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Archive for December, 2009

Conestoga physics done

Posted by
Saturday, December 12th, 2009 8:50 pm

folfed

Next up, some semblance of gameplay.

and dysentery. Musn’t forget dysentery.

Quite far in development

Posted by
Saturday, December 12th, 2009 8:42 pm

I wouldn’t have thought it, but game development is going pretty well. I refrain from posting another screenshot.

Things I need to do

  • Games Ending. This will take a bit
  • A few levels
  • After that, Polish
  • Polish so people get the game
  • Polish till it shines.

I think I will work for another half hour and then go to bed for the final rush.

Alright, Basics are in, now to make a game!

Posted by
Saturday, December 12th, 2009 8:40 pm

I think I’ve done alright so far for my first attempt, I have a tiling game world, you can run around and EXPLORE.  Exploration removes the Fog of War. Every island is procedurally generated when you start the game, check out rivers and forests!

http://www.ericmcquiggan.com/Gameuploads/ludumdare/LudumDare48.swf
Use your WASD keys!

Halfway over

Posted by
Saturday, December 12th, 2009 8:37 pm

Well, I think I’m making good progress on my entry.

Good luck to all, and may the best man win!

thrown into dungeon!

Also, Dinner!

Posted by (twitter: @TenjouUtena)
Saturday, December 12th, 2009 8:37 pm

TU - Din - Sat

And a drink…

TU - Drink - Sat

Almost Done

Posted by
Saturday, December 12th, 2009 8:34 pm

textbox system

I’ve finished up pretty much all the programming, apart from the enemies and the ending. I’ve just got a little more to go, and then I can call this finished. I didn’t sleep much last night (although I didn’t work on this during that time)… :)

22 hours, 46 minutes, 17 seconds left

Posted by
Saturday, December 12th, 2009 8:19 pm

Another couple of screenshot!

003

INVENTORY! and …

004

You can equip item!

005

Now i’ve only to add some gameplay 8_(

I lOvE bAsH ! 8ppp

New Screenshot

Posted by (twitter: @thewizardslair)
Saturday, December 12th, 2009 8:11 pm

When you’re balls deep in Trogdors, you know you’re pretty much f****d.
balls deep in trogdor

more progress

Posted by
Saturday, December 12th, 2009 8:08 pm

So, game’s concept revolves around an idea I had for drawing first-person hallways. It’s a cool idea, it fakes everything, and is super CPU intensive. Here’s what it looks like now, with my placeholder graphics:

progress_002

Hahaha More Screenshots

Posted by (twitter: @TenjouUtena)
Saturday, December 12th, 2009 8:08 pm

So, I complain about Gameplay… and what do I do instead?

PER PIXEL DIFFUSE POINT LIGHTING….

Yeah

Screen3

So… This will be fun to watch, probably!

Foundations

Posted by
Saturday, December 12th, 2009 8:02 pm

I have most of the foundations of a game (probably more than I really needed), but nothing playable yet.  Actually, I don’t even have any player controls.  However, with what I do have I’m sure I can get a game together pretty quickly tomorrow.  I’m going to have to simplify a lot of my ideas, but it might still be fun.  I hope I can pull it off — it’s going to be challenging.

explore_someThere above screen shot doesn’t well represent the work I’ve done.

Posted by
Saturday, December 12th, 2009 7:47 pm

I’ve finished the game mechanics/score and pretty much everything besides the procedurally generated sound of the echolocator and a decent map. I’ll have to keep it *very* simple to finish on schedule since I will have very little time to work on this tomorrow, if any time at all.

If I don’t finish it was fun anyways, I went from zero experience with Flash to making an incomplete game in a day.

Time to go to sleep.

T-23 Hours

Posted by
Saturday, December 12th, 2009 7:45 pm

Finally finished my town *has a party*

Left to do:

Character

Music

Second Room

Objective

Reason to explore

…and I was all worked up to solve a hard maze!

