Archive for April, 2009
zombies + donuts = what?
So, this is my first LD and most certainly not my last! I’ll just make this a quick update as I’ve already posted a big chunk of exposition on my own dev blog http://dev.chadgodsey.com/
I’ve got most of the code and gameplay working. I figure I’ll spend tomorrow adding extra flair and sprucing stuff up. Or maybe just go outside…

I hereby dub thee: Spacewalls! [ FINAL ENTRY ]
At least, FINAL ENTRY round one.
EDIT: Round two — Fixed what was hopefully the only one or two misuses of the OpenGL API that worked on my machine but croaked on others’. Still no confirmation from a 3rd party that it runs, though.
After I get back from snowshoeing, I’ll try to get it running in VirtualBox. Also, if time allows, I’ll pull out my nice nebula pic with something photoshopped since it was a photo from the ‘net.
EDIT TWO: Uploaded direct to LD. Final entry, python source version, hosted on LD. Wait, never mind. “File type goes not meet security guidelines. Try another.” … I thought I was following the instructions; I’ll try again later.
EDIT THREE: The background, although not nearly as nice, is now one done from scratch.
EDIT FOUR: Post-deadline: Added two bug fixes that ought to make it work nicer on other computers than mine. (a) Some sloppy python code was restarting the game, and not properly re-initing the display, when you clicked “start game”. (b) I was using non-power-of-two opengl textures. (c) stripped out all the subversion crap, slimming the download considerably.
EDIT FIVE: A million thanks to allefant, who wrestled with pygame + pyopengl to create a windows executable that seems to work!
Python source version. Run src/game.py from the ld48 directory.
Windows executable. Run game.exe.
I’d appreciate anyone letting me know how (if) it works. This is my first time using pygame or python, so… at least I’ve got a full day (minus all my prior engagements) to fix anything.
EDIT: Oh yeah, move with arrows and left control to fire. Use the mouse to work the menu.
getting up again….slowly
that’s how it is: if you decide to code on the last day without sleep and get to bed early the day before, then it is no wonder if you feel like crap after getting up early if you normally don’t.
I still have to travel, since i’m visiting my parents
I need coffee. now
Deathbeam is deathy
Saturday, April 18th, 2009 8:45 pmActually it’s not, very… but it’s going to grow up, soon.
Making slow progress. Had to throw out my initial stab at a vertically oriented game and ended up going horizontal instead… I’m liking it a lot more this way. Got my moving beam and I can pick up and rescue people. I like the feeling of it so far, but I need to put more pressure on the player. Luckily Entar kicked my imagination and I have some ideas now.
So much to do before I sleep! I’m hoping to get the gameplay ironed out tonight, and focus on art + polish tomorrow.
Day One Complete
Well, I’ve almost ended my first day of near straight up programming, and am suprised by my results. I’ve auctaully almost gotten a complete game with semi-tolerable graphics and gameplay. I still got plenty more to do, namely fixing a few bugs and putting in the sound, but I am proud of what I’ve made so far. It isn’t nearly as good as some of the other games I’ve read you all are making, but I’m happy what I’ve made so far and look forward to playing everyone else’s creations!
Halfway point. Calling it a night.
Saturday, April 18th, 2009 7:19 pmGave the game out to two friends and let my son try it. Everyone seems to understand it, but as suspected it’s still lacking in the fun department. I’m going to introduce a new tile type that can be removed only by removing its neighbors, which should give some meaning to the currently meaningless wall layout. Latest source here.
halfway to go, and…
…no screenshots, because my game is a bit messed up at the moment. But it’s nearly winnable now! Or at least it will be when it’s no longer messed up. (It’s been losable for hours.)
Incidentally, doing this project has reminded me what a cool language ActionScript 3 is. Don’t want to declare your types? You don’t have to! But you still can if you need the speed, either way is cool. Of course there are things I could bitch about too, but I won’t. Feel the excitement wash over you as you look at this screenshot of my text editor.
Edit: I do actually have something to show now!
You have to use the little platforms to get over the wall and then shoot it in the butt.
Lets Call it a Night for now.
I’m tired now, developing the game with only three breaks in between. I’ll call it a night, and hope the Internet fixes itself overnight.
new LD, old problems :D
Well,…I decided to do soemthing like a simple platformer-game where you have to climp the wall of doom! But acutally I need much of time for the simplest tasks! I’m still tweaking the “physics”: running, jumping, falling! It’s a mess!
One Day in over now….and this is what I got! Not much,…but maybe afte some sleep there will more progress tomorrow
Half way through. Impressions
I’ve got most of the game play mechanics functional, yet untuned. There is a problem with my keyboard input locking up, but I haven’t investigated whether it’s my keyboard or my code. I’m using GLUT for input. The game is more or less playable, but I haven’t got any ‘score’ feedback for the player yet.
The graphics are still just blocks used for bounding box collisions. I’ll be loading some textures on to the boxes at some point. I’ll probably implement some minimal animation to spice things up. I haven’t switched in to artist mode yet.
Sound; haven’t gotten there yet. Still looking hopeful though.
Glacier: the game
You are the glacier. You move ever southward. Your job is to ensure the extinction of the mammoths, neantherthals, giant sloths, and other pesky ice age animals. That is the way of the glacier.
Those are temp mammoths. I’ve got the wall building working pretty well, but there’s still a ton of gameplay missing. For example, the mammoths don’t move. They just stand there. Which might be accurate mammoth behavior, but it’s not very interesting.
I’ve got a long ways to go on this one, but so far it’s coming together. Hopefully it will end up being fun, it’s not quite playable already, and that doesn’t leave a lot of time for tuning.
Let’s call it a night
Yes, that’s what I’ll do. Four in the morning is late enough (early enough? couldn’t even say). Here’s my last screenshot for the day:

Yes, that purple stuff is the wall of doom. What? Yes, I wish I was kidding too.
I’m a bit worried if I can make a finished anything out of this tomorrow. Still, good night everyone.














