Killerbug

LD24

NGHHHHH

WE ARE IN.

Me and  Stabat that is.

Depending on the theme and idea, I’m going to use Unity or XNA.

Art might be streamed as well!

This is our first LD, so things might not go as planned (most probably will) Anyway, best of luck to you all!

Update

Hey all. Slow but steady, we are getting our initial game framework in place. Here is the current progress on the planet:

that is all. :)

First day report

We are more or less packing up for today. So far we have Idea, basic movement and camera figured out. It might turn out too ambitious for ludum dare, so we might trim the content tomorrow. Here’s some pictures!
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the_hero_meditacija08 Capture

These include a mockup, some main character sprites, tree and a screenshot of the game WIP

Morning Ludum dare!

Just before I go and get my breakfast, I managed to do some background and time system work on my game. Next stop- AI and interaction trees.
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First one is normal time flow, and second is 100x faster. Player will be able to trigger the fast timeflow by meditating. Not only will the planet evolve, but the comet (which marks the game’s end) will come flying faster. The space background is only missing that, so It’s a relief I can forget about it for now :> I will talk about lifeform evolution branches and how they affect each other (and the end game, though we have yet to decide that!) on the next update! I might also expand the planet a bit, depending on the amount of life we’re going to put on

Morning again

Hey. I’m currently pushing through the last bits of gameplay code. We only decided and finished (this time for real) the npc interaction last night, so due to lack of time we had to cut some features and simplify that part of the game. Nevertheless, we can see our final milestone, and it’s just a matter a quality of assets that might hold us back! Also, the game system that we developed was rushed a bit and we noticed that some parts of the games are never reachable. This involves some serious graphing to solve that, AND redesigning npc interactions. That’s beyond the time scope we had, so we adapted the game endings to the interactions that were not looping and dependant on eachother.

OK. So stuff above might not make sense before I introduce the npc system itself. Basically, there will be a planet which will have 3 types living beings (the Protector, the Dreamer, the Father) and fourth being the planet itself (the mother)


(Your average dreamer)

Each of the beings will be able to have a state of affinity, they will have different characteristics depeiding if they’re in the negative, neutral or positive state). For example the dreamer will be a slug in his negative state, a sheep in neutral state, and a fluffy cloud in the positive state. Each of these represent the essence of the creature. A cloud is something pure and elevated, with little connection to the real world, while the slug is bound to ground, slow and parasitic due to the corrputed nature. Each being and state (almost) will have a positive and negative actions, dedicated to another being/state. The negative actions will either kill the creature (with the exception of planet), or evolve into a negative state (this chance will depend on global being affinity). A positive action will have a chance to invoke evolution to the positive state. Both of these actions will also affect the global affinity for the targeted creature (which affects the chance). Lastly, there will be several combinations of creature interactions, which will trigger different endings for the game. Oh and also, the player will be able to punish a being, removing it from the planet (without any affinity change). This is how the evolution will be controlled.

Oh. by the way we are in a desperate need for sounds! any suggestions?