Archive for December, 2009
Hole Jump – Now mostly playable
I say mostly because it’s very hard to play right now, I’ll fix the difficulty later. You can try it out here(webhost isn’t working for some reason) for the moment. I’m gonna grab some shut-eye now and polish off the game in the morning.
PS. I’ve had 11 cans of pepsi max and 6 hours of sleep since we started. Can’t be good for me.

Title Screen

Gameplay Screen

Game Over Screen
started on new lighting code… kind of works ok.
The basic idea for the lighting code seems to be working ok now. Now have to put in some lights for around the character so you can see the character
Day 2 is going much better! :D
Sunday, December 13th, 2009 8:52 amFirst, current screenshot:
Yeah! In the last… hour and a half, I think, I got some player interaction in there! Oh, yeah! Things are going quite smoothly all of a sudden, it’s rather odd.
Finally had an idea of what the game will be about, and I might as well say it – a dungeon crawler, where the only way to get experience is by exploring. Plan is every tile revealed will give you 1 XP, though other exploratory things could help too – perhaps discovering interesting plants? Actually, maybe each time you face a new monster you get some, that could work.
The darkness has the added usefulness of partially disguising how bad the level generator is.
doing, doing, done
So my game is pretty much done now.
I still have about five hours left, gonna try doing some music.
Preparing for competition
I ate lunch…
Closest to the camera is in Sweden called caviar, and according to wikipedia, called creamed smoked roe pretty much everywhere else(I am told it can be found on ikea when your not in sweden). On the other two sandwiches there are lettuce, ham, cucumber and garden cress. If you haven’t tried it it’s delicious
I also ate a few cookies, and all I got left is null, so here is a picture of that:

Finally I added a pirate treasure, in the shot below I’ve picked up two of them:
Now I’m going to add some more stuff!
Cake or Death!

Arrgh I have soo much work to do, but at least my game has voxel cake!
Materialized: breakfast and highest score
It was something like 3 pm when I finally made it out of bed. Other half had just brewed some coffee, so here’s my breakfast cupfull with some rye bread with it. After drinking it, I have managed to get done highest score showing in to the game.

Done!
I won’t have time to code today so I’m considering my game done.
The procedural sound isn’t as nice as I wanted, there is only one level (but it’s a pretty hard one) and there is no high scores list (altough there is a score when you finish).
I had never used Flash before so I think it turned out fine. It’s not polished but it’s playable and works as a proof of concept of a hearing-only exploration game.
You can play it here: http://www.nogard.net/soundscape
I’d love to receive comments and bug reports. If any bug is found I might have some time to fix before submitting tonight.
Breakfast v2
I’m posting this pic a bit late, forgot first to add this right after the breakfast. After this rye bread + ham + coffee combo, I also did a re-run of yesterdays breakfast.

In related news: my compo entry is not advancing well. Basically I have it “all planned out” in my mind, and done bunch of groundwork with editing & coding & part of graphics. But I don’t have anything playable, not even close to that.
Partly this is because I have been feeling a bit sick, and I have slept more than during normal nights… If I don’t get my entry done in some adequate fashion, I’ll leave the idea for some later time then, since I do like the idea of what I’m building (although I wasn’t actually too fond of the theme!).
running the last meters…
just got back from hanging out with friends, and now I’m pumped for the last few meters till the finish line! The game is basically done, all that’s missing is the most important part: the fun
. because right now, there’s just a god mode, and no attacking enemies. well, 11 hours to go!
Also missing is the sound, but that’s a more minor thing compared to the attacking enemies

haha, and that’s the food for the last hours. i consider myself happy having a 24h McD right around the corner
So, at all, have fun and good luck for finishing the games!
Keyboard bashing
Well with just 11 hours to go I think its safe to say, I will finish. I have finished the main structure of the game and I have drawn all the levels on paper. Now to finish graphics and design all the levels and if there’s time, make so nice music.
botanic quest – 11 hours to the end

lunch time …

and we got a new player at home !! his name is Neskau
distracting everybody including me LOL.
After some drawing hours got the graphics that I will use

and made lots of improvements to the framework itself, including the colision handling, and finishing the desktop implementation, that probably broke the android one hehehehe, but for now the target is finish the game and post-compo will make sure jaga can have both implementations working.
Got the character spewing blood… I mean throwing flares.
Got my character moving around and throwing flares. Going to limit my player controls. So there is less work for me to do. Forwards/backwards along the bridge, and throw flare up… throw flare down. Now instead of a whip/gun or other attack, the flare will both be the weapon and the way to light up the level. UP,DOWN,LEFT,RIGHT.
The rendering is still pretty bad. Not at all how I want it.
After I fix up the drawing… next will be to put in the BIG BAD code, make some lasers, then do collision detection between the particles and the BIG BAD, and also collisions with the cavern.
For lighting and shadows I’ve decided to have a lighting layer with per pixel alpha. Which will just be an image that is blit across the whole screen. It will be all black, except in areas where it will have parts taken away by lighting. So I will draw the lights onto this lighting layer, so that it leaves alpha at 50 or so, and instead of black an orangey color where the lighting is… the rest will be shadows.
So now to implement that… but here is a screenie of ‘Exploratio‘ so far…

Enemy shooting!
Got up about 3 hours ago, been working on enemy AI… finally got something that’s challenging, but still dumb as hell, but that’s 48-hours compo for you…
Now I need to build a home port thing, so players can spend money, get maps, etc, to see if I can actually get a game out of this…
Don’t think I’ll have the time to finish this, but c’est la vie…
What’s left?!?!
Man, there’s a whole lotta roguelikes
I’m gonna have some fun come voting time…
Things left to do :
Make combat and “leveling” work
Put in the rest of the enemies (not just sparkling vampires and TROGDOR)
Add the treasure and the church (spend money at the church to restore HP and buy potions)
The rest of the areas, dungeons etc etc…
A screenshot of part the World Map ![]()

Two down, one to go
Got another level done. Here’s hoping I can make the last and still do a bit of polishing!

Now I deserve a can of coke







