edwardoka

LD17

I have a couple of ideas…

Both of which are pretty derivative, it must be said;

– Pirates Roguelike

– Tactical turn based variant of carrier command

As the former would be a client-side javascript game, and the latter as a proper web app, there’s a lot of divergence in the development process.

While I vacillate, have the sum total of my island-based efforts so far.betterisland

Comments

hdon
24. Apr 2010 · 11:40 UTC
beautiful concept art!

Progress

Here’s where I’ve gotten to so far with “Viking”. I’m actually really very surprised by the size of the map I’ve been able to shoehorn into this thing without it complaining too much.

I’ve used a 600×600 version of the heightmap on this post to populate the world data, there is also a JSON file that contains entity definitions and locations and another image map that maps cells to biomes, but those aren’t hooked into it yet, hence why there’s only the four types of tile at present. If I have enough time, the image maps and entity JSON will be fed in by a PHP script that will do the procedural generation.

Next stop, bed.

vikingscreenshotlevel1-height

Day 2’s todo list

I’ve got an awful lot to do, but I’m confident of having /something/ out the door before the deadline.

My todo list for today (in order of priority):

– Improve map paging

– Biome parser

– Entity definitions

– Implement efficient scrolling

– AI

– Interface (at the moment there isn’t one, beyond keyboard)

– Create own tileset (I’m using the stock Dwarf Fortress one just now)

– Resizeable canvas/curses UI

– Resource management (food, grog, plunder)

– Crew management

– Weather / Day-Night cycle

– Dynamic vector field for wind direction

– Lose condition

– Town/Battle mode (separate game mode from the main “high seas” game. more traditionally roguelike – may not make the cut, which would be a shame if ship-to-ship combat was just like trad roguelikes but with blue tiles)

– Procedurally generated content (maps, biomes, entities, markov chains for town and people names)

I’m probably out.

There is no chance in hell that I can make a game out of this in the next 3 hours. Shame, really.

I’ll still post whatever I’ve done at the deadline, but just don’t expect the “final” tag on that post.

Over-reaching…

As I predicted, I didn’t complete this game. Instead of trying to shoehorn some crappy mechanics into the engine with a couple of hours to go, I instead made some shiny assets which have absolutely no use whatsoever.

Anyway, true to my word, I’ve uploaded the fail version of it.

http://ed.onlinewar.org/viking-pre-test/www/

To scroll the display , use the numpad keys, but don’t go up or left at first (it can’t handle scrolling off the edge of the map)

Only tested in Firefox – requires HTML5 canvas element.

I’ll finish it!

LD22

Intent of declaration

I intend to declare my intention to declare my intention to intend my declaration to take part in this most esteemed competition.

Not partaken of any daring ludology in ages, and haven’t completed one since my 3-hour abomination in LD12:The Tower (yes, that long ago)

I’ll be looking to do something in either PHP or Node.js for the serverside logic and Javascript/Canvas for the clientside logic, depending upon theme and ideas.

LD26

I’m probably in…

Not done one of these in a while due to a lack of free time, energy, or inspiration with the chosen themes.

The top themes in the previous voting rounds are fertile ground for imagination, so I’m going to have a crack at it this time!

I’ll be using sfxr for sound effects (if I get that far), photoshop for graphics, and my own very basic HTML5/javascript/canvas boilerplate which can be found at http://github.com/edwardoka/html5gameboilerplate/

Good luck, everyone!