and so on.
Tile based level editor

 

So if there’s all that, then what isn’t there? Well:

  • Any actual levels. I just started on one before I gave up
  • Any gameplay that was actually worth experiencing. Combat was awful and largely untested, while puzzle design with just levers and pressure pads is likely to just be a trek
  • ANy objective – there was the rudiments of a “collect ALL the gold” system in, but that was about it.
  • Any sounds, or indeed any graphics that weren’t gawdawful.
  • Any links between the levels. Putting in the kind of persistence that having two different game levels (overworld and action world) worthwhile was a good step off, although the rudiments of the system were there.
  • The time and will left to actually churn out 3 or 4 levels and test them – I’d spent an hour of the four left, getting about 30% of the “Knife Edge” level done and tested, and testing was showing some real issues with player and NPC movement.
  • Anything to stop you breaking the game. Was quite possible to step off the edge into the void, or lure enemies into doing the same. Also, nothing would have prevented you form increasing score by just going into the same level, grabbing the nearest silver and leaving over and over again.
  • Any real idea as to what was going on. The most idea I’d had was to rip off Pratchett’s The Carpet People with The Table People. What the actual game was I didn’t know (I’d had a few ideas to do with nanobots building things as well, that I couldn’t figure out an actual game from.

What have I learned:

  • When you think your project is getting too big after a couple of hours. listen to yourself and scale it back, even swapping to another idea at this point is viable
  • If you’re going to use a tool like Blender, know more about it than just how to make very crude shapes, unless that is all you plan to do
  • Make sure your damn objects are always instanced before being referenced!
  • Blender will let you down and awful times.
  • If you didn’t really want a combat game, then don’t end up making one anyway – it will just be bad combat.

LD25

Announcement of In-ness

So I had a shot at LD #23 and didn’t get something I was happy with, abandoned it with 5 hours or so left.

Going to give it another shot with #25 though, with much the same notices as before

Going to be using Unity with Boo, and possibly any useful libraries that I find along the way. Graphics will be a mixture of Blender and Paint.net Sound will either be me shouting down a microphone or sfxr.

I may or may not also use a little personal library I’ve written, for editing, saving and loading into game a 3D tileset based level. At some point it might be nice to make this a tool others can use, but right now it is undocumented, under-commented and almost completely free of sanitization, so you can break it very easily, so I suggest that nobody as much touches it. In keeping with the rules however, here is an unordered collection of Boo classes.

Fortress Keeper submitted

So, went right to the wire, with the last half hour being spent solving web issues that prevented me from hosting the game – yay?

Anyway, it’s up now, will provide a more complete post later. Find what is available on my site here.

What’s missing from the game so far:

  • Any sound. At all
  • Any balance testing. Does gold come at the right speed? Are units sensible value? Is it easy to survive forever? No idea…
  • The contextual stuff I wanted. Actually taxing the villages etc, with the most you tax, the more pissed off people who up.

Still, second LD attempted,, first LD succeeded. Yay I guess!

LD26

In again

So, late announcement, but been planning this for a while.

Going to be using Unity, Boo, whatever other tools come to hand (so probably paint.net and Blender).

Also likely to be reusing code, both from this pile of stuff (roughly a tile based system for Unity) and from my previous entry.

Catch you all on the other side.

Progress and demo

So I started out making a 1st person escape the room type game, which was somewhat an ode to minimalist interior design.

Problem was that it didn’t inspire me at all, and I wasn’t getting on with making puzzles for it.

So late last night I switched to a different plan. There’s an overcomplicated structure, and you have to make it more minimalist.

You can find a (web) player demo of one level over on my site

LD29

Getting in with the “In”

So I’m in once again, on another Jam entry with comrade Tulse Luper.

 

Hoping to have a slightly more relaxed time this weekend than our last entry, but still rocking out an intersting game for the Jam entry.

Anticipated tools are Unity, Blender, and whatever else we have lieing around.

What do you find beneath the surface of a passerby when you stop to look?

 

beneathtehsurface

Team Baylinx Dev Post

The crowd has been enhanced with the +1 staff of randomness.

There’s also now some (crude) gameplay, but more on that later.