Space Wumpus

Ludum Dare 45

Another first timer - Godot made me do it!

This will be my first LD. I've been meaning to have a go at this for years, but never quite got around to it before.

Recently I started playing with the Godot engine, and so far have found it pretty quick to learn and easy to use. This gave me the push I needed to decide to enter this time.

Whether I'll finish anything, who knows? But I'm certainly going to try!

My family know that I will be busy all weekend, and I've been tinkering with Godot trying to de-risk as much as I can so that I can hopefully spend most of the time doing productive stuff rather than trying to figure out how things are supposed to work!

Looking forward to the start...

No ideas yet. Time to sleep.

Relying on my subconscious coming up with something AMAZING whilst I sleep. See you all tomorrow, when I'll start writing ... something.

Half an idea, but started at last. Found good 32x32 Dungeon tileset

Greetings from the UK! Slept on the theme, but didn't come up with anything super thematic. Have got an idea though which loosely fits the theme in that you have limited visibility (you see 'nothing' of the level), and you have 'nothing' as a useable item. Anyway, two hours and one coffee in, and have done very little other than writing ideas and spending too much time looking for tilesets.

Think I'm going to make use of these - 6000 32x32 dungeon themed tiles: https://opengameart.org/content/dungeon-crawl-32x32-tiles https://opengameart.org/content/dungeon-crawl-32x32-tiles-supplemental

Yay, first screenshot!

Nothing much yet, but hey, IT HAS BEGUN!

Coffee number two, and then time for some Human League.

shot00.png

Mad Physics

So, my first attempt to move monsters around using physics is a little wonky. Here is a monster walking towards the player. Sort of.

Next up: - Fix the wonky physics. - Coffee number 4 (or is it 5?). Maybe the last one for today. Maybe. - Mike Oldfield - Ommadawn

madMonsterAnim.png

Less bad monster movement

Ok, so after FAR TOO MUCH TIME fiddling with Physics, the monster movement is now less bad. They at least now no longer oscillate themselves off to infinity. Not that happy with it, but it'll have to do for now as I have a zillion other things to do if I'm going to get all the mechanics in there today. Still cautiously optimistic, though I've had too many things taking far too long so far.

Next up: - Lighting (not just visuals, but a vital part of the (intended) gameplay) - Simple Minds (Best of) - Find something to drink that isn't coffee and isn't alcohol (yet).

betterMonsters.png

X-Files style torch waving around-ness. With adjustable beam width/reach!

So after hours of frustration with trying to get lighting to behave the way I want, I spent a bit of time on dynamic torches. This went much better.

Next: - A glass of wine - Simple Minds (was going to listen to them hours ago, but didn't quite happen) - Monsters reacting to light. - Maybe bedtime?

screenCaptureTorches.png

Monsters fleeing from the light. A bit.

Monster movement is still totally weird, but this is starting to come together at last, and become slightly game like. The monsters are keen to be close to you, but they fear the light.

And now I am very definitely going to bed. Still a ton to do tomorrow, but I'm reasonably happy with where I've got to.

screenCaptureFleeing.png

Pickups

Not part of the original concept, but now there are pickups. I really need to stop adding mechanics soon...

shot02_pickups.png

Still a lot to do...

No real levels yet, no win or lose conditions, lighting not working how I want (and this is key to gameplay), monster movement still wonky, and no sounds.

On the plus side, I am pretty happy with what I have managed to get done so far. Due to work and other commitments, I'm going to have very little time to do anything other than submit tomorrow.

14 hours yesterday. 7 so far today. I'm maybe 75% done, so probably doable, but I guess it is going to be a late evening tonight.

Time for more coffee, and music from BabyBird.

shot03.png

Not too shabby

So, after another 9 hours: - Level changing works - Can now win/lose (die/progress). - A couple of 'real' levels (though pretty minimal, sadly). - Lighting behaving better - though still not correct. - A gui of sorts.

Really wanted to get some more (substantial) levels done, and wanted to get sound in there as well, but I'm pretty much out of time now.

Tomorrow will be busy at work :-(, and I have evening commitments, so I probably won't be able to do much more than package and upload.

Anyway, it is game-like, and I'm pretty pleased with what I've managed. 2:40 AM now, and after 17 hours today, I'm stopping.

shot04.png

shot05.png

Done!

https://spacewumpus.itch.io/shadowy-monster-land

Finally - done!

https://spacewumpus.itch.io/shadowy-monster-land

And now I need to rush off...

Shadowy Monster Land in danger!

Please help me get off the danger page by rating my game - the monsters thank you!

As a mini incentive - once I am off the danger page, I'll post a timelapse video of development!

https://ldjam.com/events/ludum-dare/45/shadowy-monster-land

(HTML5, or Windows download)

shot00.png

'Shadowy Monster Land' development time-lapse

I used Chronolapse to time-lapse record the development of my game 'Shadowy Monster Land' (https://ldjam.com/events/ludum-dare/45/shadowy-monster-land - Please rate!).

Here (https://gofile.io/?c=RNPotJ) is the resulting video - 2.5 days of development squashed into 4 minutes! One screenshot every 30 seconds, then a couple of long periods where nothing happened deleted.

And here (because why not - let's call it art) is the average of all frames: Average.png