Ezzam

LD24

I’m in!

Kind of self-explanatory. I tried to take part in previous LD, but i seriously lacked experience. I hope that i’ll make a finished project this time 😛

Stuff i’m gonna use:

  • C#/XNA
  • Paint.net
  • sfxr

Comments

12. Aug 2012 · 14:41 UTC
If you want :)

Something

I just started working, and what i’ve got here is a player jumping around. Zombies are here as well, but they don’t feel like running around yet.

This game will basically be a shooter, in which you have to evolve yourself and your gun to fend off waves of zombies.

I’ll make some sprites when gameplay is nearly done. Placeholders are also good, everyone likes rectangles anyway 😉

A bit of progress

Obviously enough, it’s a rectangle shooting another rectangle.

So i’ve got most of the things working, like weapon spread, dumb AI for zombies and such. Now i have to do the most important part – upgrades for both gun and player. Oh, some sprites and a storyline would also fit.

Tags: screenshot

Derp.

ATM i’m doing a bit of “art”work. I think i’ll go with menu that has only 2 colors. Below is a mashup of what it’d probably look like.

Looks kinda smooth, doesn’t it?

 

Fend off waves of zombies with your evolving gun DELUXE – Postmortem

I guess it’s not too late for writing a postmortem of my game with seriously too long title.

What went right:

Finishing a game. It speaks for itself. It was a lot of fun, too!

Shooting mechanics. It’s an entirely complete, ray-based weapon system. Weapons shoot with random deviation (0.1° step), and there’s support for multiple bullets shot at once.

“Art” style. I guess calling this stuff “art” is an exaggeration, but i really like how it turned out. Two-color menus look really nice in my opinion.

What went wrong:

Idea. My game doesn’t really follow the theme closely, people left some ideas in the comments. Why i haven’t thought of them earlier? 😉

Sounds. Not really wrong, but there’s exactly one gunshot sound for all of weapons in game.

Laziness. I should’ve added more species of zombies. This would make the game really more diverse.

Lack of polish. People complained about too long delay between waves and crappy controls.

 

Check out my game here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11033

Tags: postmortem

Obligatory (and a bit late possibly) i’m in post

I’m in October Challenge as well! The game i started working on will be a dual-stick/bullet hell shooter for PC with a minimalistic graphical style – it’ll be composed only of squares.

I’ve got the basics working – there’s a player square that can fly around and shoot, and i’ve implemented a way to fluently change colors (this looks really nice, will be another key feature of graphics)

I want this game to be an arena shooter – in main menu you choose your weapons and such, pick a level and upon completion you get rewarded (new weapons and shit).

What i want to fit in this game:

» large variety of enemies

» quite a big amount of levels (so you don’t finish in 5 minutes or so)

» varying weapons

» bosses

 

Oh, and the name will be SquareShot.

LD26

Just another i’m in post

I’m (hopefully) going to take part in the next Ludum Dare, and it will be my second time participating.

Tools i’m gonna use:

code: C#/XNA

graphics: Paint.NET

sound: Sunvox

I woke up half an hour ago and I think I’ve got an idea for my game. Time to get to work, then.

Progress + idea

Well, that took me way too long, as I had to scrap some of my code. Movement now works like a charm, though.

Untitled

That’s a pretty long worm

Now, about the game: It’s going to be a shooter, in which the player controls a worm (or a snake, whatever). Every segment of the worm will have an equipment slot, which is going to hold weapons, armor and such. I first need to get all the core mechanics in place, then I’ll work on some graphics and sounds (and music, if I have the time).

Some more progress

Once again it took me a bit too long, but I finally got equipment mechanics working properly. As of now, weapons have several customizable parameters (bullet speed, rate of fire and deviation). Armor doesn’t do anything yet, because there are still no enemy bullets to block.

Untitled

pew pew

 

Almost done

Last night I struggled with getting the camera to work properly, but I still made some progress.

Untitled

some spare parts laying around

I managed to make the worm able to equip and unequip things, and I also made enemies that fly around and shoot at the player. There are only two more things I have to do, both regarding enemies – they will have to drop items on death, and spawn in random distance from player, depending on their strength. Game’s hud will be a minimalistic one – in fact you can see it on above screenshot – green squares over segments fade out as equipment is damaged.

Worm War postmortem

Hello and welcome to the postmortem for my second LD entry, Worm War.

I live where LD starts at very early morning, and as many others have pointed out, that’s not a fortunate time to begin. I was quite satisfied when I saw what the theme was, and I started thinking about the concept of my game. I thought about existing games which can be definitely called minimal. Then I came up with snake, which was the main inspiration for Worm War.

I thought that addition of guns would spice up the gameplay and make the game a bit more original. Allowing the player to customize their snake with different guns and armor was the idea that almost immediately came to my mind.

At first, I wanted my game to mimic classic snake as closely as possible – it would essentially be snake with guns. Shortly after I realized that it could be too slow-paced to be fun to play. I recalled a snake spin-off I played on my phone, where player wasn’t restricted to making 90º turns and thought that it would make a better base for a shooter.

What went right:

  • Concept. Some people have praised it in comments, and I’m satisfied with it as well.
  • Tools. I picked tools I’m familiar with, though I really need to learn how to make better music.
  • Following a plan. I aimed low, and I managed to include everything I planned at the beginning.
  • Programming. At this point, I can easily expand the list of equipment available or change properties of spawned enemies.

What went wrong:

  • Programming. The method I use to spawn enemies could be improved, as could be the AI (all or nearly all enemies seem to follow the same movement pattern now).
  • Graphics. That’s the thing which didn’t improve from my last LD.
  • Polish. In particular, the lack of background. People really complained about it.

Thanks for reading!