fizz

LD32

I’m in!

This is pretty much my first LD. I attempted a Ludum Dare 30 (connected worlds) but never finished the game on time. I also submitted for MiniLD #58, but that was different. This time, I’ll be using:

Language: C#

Engine: I’m hoping to finish up my neon engine by the weekend, but otherwise I’ll use Unity

Editor: Visual Studio 2013 (if I finish neon), otherwise Mono for Unity

Hosted: GitHub (matthewd673)

Art: Paint.NET, maybe Blender

Sound: Audacity

 

LD32 progress update 1

W-O-M-I progress

Progress is going good on my first L.D game. Yes, its supposed to be that dark, and yes, that is a gun of sorts. I’m using Unity 5 for the first time in ages (I went through an Unreal Engine phase) so I’m still getting used to things.

Update 2: I can shoot light!

Well, when I hit Fire 1 a point light and particle effect appears at my feet. So maybe it isn’t REALLY shooting light – but its getting there!

W-O-M-I progress 2

Cool designs on the gun

W-O-M-I observation 1

 

When the gun is shown in bright enough light some cool designs show up on around the edge. This is all it takes to get me excited.

Update 3: Bullets took me way to long

Well the light bullet system took me way to long to figure out but I remain optimistic! Going to stop for lunch now:

The bullet system. Bullets are destroyed after being alive for 10 seconds.

The bullet system. Bullets are destroyed after being alive for 10 seconds.

Comments

Shades
18. Apr 2015 · 16:31 UTC
I feel your pain. A small basic tileset ate most of my session before breaktime. D:

Update 4: Pretty Pretty Projectiles

After lunch and a walk I touched up my bullet system to fire a combination of particle effect and point light out of the gun. The game is taking shape!

 

I should mention that each bullet comes with quite a few white dots floating around it, so each dot you see is not a bullet

I should mention that each bullet comes with quite a few white dots floating around it, so each dot you see is not a bullet

Update 5: Alters are working

Alters glow brighter and longer than the bullets alone and lighting them will be a core mechanic of the game. They are done (minus art, like everything else)!

W-O-M-I progress 5

Fun Pixel Art Tip (for Paint.NET)

flame1I’ve found that if you go under Effects | Noise | Add Noise and turn the first two bars down a lot you can add some interesting variation to your pixel art. Not very retro feeling but still pretty cool, just wanted to share my findings!

 

 

Update 6: PRETTY PICTURES!

Take a gander at those bea-yoo-tiful textures! There are also columns, not pictured here.

W-O-M-I progress 6

Update 7: Basic stuff

After dinner I’ve finished the whole setting enemies on fire thing but the enemies don’t move yet, oh well. At any rate, I did get alters to look better – you now light the top of it rather than the whole thing, probably safer. W-O-M-I progress 7

Enemy concept (update 7.5)

Considering a design like this for my enemies. I want them to be kind of forlorn and dejected looking. That happy face looking thing will be a protruding nose – he isn’t smiling. On an unrelated note my working name for this game has been Weapons of Mass Illumination, but I’m not too happy with it. Any thoughts?

*sigh*

*sigh*

Progress Update 8: ONLY ONE LEVEL!

Welp, the compo ends in 6 hours and I have one level done. However – almost everything else is done :) Anyway, while I enter panic mode you can have this screenshot from level 1. Level 1 only has alters in an attempt to ease the player into the experience. I’m also streaming at www.twitch.tv/fizz55 so check that out too. OMIGOSH I FORGOT TO TEXTURE THE ENEMY GOTTAGOBYE!

W-O-M-I progress 8

Update 9: 5 levels and 2.5 hours

My stress is only around 3/10, surprisingly. I may not have many levels to show in the end but I think that the gameplay will be fun. I changed the name of my project from Weapons of Mass Illumination to Temple of Light – in keeping with the setting. I gotta get back to work, but here – have a screenshot! NOTE: I’m still streaming!! You can watch me finish up at http://www.twitch.tv/fizz55

W-O-M-I progress 9

Update 10

No time to talk – gotta work. Yes, I am still streaming (it ends around 8:00pm ET to give me time to upload). Jump in http://twitch.tv/fizz55 to watch. Good luck to those still working!

COMPLETION!

Good luck to jammers – personally I’m just waiting for the uploads to finish. Good night!!

Reflections (and good luck to all jammers)

After completing my first Ludum Dare I figured I should take a moment to share my experience and promote my entry of course 😉 Overall I found myself pretty relaxed for the whole thing. I took a few breaks/walks on Saturday and didn’t actually start work until 12:30pm on Sunday. However, I ran into problems with building the final game. I spent submission hour fighting with Unity 5’s HTML5 feature before just building for Windows and posting that. However, I didn’t post the _data folder and had to rebuild/re-post today (around 3:00pm, actually). And I still haven’t finished committing the changes to GitHub (it already froze my computer twice). But all in all this has been a wonderful experience and I look forward to LD33. My entry is called Temple of Light so I encourage Windows users to play that. Additionally, I’ll be playing some entries on stream at http://twitch.tv/fizz55 so check that out too.

I’m playing your submissions live!

You can watch me play your submissions live on http://www.twitch.tv/fizz55 Request your game in the comments and I’ll play it!

Comments

Soa
20. Apr 2015 · 23:08 UTC
It is not up yet but we will be putting up a game called Hard wired, it will be by Sonderworks you should check it out.
Sundr0
20. Apr 2015 · 23:14 UTC
Hey ! If you wanna give a try to LazCat !
roiier
20. Apr 2015 · 23:17 UTC
Hi, could you play our this game?
20. Apr 2015 · 23:37 UTC
If you wouldn’t mind playing my game Off to the Races I’d appreciate any feedback. It’s mainly designed as a locally multiplayer game, and is best played that way, but it also has a single player component to give you an idea of how the game plays.

Simple Dungeon Generator (part 1)

For my MiniLD entry, I’ve been working on a simple dungeon generator. Taking a look at the screenshot, you’ll notice the grid. There’s nothing random about that grid, but since the game takes place in a sewer (usually something that is plotted out carefully), it was a nice way to make sure 99.9% of the rooms connect without extra work. The rooms are generated by a simple algorithm found on my GitHub account. Why the random rooms in an orderly sewer? Mysterious bugs have chewed through some of the piping to create nests for their young. I still have a few tweaks to make but everything should be rendering with the correct sprite sheet by the end of the day.

 

Sample screenshot

Comments

Sogomn
17. Jul 2015 · 23:35 UTC
You’re creating a new Random-object every loop! That’s totally inefficient!