enerccio

LD23

3/4 of day one done

Lets see how much work in two people we got done.

Pyglet + Rabbyt game:

Gtk editor (rendering only):

All sprites/tiles are, of course, only temporary.

LD25

Are you bad enough dude to use lisp?

I have attempted two ludum dares so far, both failed. Now, I have decided to try going crazy an write the game in my most favorite programming language, common lisp.

I have decided to use ecl and SDL, combining those two into small library that I plan to use to make the game for this ludum dare. As per compo rules, here are the source for the library. It does not contain whole SDL only most useful features, so if you find anything useful to add, feel free to do it. One might ask, why yet another lisp SDL wrapper? Well, I just like to make my libraries, for the sole reason that I find working within my libraries fastest (because I know where is what and I can easily add more stuff to the library).

Anyways, here is a picture of the tech demo (included with sources):

Tech demo of my lisp wrapper library over SDL.

And the download for sources: http://dl.dropbox.com/u/1501162/eclSDL.tar.gz

If you have found any bugs, please comment under this article :).

PS: If you wanna try the tech demo, extract the library, fire up ecl and then input (load “init.lisp”). That will make you a shining new executable to run :)

After about an hour of programming and drawing with gimp, first results:

Maze generation complete.

Comments

15. Dec 2012 · 10:01 UTC
dungeon keeper like game?
15. Dec 2012 · 10:08 UTC
Yeah, but with different kind of gameplay mechanics, a little.

Another update

The project is going slowly but surely. Apart from profound testing, only things missing are

  1. Controls UI
  2. More enemies and units types
  3. Implement traps
  4. Losing condition
  5. Small Story
  6. Menus
  7. Music & Sound Effects

in the order of importance.

What things are implemented:

  • Enemy AI – enemy will search your dungeon until he find enough gold in treasuries then he will quickly double back from it
  • Monster AI – monsters will roam around randomly waiting for some foolish heroes to show up
  • Actual combat with stats and special cases (such as Ghost can’t be harmed by anyone but wizard and he will dead lock any other enemies in place for your stronger units to show up)
  • Dungeon generation (solvable, done by backtracking tunneling)
  • Generating chests (these are your lifeline. If you run out of gold, nobody will go to your dungeon and you will fail)

Here is the game in action: http://dl.dropbox.com/u/1501162/ld-4.ogv

 

 

Yet another update.

Time for yet another update on my game. Written some very neat ui stuff, although no buttons yet.

Added things since last update:

  • On hover status info, telling you what is on the tile.
  • If enemy/your unit is stacked with other units of the same type,  the count will be shown of how many units of that type are stacked there.
  • Mana/Gold information on the top of the screen.
  • Mana, so far, grows constantly by 10 points every second + number of active heroes on map * 3 – number of active monsters * 2 (however, if you kill a hero you get one time boost 35).

As always, here is a video of it in action: http://dl.dropbox.com/u/1501162/ld-8.ogv

24 hours summary

Well, I am pleasantry surprised how well the first 24 hours of ludum dare went. I managed to do few things and do them well:

  • Rendering complete
  • AI complete
  • Controls 50% done
  • Graphics about 25% done
  • Play testing 5% done
  • Windows compatibility ??%

Screenshot of th current state:

Result of the first 24 hours of the Ludum Dare

And for the fans of video action, here is the latest build of the game on video: http://dl.dropbox.com/u/1501162/ld-14.ogv

Now, I must catch some sleep and finish this beast tomorrow!

Done and Done

It’s 2:45 am, I have exam at 9:00 am and I am just finished with my ludum dare 25. In this post I would like to summarize what went well and what went wrong.

What went well:

  • Lisp – great language, easy to work with in emacs, fast testing
  • Ecl – great lisp compiler, compiles to c and then directly to the machine code
  • Theme – fun to work with

What went wrong:

  • Windows – I spent 5 hours getting mingw running, compiling ecl and my game under it
  • No sounds / music – I can’t make anything decent, especially at such short notice

All in all, it was awesome fun. I hope you will enjoy my little game of strategy and evil.

Dungeon Inc.

In this game, you play recently graduated devil who has been entrusted with controlling a dungeon. Beware, heroes will come and ransack it, so guard it with monsters well.

This is how it looks.

Download link: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=5123

I am glad I managed to finish it in time. Phew. Feels good.

Comments

doos
22. Dec 2012 · 13:27 UTC
OMG, you did all that in lisp? You deserve a medal!
22. Dec 2012 · 14:05 UTC
Thanks! Contrary to what everyone would think, lisp is great language for programming. Rapid prototyping and testing new features without even closing the game was something that was ideal for making a game.
eggy
25. Dec 2012 · 12:47 UTC
WOW!
eggy
26. Dec 2012 · 02:34 UTC
Nevermind, I just downloaded your source and I am currently looking at how you did it. Just one other question, why ECL over picolisp or even minipicolisp? They are much smaller, although not full CL compliant Lisps. Great work!
14. Jan 2013 · 00:20 UTC
Well, I mainly sticked with ecl because I wanted to use it inside another c++ project. Since then on, I kinda stuck with it. It has great ansi compliance, but also includes very good additional stuff, like gray streams (clos streams). It was also nifty easy to set up with emacs.