Archive for April, 2009
breakfast
it isn’t breakfast time here but i’m just now getting around to uploading breakfast photos. ahhh kroger-brand cereal, so cheap and tasty

End of the first day
Well, it’s the end of the first day for me and I think I’ve done well so far as I have something that is actually playable (although you can’t win or lose yet and the Wall of Doom doesn’t advance). It’s a Breakout / Arkanoid clone where you get infinite balls but the bricks advanced down the screen. Tomorrow, it’s making levels and level win / lose conditions and then twiddles like menus, high score tables and better graphics.
Welcome to HELL
And here is how my workplace looks like. I’m actually at the office because my gf would kill me for coding whole night
. The monitor on the left isn’t actually taking part in the fun – it’s used only to run the Wii devkit, but I fired it up for more ePenis points

More Design Notes
I tried asking specific questions about what I would like the player to actually DO in the game. What’s the goal? How does he/she achieve success? What challenges does the player face, and what tools do I provide him/her to deal with them?
I had some baby carrots to tide me over until I’m ready to eat a meal again.
In this image, you can see that I’ve started sketching some GUI components.
When I start working on the game in earnest, I’m going to try to have the graphics ready before I write the code for them. And I need to remember not to worry about making them look fantastic. I waste too much time fiddling with each pixel.
In this image, you can see that Red and Blue just can’t seem to be peaceful in any game, and they are building walls to surround resources, claiming them. There will be a variety of resources, and those resources let you purchase more walls to build each turn and hire more soldiers.
Using 16×16 tiles means that there isn’t a lot of room for detail. Abstract is easier and faster for me, but it also provides the challenge of accurately conveying to the player what is happening. I’d like to get a game working as fast as possible. If the maps are too large, then I can try 32×32 tiles, which are much nicer for detail. But again, I’m not an artist, so I should focus on code and abstract art for now.
And I should get coding as soon as I can. The first day is almost over!
Still going strong.

Had some set backs… One of the kids stuck something in her ear, myself and wife spent hours trying to get the damn thing out.
Still not advancing walls, but I’m hoping they will be there tommorow sometime.
Workspace, and More Food!
Here’s where I’m working most of the weekend. I’d like to clean it up a bit, but there’s no time for that this weekend =). I’ve got an second monitor I could use with xinerama, but that make the timelapse impossible to follow, so I won’t be. On the left is my afternoon snack, tortilla shell things with sliced chicken and Emmental on top. There’s also a bunch of Sambal Oelek under the chicken, just to make it a little bit more interesting XD.
Effing PowerPoint

My Ludum Dare project is going to be done in Microsoft PowerPoint.
This’ll ever be really amazing, really terrible, or both.
Dinner Time
Mmm, dinner. No food pic though, sorry.
What I got done:
Music
Gameplay
Graphics
Theres still more to do, I just needa go find it.
Taking a break
Saturday, April 18th, 2009 2:02 pmGoing to rest a bit. I’m at a point where I could technically submit a finished game, though it would get a 0 for polish and maybe a 0.5 for fun. It’s still too hard; although I reduced the number of tiles, their height is doubled, so they go down the board just as quickly. At a certain point it becomes a question of how accurate you are with your mouse, which isn’t at all how I imagined it. Time to stop and think about how to make it more of a mental challenge than a dexterity challenge. Latest source here.
Blue likes it on top
Hot multiplayer cube on cube action like you’ve never seen before! Needs more assplosions and more players, but yeah, I’m getting there. I’m really loving my first Ludum Dare
)))

Day #1 Done
Going to bed now. But I have a pretty good start for an awesome fun game.
Have the character in, he moves pretty well and is quite fun to fly around. The theme is accounted for. I have him dying and he’s able to move to other levels. (With cool transitions.)
In addition I’ve managed to add one “enemy” (he is a helpless guy who runs around).
Tomorrow I hope to have more challenging stuff and eventually build some levels. If I’m lucky I’ll get sound in.



