Posted by
Saturday, December 12th, 2009 7:44 pm

Anyhow, I got my maze generator working. I still have to make a possible path to the end possible at all times, as evident by this picture…

...not

I was all ready to give up

Posted by
Saturday, December 12th, 2009 7:38 pm

…But then I shoved a really rubbish dialogue system it. It’ll do. It took 3 hours of frustration though! Argh!

I think I’m going to design the rest of the levels (level design is a bit shonky) and then… to bed! One level is completely finished though, so it’s not so bad.workinprogress02

I hope I get time to do music. :/ It’s looking unlikely at this stage, unfortunately. (Again, argh!)

First progress

Posted by
Saturday, December 12th, 2009 7:30 pm

Well finally got the basic rendering up & working. This screenshot contains all debug colors and normals/shading is not working and so on. I think this game will be very simple, gameplay wise. The plan is to populate the tunnel with different sized blobs and what the player does, is turn the automatically moving camera with the mouse. Game ends when you hit something and your score is the distance traveled.

First image of the game

A half finished derelict..

Posted by
Saturday, December 12th, 2009 7:20 pm

Well I’m getting there.. slowly but surely.

I waited up for the theme last night, then went to sleep to think on the theme, so I didn’t start till about 9am GMT this morning.
Most of the day has been design, and getting some base assets down.
Code-wise, I’ve implemented a camera system, and a slightly insane map loading system again – something which wasted a huge amount of time as I stupidly based it on the Moons of Subterrane loader. which was designed specifically for it, and not for scrolling at all. This got rewritten twice, because of my stupidity.
More importantly, you can move your marines about ( though can’t choose the starting classes yet,  the menu systems are in there ready for it though ) and it recognizes doors and entities separately from the rest of the map on load.

Now, a screen shot.. then bed for a few hours sleep; tomorrows plan is finish most of the code by lunchtime, then work on assets and tidying till Midnight, which gives me two hours to port and package the final submit ( no bugger ups this time! )

Excuse the nasty hashing, I may fix this tomorrow with better art… if I have time!

24h to go

Posted by
Saturday, December 12th, 2009 7:05 pm

With hearing the theme “exploration” my first thought was cave exploration… As I always wanted to create a platformer it decided to do something that should be a bit like pitfall in caves, or so…. Still my biggest problem is that I get stuck in too much details and it was quite exhausting to create some kind of engine that let me create the in blender.

I think I have now a more or less good base to start with gameplay tomorrow. Here a first screenshot:

exploration_day1

Usually I planned to publish the game (if it will be one) as java webstart. But actually it does only work for me from the commando-line at the moment. It would be nice if someone could try to start this from the browser (I didn’t succeed).Nevertheless I think I will have to provide it as downloadable archive….

Browser: http://thomas.trocha.com/games/exploration/exploration.jnlp

left/right :  a/d-key

jump : right shit

Command-Line:  javaws http://thomas.trocha.com/games/exploration/exploration.jnlp

But now I need some sleep. Adios and cu tomorrow,

ToM

Cruising Along

Posted by
Saturday, December 12th, 2009 7:03 pm

Well, it’s coming along.  I have treasure and some other small things working.  Now all I need to do is make a few other kinds of treasure, put them in the game, finish the ship, and hopefully add some more sounds.  A current screenshot, and playable after more.

(more…)

Streaming Stars

Posted by
Saturday, December 12th, 2009 6:53 pm

Pixel Stars
ship in the stars
Explore the endless supply of pixelated stars at Clicky Clicky
*currently there is a bug where if you go to negative coordinates, your endless supply of stars ends*

Spent pretty much all day working on what comes down to a fairly simple server app. Planets and solar bodies are persistent and tracked on the server in a database. Flash periodically requests a map refresh from the server and creates the necessary sprites. If you go in a positive direction it works fairly well. When you go to a coordinate where the server does not have any stars, it generates somes, saves them and returns them, thus endless until either the client or server crashes.

I wanted to be working on the planetary exploration by this point,grr. Wasted 3 hours fighting with Python/AppEngine before just making a Perl script. Haven’t slept, so 24 hours at my desk trying to code.


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