runvs

LD28

First update

First screenshot of our unnamed game.

First screenshot of our unnamed game.

Thanks to our Jam template we’ve got a quite good start. We didn’t have to redefine everything from scratch and could just start implementing our concept.

The game will be some sort of rogue-like RPG game and YOU ONLY GET ONE DICE per action.

You only get one die — Screenshot WIP

Hi there,

our RPG is getting bigger and bigger!

While my teammate is working on the Items, I was creating some lakes and mountains and also a nicer sidebar for the minimalistic inventory.

Items will have pre- and suffixes which determine their modification of the player’s attributes. These attributes are used in combat and other role-play-elements.

The pre- and suffixes are loaded from a large pool and thus give us a great variety for items that the player can find.

For this evening (it is 18:00 in germany) we are going to attend a christmas party and won’t be doing much more work today.

WIP screenshot to show some new features, namely an enemy, some items in the sidebar and our health- and stamina-bar

WIP screenshot to show some new features, namely an enemy, some items in the sidebar and our health- and stamina-bar

You Only get one Die — Music

I spent the morning writing some nice music. This is still WIP, since there is no mixing and many repetitions, but the idea is quite settled:

http://bit.ly/1df1V8D

 

Greetings and keep all that amazing projects going!

SchrotBeton is finished

SchrotBeton

So, we (Laguna and me, Thunraz) are finished now as well.

Our game is called SchrotBeton (another random name provided by a common friend of ours, just like our last Ludum Dare entry). It’s a RPG game where you find your family slaughtered by a horde of goblins and you embark on your quest to seek revenge.

The connection to the theme “You only got one” is made through the internal mechanics. You only got one die. Every action in the game world is determined by a W6 die roll. For example the battle system relies fully on this technique.

There are many things we’re proud of in this game and one of it is our items system. The game is able to generate 1111 items (no we didn’t try to achieve this number :D) all in all. Each item base type (12 in general) might have a prefix, suffix or both for extraordinary (sometimes the worst) items. Those aren’t hardcoded BTW, you can open an XML file and change the modifiers yourself.

We started on saturday about 5-6 hours after the theme announcement made some quick concepts and started right away with our Jam Template solution which consists of the basic game loop and initialization stuff. The same day we went to a party to socialize a bit. Sunday and today we worked almost full time on the game (I had to leave today for some hours to get the remaining Christmas presents) . Here are some photos of Laguna’s blackboard during the development (sorry for German and bad quality):

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See the game here.

Thanks for reading and have fun. For the ones who like to live dangerously: keep on keeping on!

SchrotBeton — Timelapse

Hi there,

Here is the Timelapse Video for our Jam Entry SchrotBeton. Mostly Coding, since fix_moeller did most of the graphics  (but unfortunately no timelapse).

 

Greetings!

LD29

We are in!

Hi there!

This will be the third Ludum Dare (after 27 in August 2013 and 28 in Dec 2013) for @Thunraz and @Laguna_999. We are looking forward to make a nice game. As we are working in a team, we will be taking part in the Jam, but probably have to finish til Sunday evening in Europe since we have to work on monday.

 

Tools of the trade:

C# and SFML .NET are working out fine as a Backend. We also have a small project template and some helper functions prepared so we can start quickly.

For graphics aseprite and for SoundFX SFXR as well as Cubase 5.0 (forgot to update on my laptop) for the Background Music.

I will also be doing a Timelapse Video.

So See you next Weekend!

Path finding woes

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After fiddling with the path finding for about 3 hours (and it still doesn’t work as intended!) we’re finally ready to go on producing some content. :)

BGM and Status Update

After spending three hours yesterday with some weird pathfinding bug wich finally could not be fixed (but at least patched),  I wrote some music today:

BGM

As our game is an underground adventure based on the scofield Mine disaster,  i wanted to create an oppressive and sparse track.

@Thunraz is currently working on the tiles and I made good progress with the quests.

 

So keep stamina, submitting the game is really worth it. 😀

 

 

 

Scofield Mine Finished

Hi there,

Our Jam Project is hereby finished. It is a pixelart Adventure game. We entitled it “Escape Scofield Mine” because of the disaster.

screen3

 

You can get the windows (linux and mac also with wine or monomac) here: Entry

For us, it was a hell of a Ludum Dare with a great theme and some nice upcoming games from everybody. Keep it up and see you in the rating!

Best

 

 

Scofield Mine — Postmortem

Hi there,

We (@Laguna_999 and @Thunraz) took part in the LD29 and managed to finish Escaping Scofield Mine.

