steamgirl

LD23

“Hello tiny world” says tiny robot after 30 minutes

Hope I’m doing this right… >_<

So, I got up this morning and following McFunkypants advice, I looked up the theme (Evolution loses the battle again) and had a shower. Then I spent some time thinking about it in bed. Then I had breakfast (food = fuel). I’ve settled on this idea: you are a lonely robot whose mission is to turn his tiny world green.

Started at 10 o’clock (UK time), so I’m half an hour in. Here’s my screenshot. ^_^ Not much to see yet!

The first screenshot taken for Steamgirl's Tiny World

-Steamgirl

Tiny square planet, 6.5 hours in

So I’m 6.5 hours into development. Decided to ditch the round planet in favour of a square one. It was honestly taking too long for me to figure out how to walk on a circular path… something with tan and sin and cos and all that. But who said a planet couldn’t be diamond shaped? Anything’s possible – especially if it’s easier!

I’m nearly finished with my basic mechanics, planting seeds and watering the plants. Just the weather tower left… Still I feel like I need to add a little little something to make it that little bit more fun. :)

I can’t wait to get going with real artwork… will be so much fun!

Green planet, blue sky, and 14 hours in

Happy with how the game is progressing, though I haven’t found the “fun” yet, I decided to work on polish today and try to get the game assets finished. Hopefully I’ll get time to tweak it later. I just need the game to detect the “win” scenario, and all the basic features are there!

After that, time to work on the robot sprite and animation I think!

LD25

Heroes No Touchy – Concept

Thinking about villains, I cannot help but think about the classic super-villain. They always come up with elaborate plans to capture or destroy the hero. Like a bond-style villain, your aim is to delay and ultimately defeat the enemy. But not in a simple “shoot the guy dead” sort of way. In the “maze of deadly challenges” sort of way. With sharks. And laser beams.

I have some serious concerns about how much time I actually have to do this. But I’m definitely going for it! The plan is true McFunky style. Finish rough today. And then polish tomorrow. Or at least I hope so!

No Heroes Allowed – 6hrs

Right-o! Six hours in and the game slowly beginning to take shape. There is hope yet for Heroes No Touchy/No Heroes Allowed (working titles). Most of the basic features are in.

I started off with the concept below. You are a bond-style villain with a lair. The hero tries to reach your throne room, but you put evil traps in their way! The more heroes you defeat, the higher your villainy score. The higher your villainy score, the stronger the heroes you will face. Meanwhile, your evil minions (bankers) are out there collecting gold so you can afford better traps.

Three and a bit hours in I had a rough GUI finished. But it was still non-interactive. You couldn’t select anything or click anywhere yet. Well, except exit. You can always exit.

Six and a bit hours in I have an interactive menu system which allows you to purchase traps for your rooms. (For example, Room 2 has a poison trap.) I scrapped the minions for now because I’m worried about the amount of work there is to do.

I’m finally moving on from basic GUI and starting work on the more game-y features such as heroes, doors, and most importantly… death traps! No fancy graphics yet… leaving that for polish tomorrow.

That’s it for now… time to get back to it!

LD28

One Breath

onebreathI think that aptly describes the direction I’m going in. :)

Seashell Upgrades – 18 hours

Tadaaa! A pretty (but not yet functioning) upgrade screen. :)

onebreath5

Eeek! Only 7 hours left, I better hurry!

LD29

Hacking away at security layers

steamgirl_idle_hacker_01

Due to time constraints I’m trying to make the simplest possible game. I’m aiming to make an idle/cookie-clicker game where you hack away at various layers of security. Not fleshed it out yet – trying out the organic/emergent approach this time rather than pre-planned.