Mirroar

LD28

On the second day of Ludum Dare, my programming gave to me…

… only One achievement screeeeeen~!

progress4 - achievements

And here I thought I’ve seen it all…

Anyway, after a good amount of sleep and breakfast I was able to code in a menu, more persistent data and this highscore screen!

I’m thinking of changing the gameplay so that there is multiple levels of increasing difficulty instead of one big map that gets more difficult the further you move down. That should add a better sense of progression and more of a goal to work towards, but it might also “force” me to add more of a story and a final goal to work towards, other than a highscore.

I’ll probably continue polishing for now and decide within the next few hours so I have enough time to implement these changes if I’m really going fot it.

Winning the game! Final stretch!

For those that did not follow the previous posts, I’m making a digging game  where you’re trying to get to various treasures, but only until only your pickaxe breaks.

I recently decided to change the gameplay from using one giant map to progressing through increasingly difficult levels. This added a much better feeling of progression and needed depth (pun intended) and helped make the game much more fun, in my opinion. But it also led to me having to add some kind of storyline and actual goal to the game. Which is now finally implemented!

progress5 - winning

I imagined it would be bigger…

Looking forward to a few more hours of polishing and balancing, and good luck to anyone else who is still in this with me! We can do this!

LD35

I’m in for LD35

After having had a week off, I’ll be joining this LD, yay! Once again I’ll be making Windows, Linux and maybe Mac builds using Löve, working off my usual base code, which I’m in the process of upgrading a bit for this LD again.

Other tools will probably include BFXR for sound and Pyxel Edit for some pixel art, where needed. Should I have time for music, I’ll find something when it’s time.

Let’s have an awesome weekend, everybody!

Comments

Tanton-H2X
15. Apr 2016 · 01:21 UTC
your avater looks so nice~ 😀 i like it~

End of day one

Day one has been quite productive. Tomorrow will have some more polish and level design. Looking forward to what you all think about this little puzzler.

Here’s a preview of some of the levels:

004280-Ludum Dare 35

004278-Ludum Dare 35

004279-Ludum Dare 35

004281-Ludum Dare 35

If you want to try it ahead of time, get yourself Löve 0.10.1 and the source.

Comments

16. Apr 2016 · 23:12 UTC
I love the colour scheme!

LD 40

I'm in

The time has come again - I'm planning on joining Ludum Dare number 40 in order to create what will hopefully become my 5th Ludum Dare game. All my others are still on the old site, I guess it's been a while since LD #35.

Tools will be the usual suspects, unless I get a really weird idea for a game to make: - Sublime Text for anything textual - Pyxel Edit for "Art" - Bfxr for sound effects - Löve as my lövely engine - My LDLib base code I've written over the years - Caffeinated beverages - Plenty of sleep (I hope)

Have a great time, everybody! See you on the other side.

Basic mechanics

ld40-programmer-art.gif

I'm about half a day into this Ludum Dare, and I think I have the basic mechanics implemented. Shoot enemies, (automatically) collect the parts they drop. The more you collect, the more firepower you have, but movement gets a lot more sluggish as well.

The plan, as usua, is to add at least win and loss conditions by the end of the day, so that I have all of tomorrow for polish and balancing.

Please excuse the programmer art. :wink:

Day 1 progress

partake-day1.png

It still doesn't look like much, but at the end of day 1 I now have what you could call a game prototype. The main mechanics are implemented, and you can win or lose the game.

All that's left is making all of that a little more fun by improving the art, adding enemy variety and tweaking the controls and difficulty.

But now is a good time to step away from the computer for a few hours, get some well-earned rest in order to start day 2 with plenty of energy. I urge everybody to take care of themselves and take breaks as needed. Your game will not be better if you burn yourself out overnight and have no more energy tomorrow. :wink:

Looking better, feeling meh

partake-graphics.png

The game looks quite a bit better than yesterday after spending some time on polishing the graphics, spawning mechanics and so forth. However, a major thing I'm still lacking when playing the game is fun.

I think it's time for another little break, and for thinking about ways to keep the player motivated. Adding a score or combo meter seems like an easy way, but I'm not sure that'll be enough. :thinking: