Archive for August, 2009

The game is getting better and is almost playable; the main issues being the number of enemies, and the popup of getting new items making your eyes uncomfortable (I won’t correct the a/an mistakes arising from adding random strings to strings, I don’t think they are important)
There will be four “backgrounds” to choose from: Gentleman Assassin, Modern Barbarian, Retired Commander and Glorious Dreamer. Right now, there are 3 item slots: Weapon, Armor, Finger. I will try to add more; as well as boss fights and a little bit of story. I will also implement a shop system, and maybe procedurally generated speeches for random NPC’s (they won’t make sense, but will be fun to read, maybe.)
Super Bean Kid

Taking it easy this time. My last few projects have been too ambitious and I’ve had to rush to finish them off. This time I’m just making something that’s fun to play. Meet Bean Kid.
Viridian’s Update 1!
Awake now! And I know what game I’m going to make. It’s not going to match the theme perfectly but it’s one I’ve been wanting to do for a while now.
So here’s my first screenshot! Which is actually just a screenshot of the framework I got running before the compo begain…

Breakfast!
I woke up hours later than I wanted to, but that’s what you get when you spend the first night of Ludum Dare watching videos of games and playing other ones for inspiration . B-\
I had a simple breakfast:
Knowing that I want to participate in the Ludum Dare 2010 Swimsuit Calendar, I’ve been trying to lose weight. While I haven’t been pursuing my push ups routine in some time, I can still eat right. Go Lean with almond milk, 2 bananas, and a glass of good ol’ reliable orange juice start my morning right.
Cavern Color Pellet Dispensor

Well after a late night of brianstorming, and 7 hours of sleep, I’ve decided to set my sights on somthing a little more realistic for 48hrs.
Cavern Color Pellet Dispensor
Deep within the cavern things are hungry, but they are only hungry for pellets of certain colors.
As feed master of the cave system it is your job to make sure the pellets get to the right beast, by clicking to open trap doors and change the angle of platforms.
Each level features a different cave system and an increasing amount of colored pellets and beasts.
Maybe not the most creative idea, but I hope it will be fun and a well polished entry..
Moons of Subterrane
Not sure I’m going to get something done this weekend due to being a bit blegh, but I’m going to have a shot.
Using my engine again ( which I’ve just committed a bunch of stuff to the repository for “chunky” scrolling action and a bit of a cleanup that had been sitting on my laptop for a while ) which, should you want scarred for life in reading atrocious code, is here: http://svn2.xp-dev.com/svn/stuckie-SGZEngine/
Currently, my game concept is as follows:
Gigantic maze-like caverns ( possibly randomly generated ) full of nasties and helpless people.
Rescue the helpless people from their research stations by landing on the pads to pick them up, and take them out the caves to a safe area ( your ship can only carry so many, so you’ll need to ferry the buggers about. )
Might as well grab some precious minerals while you’re in there too, for some extra points.
Do it before the caverns cave in due to destabalisation from the nasties.
I’m leaning towards a Cybernoid-style gameplay experience – so expect viciously difficult sectors, with switch-screen scrolling rather than smooth-scrolling, allowing each screen to be a puzzle in it’s own right.
Not sure if I’ll keep the Cybernoid “constantly falling” mechanic, or implement actual gravity.. depends how much of a clone I want it to be, I guess.
Art is being done in the Gimp as usual, sound effects and music in MilkyTracer should there be time.
Right, I need food.. hopefully have something playable by the end of the day, and I’m predominantly targetting handhelds again, so expect a 320×240 res unless I whack some scaling in there.
FOOOOOOOOOOD~!!!
Yey~! I’m eating fried potatoes with some slices of tomatoes and a shnizel with ketchup and halapinyo XD ~ AWSOME
and I came up with great ideas for my game and I’m working on them right now @_@
here’s a screenshot Yummy ^__^

Cake failure, breakfast and an idea
First of all, my cake failed:

The turning plate thing in our oven is broken so I placed the cake mold on an oven-safe pie thing so it would turn, however the mold was too flexible and the batter spilled.
Next, breakfast (3pm is a perfectly acceptable time to have breakfast it seems):

I finally had an idea for my game
. It’s not terribly original but oh well. Now I just need to make it.
I also decided to reuse some collision code from a previous entry of mine. I feel that since you’re allowed to get the same functionality in a library it should be ok.
Food and mushrooms

Mm-m, smoked meat pizza and smoked salmon pizza. With shrimps.
Also, I found some MUSHROOMS while on a walk with my dog!

Progress
I now have the complete gameplay, or so it seems. I’m adding bad guys and in order to make them move, I coded A*:

Not too fancy yet, and I’m not sure it’s fun. A lot of balancing shall be done, and I think I’ll have the time, for once.
Fueled by the breakfast of champs
And by breakfast of champs, I mean my turkey and cheddar egg sandwich, courtesy of Eistein’s Bagels:

Breakfast, half consumed
Now it’s off to mad coding. In the next hours hope to have everything in place so that I can crank out simple scenes/levels. By mid afternoon I should have some preliminary screen shots, and towards the end of the day, have a fair amount of gameplay (for suitable definitions of “end of the day”).
saturday morning sketches: horror caves?
hi, everyone!
nice to have a compo again!
it’s my second ld… and i hope get something done this weekend. most likely in flash/as3 again…
i was pondering about the theme after getting up…
no good ideas yet :/
but i’m moving over to test a pseudo 3d cave race technique now. 2d sprites, scaling, maybe some color adjustments for more depth… steering, either on 3 different tracks, or free in horizontal direction. with constant speed, probably. then… collisions. enemys? jumping + shooting? huh… i don’t even know how to do pseudo 3d zooming in flash, and how i’m gonna layout the levels…
i’ll keep it simple as possible today, till it’s getting playable.
Player Character
Saturday, August 29th, 2009 6:50 amgenre blending
Out of sequence photos:
My original plan, written on a bus:

My dinner:

I need some vegetables.
I also need a way to make cave flyer not like every other cave flyer. is genre-blending the answer? Let’s brainstorm.
- cave flyer RPG
- cave flyer Roguelike
- cave flyer Legend-of-Zelda exploring the wilderness
- cave flyer + get out of your ship and it’s a platform game
- cave flyer + base builder\tower defence\support a city and bring it supplies
- cave flyer + trading game (buy low sell high)
- cave flyer taxi (get from here to there, quick)
- cave flier + Meritous (I enjoy meritous)
The trick is choosing something that is original but won’t take too long to code.
Joureny continues
Good morning, 9:33 AM here, I’ ve taken my breakfast and will continue to code de lightning effects for the game, after that, I need the level editor to create the world map.
Now a food photo:

sandwish & cereals
Voronoi sprite test
Ok, first tech tests — here’s some “voronoi sprites” in action hoping to resemble some rocky cavern structure.

Ready to start!
I woke up at 5.00 am to see what the theme was and then went back to bed. This morning/afternoon I played with a string quartet in a little concert for somebody’s 90th birthday. Now I’m back again and it’s time to get started.
Not sure what I’ll make yet, but I’m thinking about doing a platform game using Physaxe. I’ve never used it before, so I’ll start with experimenting a little.
Here is some food I had:


Wake up and smell the keyboard

Thanks to http://tell.fll.purdue.edu/JapanProj//FLClipart/ for the image. This counts as non-profit educational, right?
Just woke up, so now it’s time to get making away at My Little Cavern. This is the start for the art that I did last night. I need to do more, but I think it’s a good start. No game working yet, but it should be soon.

Art start
Icy caves

My caves are no longer stereotypically brown! They are now stereotypically blue! I’m going for the whole icy cold cave thing I think.
Just been working on collectable items which have a nice sound effect thanks to SFXR! It feels almost like gameplay!
DiggR, first log
Saturday, August 29th, 2009 6:16 amThe idéa:
Dig a cavern.
try not to collapse it.
make it bigger, perhaps transport the material out of the cavern.
Im going with gut feeling and easy gameplay this time. no advanced plans.













