Archive for December, 2009
Last mile..
Hehey, I think the game is otherwise fairly feature complete.. Now it’s all up to if I want to make some bg sounds for it or no.. I think I’ll try something; let’s hope it won’t dealy the project over the deadline
No new shots as that’s how the game looks =). It’s pretty darned simple =).
Goodnight LD 16!
Well that’s me done for another LD. I got sound in, and you can die and things. I’d like to have spent more time making the level a bit larger and actually slightly challenging but I’m happy enough with it for now and I also learned a few things
If you’re interested in having a play you can take a look here
Good luck to the rest of you still cracking on, can’t wait to play everything in the voting stage!
Well…
I had implamented a level loading mecanism it worked great untill 4 hours age and keeps failing might have to make my game short
panicpanicpanic
Looks like I’ll have to cut this one level short, unless somehow I have enough time.
FINALLY. I’m done. Now to PAR-TAY!
I finally finished this goddamn game. Go check it out!

Title Screen
Sunday, December 13th, 2009 3:39 pmWell, it’s done!
Well, I’ve finally finished after two long days (plus Friday), a six pack of Code Red Mountain Dew, and a package of Pop-Tarts.

I’m done.
Where is the cheese is a puzzle game where you have to explore a fridge to find the cheese. After you found it, you will get bonus points for rearranging the goods in groups.
Here’s a screenshot:

I also added a YouTube video.
Where is the Cheese – quick video
Here is the dowload link for the game
I really enjoyed having a few hours for a LD compo. I only attended LD8, before.
Looking like a game already

Pretty, isn’t it?
towlr: EXPLR
So, yeah, I did a towlr instead. I had a good time making another thrilling game
Check it out here, live on the towlr website.

My mini-post-mortem on my original game is this: I should have started with trying to get some graphics and animation up and running first. By spending the first 24 hours working only on game puzzle logic, and kind of failing at that, I didn’t have anything to show for after 24 hours. If I had just gotten the visuals up and moving, I could have always stapled some kind of gameplay onto it if the graphics were remotely interesting. However, for lack of those, I decided to do a dungeon crawl towlr game instead. I had fun, and, hey, at least I got something done.
-Phil
4 hours left ARGHHHHHH

Need to get the procedural level generation system working now. After that it’s about implementing the menus and game over state.
Finished! High fives all around!
Sunday, December 13th, 2009 2:42 pmDone! I should probably polish it a lot more since there’s a few hours left, but I don’t have the energy.
See the finished entry here. Pretty happy with it, even though reactions from all testers were uniformly “boring” and “annoying to get stuck in the tree pixels”.
Thanks all, it was fun to finish another one.
And now, the best part… sleeeeep, aaahhhhh!
Segfault: work in progress
Sunday, December 13th, 2009 2:41 pmOnce again, I seem to have made a game which only I will able to play.
You can play the current version online here.
It desperately needs collectables of some kind to give the game some objective. I can probably get away without much more level design, since it’s already fairly confusing with a non-massive level.
But first, I think it’s time for some food.
I failed, but I won’t give up!
Sunday, December 13th, 2009 2:37 pmI wanted to do something completely different, but since drunk coding on a party wasn’t being a good idea, I decided to… do it again, and when it failed again I decided to RUUSH!!!! and make something quickly before I get drunk again the deadline.
Here’s what I’ve got so far, It involves exploring vast depths of a haystack in search for a needle. I think I’ll make it.

Changing goals a little bit…
So, I’m not going to write a TBS in a maze, instead I’ll make a simple maze-crawler. The player has to find his way out the maze, but he has to be quick or he’ll run out of his torche. To help the player, there’ll be replacements for the torche sprinkled over the maze, and the player can cast creatures (with a limited lifespan) to help him search for the exit.
Well, I’m still not too sure about the creatures part. I think it would be fun for the game, but I dunno if I’ll have time to implement this. Anyways, here’s the updated todo-list:
- Sprinkle collectable items over the map.
- Implement win conditions / lose conditions
- Make menu screens, game over and such
- Fix light handling to support multiple light sources
- Implement explorer classes and ways for the player to cast them
Throwing in the towel
There is an awful bug that seems to destroy the game any time something is supposed to move, and I simply don’t have the patience to solve it at this time of night, so I’m not going to try. This LD was very hard, but I’m not surprised, since I only had about a quarter of the 48 hours to actually write code.
A notice to my friends, enemies, and others.
It is with great sadness that I regret to inform you all that I am dropping out of this competition. I had fun while working on it and chatting with you all, but alas, there is just no way I can finish in time, while succeeding in creating a game that is worth playing. But hey, next Ludum Dare, I’ll be back, guns blazing, and that’ll be the time you all will shiver and know that there ain’t a chance in heck that you’ll beat me. So until then, rock on.





