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Archive for April, 2009

Truckin’ along slowly.

Posted by
Saturday, April 18th, 2009 1:49 pm

Here’s my food collage:

Food is good for you

And a bit of progress!  MAN that programmer art is looking nice… :(

Screenshot the first

Look out for the advancing wall of… doom?

VBOs of Locust

Posted by
Saturday, April 18th, 2009 1:47 pm

Although it doesn’t seem like it from the picture, there are hordes of locusts swarming  there and back :) .

I’m usually trying to learn some new technology during these short compos :) . So this time I managed to get rid of immediate mode and use vertex buffer objects.

I want to finish up the base logic before going to sleep.

For tomorrow:

  • tune gameplay
  • design levels
  • replace ugly crap with pretty graphics :)
  • particle systems

Now with simple graphics

Posted by
Saturday, April 18th, 2009 1:46 pm

Even simple graphics makes it look a lot better:

Next up are squigglier roads if I can think of a good way of doing that, more distinct cities and real wall combat and hero mechanics. Random events would probably be good too to spice up repeat plays.

Dooooooom

Posted by (twitter: @terrycavanagh)
Saturday, April 18th, 2009 1:45 pm

Hey all :)

I’ve been working on something for this too, but haven’t made a lot of progress yet. Spent most of today just getting the engine done, about to move onto content now! Plan is to get the actual game finished up by tonight, and have tomorrow for graphics and music…

Because I’m just using placeholders, I haven’t got much in the way of a screenshot yet – but here’s one anyway:

Step 4: CONSTRUCTing

Posted by
Saturday, April 18th, 2009 1:45 pm

The rule of Ludum Dare says that you must program the gameplay.

Since I decided to use Construct, development tool which is not verified by LDers yet, I thought about whether my game will be considered fair or not. Construct does let you program your game – though the programming paradigm is little different. So, from that point of view, my decision is fine. However, Construct provides several facilities which make game development easier and which may or may not be available in other programming environments allowed by Ludum Dare.

The following list describes these facilities:

  • Map editor
  • Animation editor
  • Collision
  • Platform movement

Everything else will be coded.

There are several disadvantages which will certainly not appeal to some LDers. These are:

  • It’s Windows only
  • It requires latest DirectX

Am I fair enough? I don’t know. But I am certainly going to try and finish my entry.

Cheers

What I got so far

Posted by
Saturday, April 18th, 2009 1:42 pm

work in progress

I have something playable but its not much fun yet. I spent the whole morning on the basic gameplay and did the graphics on my laptop while visiting my parents.

The wall advances and leaves nothing but doom in its wake, so I guess I have everything covered regarding the theme.

The question is … should I turn the giant into a giant naked man?

the first inkling of gameplay

Posted by
Saturday, April 18th, 2009 1:30 pm

Well, interesting times. My allergies decided to attack, I lost internet for a good hour, and I even began to contemplate tossing out my whole idea and starting over from scratch. That’s crazy talk though, if I’m going to have any chance at all of finishing a game this weekend I better stick with what I started, even if I’m not super happy with how the gameplay is turning out. Speaking of which, I better get my ass in gear if I’m going to have gameplay wrapped up by tonight so that I can focus on graphics and sound tomorrow…

Also it turns out I’m lucky to even have power, let alone internet. A transformer exploded near here and a good portion of Salt Lake City and eastern Utah is without power right now. Mmmm dried apricots.

Houses

Posted by
Saturday, April 18th, 2009 1:30 pm

Back from dinner (some wonderful schnitzel), so I did some improvements on road generation and added placement of houses:

Next: villagers, so The Wall has someone to torture

Sleep?

Posted by
Saturday, April 18th, 2009 1:30 pm

Room shrinking theories

Posted by (twitter: @mikekasprzak)
Saturday, April 18th, 2009 1:25 pm

So I’m thinking about how one would make rooms that can change shape, and got thinking about if the rooms themselves were built out of planes. Some doodles thinking of the idea.

