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Archive for December, 2009

12 Hours to Go

Posted by
Sunday, December 13th, 2009 6:53 am

12 hours to go, and things are coming together way better than expected. But will I have a game by the end of the day? Who knows!

Walking and slerpy

Posted by (twitter: @S0phieH)
Sunday, December 13th, 2009 6:43 am

mars06Added animations, and made the camera all ‘woo’ :) its slowly getting to be the time where I actually add stuff beyond just walking around. I think I’ll give Bellona a little shadow first. and of course theres a playable build embedded if you view this post in full.

(more…)

nine down, one to go

Posted by
Sunday, December 13th, 2009 6:22 am

it’s getting done!

i don’t know will i be able to include music due to the time restraints and being generally bad in that field, but who knows?

what, no bonks?

what, no bonks?

Still behind time.

Posted by
Sunday, December 13th, 2009 6:20 am

I’m not sure I’ll be able to make it… will have to pull an all-nighter just to have a shot at it. Haven’t even started on the combat engine.

Here’s the star map. The ?’s are unexplored planets which will be revealed when the player’s ships get close enough. I am rather chuffed about how you can zoom seamlessly from a close-up of the ships to this map.

screenshot5

a real quick HIRO… who is the main protagonist of the ‘exploratio’ game.

Posted by
Sunday, December 13th, 2009 5:48 am

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_13_12_46_34.jpg

Lunch break

Posted by
Sunday, December 13th, 2009 5:46 am

Stopping for lunch and, incredibly, the core game’s finished.  All I’ve got to do now is the sound and the AI player.

guiElements2

So there you can see the 3 buttons and the amount of food the player has (top left).  Each movement/garrison costs 1 food.  On the map there’s a garrison to the right of the blue player, which means nobody can move onto that space until its turn limit is up.  You can also see various spaces with food in them.  These appear after someone forages in that space, so you can see how much food can be got from which spaces.

I keep forgetting to post my pictures of my food, but here’s my lunch:

SundayLunch
Beans on toast, and a goblet of Irn Bru. You can just about see the original map in the pile of paper to the right.

Too Much Sun!

Posted by
Sunday, December 13th, 2009 5:44 am

My lovely workplace!

Input is flowing..

Posted by
Sunday, December 13th, 2009 5:37 am

Wheem, just got DirectInput up and running, so I’m getting mouse input now.. Now to combine it with the tunnel renderer to form some sort of game class with interactivity =).

You are feeling sleeeeeepy

Posted by
Sunday, December 13th, 2009 5:33 am

Procedural galaxy generation gone bad:

galaxy

exit mjau

Posted by (twitter: @kamjau)
Sunday, December 13th, 2009 5:16 am

Looks like I’m going to have to drop out of yet another LD. Sigh.

Good luck to everyone else.

First alpha³ version

Posted by
Sunday, December 13th, 2009 5:15 am

Here: http://www.mottaweb.com.br/project/oblivious/game/

There’s no gameplay really implemented yet. I mean, it’s just a maze game for now, but hopefully I will implement the turn-based strategy part :D

Awoken

Posted by (twitter: @frimkron)
Sunday, December 13th, 2009 4:48 am

Ugh. I’m awake – honest. Z Z z z z z z

Right I’ve got 24 hours to catch up on. Today I’m going to throw a game together!

Map’d

Posted by
Sunday, December 13th, 2009 4:31 am

Starting to see a little progress!

Woke and ready to go

Posted by
Sunday, December 13th, 2009 4:08 am

My "overly" organizated desktop :3

That’s my desktop. There’s not too much thing there, as my books and mangas and other stuff stays on the shelf :3 Anyways, there’s still work to do, and I hope I can finish it to-day :D

MindExplo(ration)sion

Posted by
Sunday, December 13th, 2009 3:57 am

Aprox. 20 hours from last post. Almost all of the time spent on debugging and deleting things that didn’t worked out like i thought they will and discovering posibilities of flixel. But at least, the biggest bug was found, triggering actions kind of works (even if it needs some changes) and i can start thinking about ‘level design’ and actions needed to be done. 2 hours ago i didn’t hope, that i will be able to finish at least anything, now i have some hope, but am affraid, that it won’t be that much fun as i hoped before.

In the evening i needed to pause searching bugs for a while, so i started to think about the main charakter(s)…

ludumPixelsFound out what size the characters should have and used this measure for another debugging session…

ludumDebugWithout greater success i tried to eat some chocolate and when it didn’t helped, i fell asleep.ludum6

Taday i’m a bit further, even if it doesn’t look like that from this screenshot…ludumDebug2I’m 12 hours after my optimistic schedule, so now i have decided keeping the programming part simple and trying to get at least some graphics working…

Start of the last push

Posted by
Sunday, December 13th, 2009 3:56 am

Good morning. Got a decent nights sleep so hopefully I can finish the game today :) . As the game itself will be quite simple, I’m planning on getting the gameplay thing down fairly quickly, then focus on making it at least look pretty, if nothing else. I’m planning on heading the post processing route (with possibly deferred rendering). But we’ll see what The Time allows. Now it’s time to take the dog out and then start whipping out some code.

Another screen shot

Posted by
Sunday, December 13th, 2009 3:50 am

Screenshot2
We are getting there, I hope. This little bugger took me a good 3 hours of work, but he is walking around and happily humping air, when there is nothing else to do. (Yeah, the idle animation sequence didn’t turn out quite the way I wanted it too).
For a puzzle game, I have an alarming puzzle deficiency. Looks like I won’t be able to put together more than 1 level, but already It seems this game’s quality is far beyond my usual entry (if I get one together).
Also I would need some nature themed sounds for this thing. :S

Doing alright

Posted by
Sunday, December 13th, 2009 3:46 am

Breakfast…

breakfast

mmmmm

And progress:

screenshot_2009-12-13_001 (Small)

The steps/foots is calculated using a simple manhattan algorithm, if I got the time I’ll use a modified version of bresenham’s line algorithm making it look nicer and making it easier to move. Next up is treasures!

Against insurmountable odds

Posted by
Sunday, December 13th, 2009 3:39 am

Iso_Editor2I’m still making progress. I actually made a new year resolution this year that I would finish something. Is this it?

Here I’m trying out the new more silent terrain bits (less dots) in conjunction with the more busy ones.

I might skip making instances for the enemies and just make them terrain objects of sorts. They wouldn’t have any real stats this way. Instead they could die based on a dice roll. The player would have health though. This is a cheap way out just in case I don’t get to making the buckets and linked lists for the enemies.

3:30AM, going to sleep

Posted by
Sunday, December 13th, 2009 3:30 am

Well, the rule system for crew is working, I still need to work out the rule system for the weather because it doesn’t appear to be working.

What’s left:
- dynamic weather (a snap, actually!)
- fix rule system for weather, seems to be broken
- make sure rule system works for crew intelligence, etc.
- add “camping” play state NIX IT
- add “shore leave” logic NIX IT
- sell ship and retire at lisboa
- return to england and get a score
- death conditions
- some nice graphics for weather, etc.
- descriptions for the berths, camps
- sound effects, music? why is this always last for me? =)

Quite a bit I guess, but the game is really working well! I’ll probably nix it. I have some nice ideas for making good weather graphics, would work well with sound effects there. At this point I should nix the shore leave, provisioning, and camping stuff.

Whew, I’m too tired to think!


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