Now it is time for a postmortem.

 

What went bad:

  • Pathfinding: We started working on Saturday morning and completed the first stages of core gameplay mechanics. I used a C# Pathfinding library which worked fine in my testruns, but always broke in the second level for unknown reasons at random situations. I spent 3 hours debugging but couldn’t fix it. So we kind of patched that bug by only using one level (but only after having implemented portals between levels :(
  • We started out with a very simple tileset but decided to create some edge tiles via AutoTileGen Pro (which is a great tool and we are really happy we could get it in the Ludum Deals). Which kind of was a nice idea because it helped the look of the game, but was a real mess implementing it because we had to change a lot of lines of code and manually replacing all the tiles.
  • As we did a kind of adventure game i must say i am quite discontented with the puzzles i put in there. It is just simple “go there and there” and nothing sophisticated. But there was no time for some really cool logic puzzles.  Probably next time :)
  • I could imagine, that some more world-player interactions could have helped the game a lot. In the game you meet some miners and it would have been nice to seethem follow you out of the mine. We kind of started this with putting lights on after repairing the generator but did not continue it to the end.
  • Some of the Sound Effects are quite crappy and would need to be fixed.

What went right

  • We had a well established codebase and i am quite familiar with my helper classes since i use them regularly for my onegameamonth projects.
  • We had some clear labor division and everyone knew at any time what he should be doing. So this is great and i hope to continue this on further projects.
  • I am presonally really pleased with all the small details (flickering lights, smoke out of a chimney, to sum it up: the juice) in the game. I dont know if anybody noticed, but the player sprite changes when you pick up your helm and go down in the mine (he then gets a helm *so proud*).  These are the kind of details i really like on other games and i think we did a great job.

So “thank you” Ludum Dare for this great weekend!

LD30

We’re in!

We (@Thunraz and @Laguna_999) are in for our fourth Ludum Dare!

What we’ll be using:

We’re both looking forward for a great weekend!

Unexpected Support

This morning we woke up early, thought about the theme, went shopping and got ourselves a pizza breakfast. After that we settled our thoughts and started working.

Our idea is to lead a squad of three guys to explore new worlds on missions utilizing bridge technology to gather artifacts, raid ancient temples, defend your science guy(s) against hordes of enemies, creating outposts with mines on foreign planets and managing your expenses.

Around 11:00 (CEST) a friend came by (hi Marvin) and joined us for the fun of creating the game and introduced some great gameplay ideas.

Furthermore we investigated the new GUI system in Unity 4.6 and the poor pathfinding support for 2D games.

But our first level and the fight system are on a good way. 😀

Battlesystem animation

Hi there,

Here you can see our fight system in action (the placeholder graphics are soon to be replaced) 😀

battlesystem

Finished for the day

So what do we have by now?

We’ve got a working team selection GUI (the new Unity GUI framework does its job pretty well) and the fight system works reliably (as you can see in our previous post).

We’ve let the evening fade away gently by visiting a should-have-been birthday party, socializing a bit and getting some distance between us and our Ludum Dare project.

What’s still to come?

We are still using the placeholder sprites. We need some more levels and integrate the story. The fight system still has room for improvements.

Hopefully we can implement all of our ideas. Maybe we’ll let some more of them shine through in a following post. :)

 

Keep on keeping on. And don’t forget to have fun! 😀
It’s time to get some sleep…

Progress & Music

This night we got some more sleep and I (@Laguna_999) started with some basic background music for our game. Check it out here:

It will be some kind of sci-fi and not too fast-paced, since this fits our gameplay quite well. I used Cubase 5 and Addictive Drums (1) as well as the great T-Force alpha Synthesizer (great saturation and super easy to use). My favourite VST plugin is the Klanghelm SDRR (Hi Tony :) Keep up the great work!). Other than that I just use the default Cubase Plugins — mostly EQ and Compressor — for mixing since they are absolutely enough for this short time.

@Thunraz makes great progress with Unity’s new GUI for the team’s headquarter. You can now exercise your troops to improve their skills and make them better at science or shooting the bad guys.

Furthermore we created some more content, a basic tutorial and fixed a lot of bug.

Another Ludum Day ends…

…and we’re still doing well. We’ve added some more functionality and sounds (usfxr is a great tool!) and tomorrow is the day we’ll finally replace those placeholder graphics that served us so well the past 41 hours.

There’s still a lot to do like creating some more levels… but we’ll manage it. 😀

We wish you continued success for your entries, especially for the finish of the compo entries. :)