Still a ways away from an implementation, but I thought I’d share.

Crypticism

Posted by
Saturday, April 18th, 2009 1:14 pm

Well, this looks weird.

UUWD Update: Done for the day

Posted by
Saturday, April 18th, 2009 1:10 pm

I’m done for the day, I’ll continue working on the game tomorrow. I’ve gotten a working menu, and 5 levels. Can’t say much, as the “done for the day” is rather sudden, and not to my will. See ya!

Journal #5

Posted by
Saturday, April 18th, 2009 1:02 pm

16:50
Bullets! With gravity and terrifying blast damage!

17:51
Going to a dampling making/eating party at a friend. I guess I can use a break, my mind is starting to show me weird stuff.

(Too bad I didn’t take my camera, it would have made a nice food photo…)

22:00
Back to work.

23:34
I have boni/powerups on the game, and the effects of the boni are applied with timers that have callback functions. It may be the usual stuff for most people, but I had never used these before, and it feels really cool. “oah it works” :)

In my original plan, I was supposed to have finished coding game mechanics by day one, to have all the time in the world for graphics and sound. Technically, my day one ends 14 minutes ago… I’ll try to have at least 5 hours of sleep, though.

Doom Advances

Posted by
Saturday, April 18th, 2009 12:58 pm

I got my walls advancing, and the player can move around (left right) and jump. Collision detection between objects is working, but no response code written yet.

3D tron yo!

Posted by
Saturday, April 18th, 2009 12:47 pm

Trying to compete with X-0ut is like struggling with hurricane, but hey, I’m not ditching my project yet. Adding multiplayer features/splitscreen is the next goal.

Things to crush. Next up: Resources and building

Posted by
Saturday, April 18th, 2009 12:44 pm

What my game is doing now:

  • Setting a new standard for ugly programmer art
  • Spawning buildings for the wall to crush
  • Minimap at the bottom right to move the viewport left and right, the wall needs some room to grow
  • Spawn new pieces for the wall(forgot to spawn any before I took the screenshot)

Next on my list is adding resources, make the interface elements for expanding the wall and health for the pieces. The wall will lose health when it crushes something, so in addition to expand and upgrade it you will have to repair it as you go.

The two red wall icons is where you can build new pieces for the wall. These will move further out as you expand the wall.

This is what a deathbed looks like.

Posted by
Saturday, April 18th, 2009 12:41 pm

Well, I sort of have a design planned out for my game, so I decided to take out a pen and start drawing. Here’s what I sketched up in the past 5 minutes.

Notice the beautiful asset list: brainwave, eyes, hand, mouth, and nose. A more delightful art asset list I have not seen!

Blocks

Posted by
Saturday, April 18th, 2009 12:34 pm

Not a ton of progress, but more than it appears:

I’ve got a scrolling map, and the red block is the mouse cursor that allows you to place down new tetrominos. Well, just a block for now. But it’s a start.

More hints about the gameplay: You are building the doom-wall out of tetris bricks. It’s kind of an anti-tetris, you want to fill up as much of the board (and there’s no disappearing lines or anything)

Food, it’s good for you.

Posted by
Saturday, April 18th, 2009 12:27 pm

Breakfast, hurrah, including all the essential nutrients that every Ludum Dare participant needs. Orange juice, pancakes with berries, and of course, an ample supply of syrup on those bad boys.

And of course, we can’t forget this masterpiece:

Back to work, I suppose. LET’S GO LUDUM DARE!

one

Posted by
Saturday, April 18th, 2009 12:23 pm

here I go, breakfast and the title screen of my first game ever! As I was doing that I remembered reading that it’s best to start a game in the middle, with the gameplay, then do the end and the beginning afterward…it’s funny how intentions don’t always translate into actions. Anyway, I have a pretty solid idea of what I want to do, the only thing now is to do it.


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