miotatsu

LD26

Blind – Day 2 begins with a good start!

Blind Screenshot

Obligatory screen-shot ^ (lol)

the Game state is implemented and everything seems to work great.

It was a lot of fun implementing the game state, I had a bug because I messed up my coordinate system (accidentally flipped x and y) and so I got a taste of what it will be like for the players as I fumbled around blindly in the map trying to figure out where on earth I was (I thought my player was spawning somewhere he shouldn’t, but couldn’t figure out why or where.)

after sorting that bug out everything is working as expected, it seems to be a lot of fun to play and I think it will be a bit challenging to beat it, I hope I can be the first! (considering I made the map :P)

Another thing I added is hjkl movement in addition to the arrow keys!

The only thing left is to record a sound that I forgot that I would need yesterday and add it to the game. For now I will take a break, but once I’ve got that sound in I will release it!

For those that missed the last post, here is the games README to give you a clue of what this is about:

Blind is a game of exploration that embraces the theme of minimalism through avoiding the use of visuals and music. The player embarks on a quest for treasure in a treacherous maze of turns and traps with nothing but sound to guide them. Use the Enter key to begin the game or go back to the title after losing (or winning!) Use the arrows to move your player (you can also use hjkl.) If you are confused with what is happening, try turning your sound up! For instructions on building the game, see the BUILD file.

 

Blind – Windows build!

Blind Title Screen

Thanks to my friend Ace, Blind now has a windows build which you can download here: http://www.mionet2.com/downloads/blind.zip

Enjoy! :)

Comments

28. Apr 2013 · 17:50 UTC
You probably want to edit your entry and add the link – most people won’t bother to look through all your blog posts hoping to find a port. The rules allow porting and help with porting, even after the deadline, so don’t worry about it disqualifying you.

LD30

I’m in!

I’m in for my 2nd time.
I’ll be using:

I’ll also do a timelapse.

Comments

23. Aug 2014 · 00:42 UTC
High five from an Emacs user!

Day 1 Report

My game is called “Connected,” and it’s interactive fiction!
title

I started out thinking of ideas for the theme. I spent roughly 2 hours on the idea.
The night wasn’t very productive for me. After I came up with the idea I figured I’d need a system for displaying text, so I drew a font and implemented text rendering. Once I had that working I changed my mind and decided that the game should be simpler.
My final decision was to narrate the story verbally, and display relevent artwork on screen. When a scene is finished, an arrow will appear in the lower right, and clicking the screen advances the scene.
No decision making/multiple paths, just a little story in game form.

After sleeping all morning I started working on the story.
I now have the story finished. It is two chapters, each chapter being seperate, but they are connected!

I also have a couple character sketches.
DSCN0364

There isn’t much work for coding this game, so I’m not worried about that, but getting the art done in the remaining time is going to be the real challenge.
At minimum I’ll have rough paper sketches. All of my extra time (if I have any) is definitely going to be going into polishing.

LD31

I’m in

I’ll be using:

  • Vim
  • Gimp
  • Bfxr
  • Audacity
  • D, DMD, Dub
  • SFML (DSFML bindings)

I’ll be starting with the following base code: Game loop

Fonts I will be using

Made an “I’m in” post a while ago, but here is a last minute update. I’ve decided on the fonts I will be using:

  • Ubuntu-R
  • Wargames
  • DejaVu Sans (need that unicode ;O)

To the best of my knowledge, all of these fonts are free to distribute :)

Day 1 Progress Report

[Prior to LD31]
I payed attention to the voting results from rounds 1-4 and tried to predict the theme. My prediction was unicode snowman, and if not that, artificial life. Before snowman results, it was looking like artificial life for sure, so I started brainstorming on that. The idea I came up with was a robot that escapes from a scientists lab, the robot runs out into the wintery world and jumps into a snowman to hide. The game then jumps ahead in time to a boss battle between you (robot inside snowman) vs the scientist. After I saw how well snowman scored, I started thinking about taking that idea and making snowman the primary theme. From that I settled on the idea of a fighting game sort of like SSB. Instead of damage making hits push you farther, I decided to make damage reduce friction, and have the battlefield be ice. I wanted to make controls reasonable to be playable on a single keyboard because I don’t have a joypad/controller to test with, so I ended up with the following control scheme:
up: jump
left/right: run forward/back, double tap to dash
down: guard on ground or smash in air
Damage is done via collision rather than having buttons to attack with.
The only character would be snowman, and when he dies little kids would come with balls of snow and rebuild him quickly for the respawn animation.
Keep in mind, this is just my brainstorming before the theme was announced.
In the final voting round, I voted for artificial life, unicode snowman, and everything on one screen, because my idea would work for each of those themes.

[LD31 begins]
To my surprise, everything on one screen won out, but my idea still fit, so I got right to work.
I started out trying pomodoro technique for time management. I began by creating a list of tasks that would need to be done for the game, keeping in mind how many sets of pomodori I had for a day. Next I ranked each item on the list. From my previous attempts at ludum dare, I have learned to go into it expecting to cut features, so prioritizing what to implement when is crucial.

[Physics hell]
Late at night my code base began to grow complex enough to have physics bugs crop up, and I realized how hard writing the physics code for this actually is. I’m not using a physics engine like Box2D or Chipmunk, and I have never made a game like this before.
During this time I realized that hard debugging is best done without the pomodoro technique.
I think it is better to slow it down a gear and avoid letting frequent breaks interrupt your flow, although the pomodoro technique was definitely a huge win in the beginning when it helped me organize & plan, keep track of my progress, and take care of my health with frequent breaks.
The vast majority of my development has been spent fighting with my physics code. In honour of this great battle, I have decided to name my game…

So guys, physics is KINDA HARD

game

So far I have managed to implement forward and back dashing, jumping, collision damage, deaths, respawning, players face each other, life display + damage display, a bit of quick artwork, and a couple sound effects from bfxr. I’m currently trying to get the bugs ironed out of forward running. I don’t expect to have time to polish much, but my goal for this ludum dare is to try get all the core gameplay features implemented before the deadline :)

Comments

07. Dec 2014 · 00:24 UTC
Physics is almost always tricky. You have to fight with strange behaviours and not accurate collision detection. Sometimes custom (own) arcade physics is better choice. With polygon colision detection (SAT) I we have to remember not to create too sharp and narrow shapes. Good luck anyway.

LD33

I’m in.

D lang
sfml2
vim
gimp
audacity
bfxr

streaming on twitch

Comments

ottohak
21. Aug 2015 · 09:56 UTC
D sounds interessting.