Archive for August, 2009
They can Hurt You Now
A quick update, my baddies can now fire their guns. And they can kill you!
My next task is to code up some explosions, and then terrain. Explosions shouldn’t take long, as they are simply graphical.
After that, terrain! Then I actually have a game! Yow!
—Mr. Dude
First screenshot, it’s about time!
Sunday, August 30th, 2009 8:50 amThings are going that well. I lost a lot of time fighting against the Irrlicht engine and using it was not a good idea as I have clearly lost more time than it would have taken me to implement what I needed (judging from past ld48 experiences).
So my game is supposed to be kind of an underground golf game which you can’t tell from the screenshot as I have no gameplay at the moment. I’m not going to give up but don’t expect a great game either

Almost there….
Okay, I made some progress, but first, snacks!




then stress-testing the physics…
.. and finally a cavern I made while playing…
Now I’m fed up with snacks and gonna go and make me a dinner with at least some nutritional content
Oh no…
When all else fails and you’re out of ideas…
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…flying whales! XD
athanazio lunch – my wife is a cannibal
Now I’m sure about it ! my wife is a cannibal !! she wants to make me fat so I can be more tasty, look how much food she is cooking for me !!

Getting pretty close.

Still needs some things to kill.
Starting Over
Hmph. I already finished that frog game, but I was really not happy with it. Too simple, too ugly, too… something. Anyway, I decided to create a new game from scratch in the hours available, and I’ve been working for 5 hours now.
So gorgeous!

Spent most of the day so far messing with physics (Tokamak) – attempting to get boxes that can be pushed around. Sort of works now, but it’s not great… but also got the collectable gems in. (I’ll have to do some screenshots with the lighting+bloom turned off, to show just how plain the geometry+textures really are…). Anyway, need to add win/lose contitions, and support for more than 1 level… And maybe some audio, but this one may have to remain silent, as I’m almost out of time…
Monsters hiding in the shadows,. .

Last night's dinner,. tasty noodles!
din’t get back to work last night,. beer and distractions after dinner,. .
But up early thismorning with jug of coffee,.

work space morning shot,. .
ok, I added some monsters,. they are only visible when lit by the players light source. I like the way they can hide in the shadows of the cavern’s pillars, and other structures. Right now they just stand there,. but AI is next and I will try to get them to use the shadows as cover,.. .

as you can see I did some simple tile graphics too,. and a perlin noise based scaleing of the floor tiles creates a cool pattern effect. I am almost to the point of having a ‘playable’ game, just a little more work and something basic should be working.
Breakfast on Day 2
I made myself some scrambled eggs, sprinkled with a little pepper. Together with buttered wheat toast, a banana, and a glass of orange juice, it makes a fantastic breakfast. My compliments to the chef.
Gizmo also had some breakfast with me:
Ok, after I shower and get dressed, I’m cracking down on my game development. No more Mr. Nice Guy. Since getting this:
I haven’t done anything, and it’s time to do so. If it took me only 20 minutes to get the tank drawn and moving around, I’m sure I can probably get the rest of the mechanics in a matter of hours. I should have time to add sound effects before the end, something I haven’t done since LD#11, and then I can update the rough graphics, time permitting.
It’s times like these that I like to think of the lyrics from the hit TV show, Perfect Strangers:
No matter what the odds are this time
Nothing’s gonna stand in my way!
Either that, or I like to listen to electronica. Either way.
Water Caverns progress
Well since my last post many hours before not much changed… I mean I spent pretty many hours testing some ideas I never got testing with how to simulate particle collisions without checking each colliding particle pair. Those were weird ideas and isn’t it 48h compo a place to test weird ideas
Well some idas worked, some did not but here is result I am stopping at. Have spent too much time at it anyways already:
So now I will go eat something and will be turning it in to a game as it is only a toy right now. Considering not much time is left it will be something really simple… Should have been at that stage yesterday and not today heh
A little behind schedule… And noodles.
Good afternoon fellow competitors! Here was my lunch:

I had the Shin Ramen with spring onion, my wife had a steaming bowl of udon with a raw egg. See if you can spot the GC, DC, PS2, PS3 and TE Fighting Stick! Oh and that’s BlitzMax running there.

This is today’s progress so far. You can see my lighting system is up and running, and the map and walk animation… But still no baddie or combat animations. I’m starting to doubt I can finish this, but I’ll keep plodding on!
now Glaucon has some artifacts to search
yeah baby we have artifacts !! =)

Glaucon lost in the cave will have to search for some artifacts so he can open the door, and look for some enlighment at the next cave…
Pizza as rock texture…

Or experimental lava / rock texture?
Got some basic graphics sorted now just need to write the actual game…

The blue army disembarking...
Just concept in art package at the moment but… I’ll be back (still 13:05.30 to go!)
Jaz: Bunker
So this is what I have so far. Download link is: http://willhostforfood.com/?Action=download&fileid=82059
Windows only, I’m afraid. Let me know if you have troubles with it.
I managed to utterly simplify my graphics and get a huge boost in productivity and morale. I totally failed to take pictures of the food I’ve been eating, or my horrifying desk, but there’s always LD16, right?
Honestly, I’m pleased with it so far. I need to work out what the hell you’re actually doing, though… maybe destroying a block will uncover a thing that gets you to the next level? It started in my head as an RTS, where you’d tag blocks for digging by your dudes, build buildings into the backdrop, and actually encounter real caverns with amorphous bad guys in there :O but I ended up leaving it on while I made food, and discovering how cool it gets after about five minutes. Your population reaches a sort of critical mass and then ruins the landscape and dies off.
Oh yeah, right click to heal blocks, left click to damage them. Look out for the odd mutant
Day 2 Plan
Just getting out of bed. Will be getting back to work on finishing everything up in an hour or so. My plan at the moment is something like this:
- Add a title screen (need to create graphics for this)
- Create a graphic for when the rocks hit the ground
- Fix the exe icon
- tweak the timings when objects get created and how it varies as you progress
None of these are that difficult and shouldn’t take too long, except balancing. I need to make the difficulty get gradually harder and this is based on how many objects are falling, the ratio of rocks to beans and the speed that each falls at.
With time permitting I may add more animations. Not sure yet, will see how far I get and what plans the family has.










