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Archive for December, 2009

Logic Puzzles

Posted by (twitter: @philhassey)
Saturday, December 12th, 2009 5:30 pm

So, I’ve made a python-brute-force logic puzzle generator.

('island', 'bonaire', 'port', 'north port', True)
('island', 'antigua', 'threat', 'hurricane', True)
('port', 'west port', 'threat', 'cannibals', True)
('island', 'tobago', 'treasure', 'rubies', True)
('treasure', 'pearls', 'threat', 'kraken', True)
('treasure', 'saphires', 'marker', 'rock', True)
('island', 'jamaica', 'treasure', 'gold', True)
('island', 'jamaica', 'port', 'south port', True)
('island', 'tobago', 'port', 'west port', True)
('island', 'tobago', 'marker', 'skull', True)
('treasure', 'pearls', 'marker', 'waterfall', True)
('port', 'east port', 'treasure', 'saphires', True)

.. Which could be solved using one of these grid things.

The question is, can I turn this into a playable game?
-Phil

Time for Refreshing Sleep

Posted by
Saturday, December 12th, 2009 5:20 pm

Saldo for the first day:

map finished
engine finished
5 out of ~15 areas finished

I’m really happy about this progress. I’m quite sure I’ll be able to finish the rest of the areas tomorrow.

Pre-release demo

Posted by
Saturday, December 12th, 2009 5:18 pm

http://grasshopperinteractive.webs.com/textage.rar
Download the current build here. The same link is updated every couple hours with the newest version.

Once you’re in the dungeon, or had the insanity episode with the King, you’ve gone as far as the game is currently coded. Enjoy!

Also, if you like, my live stream is at http://www.livestream.com/madksludumdare16

Lack of progress excuses:

Posted by
Saturday, December 12th, 2009 5:07 pm

Tired

Hungry

Not an artist

These are all mine and completely unvalid, i’ve spent since the start time producing my art (all of which is very basic having been done in MS paint XP) thankfully i know what i’m doing and even with the difficulties i expect after the art is done it should get a little easier from there, this makes me happy :)

So tired, frustrated

Posted by
Saturday, December 12th, 2009 5:00 pm

Ok, i am too tired to continue, but i have made very little piece of game during 10 hours. So i give up – i cant make anything playable to the deadline. Sadly, but things go unexpetedly slow.

What i have done:

-Ship flying in space with real physics. Engines are rotating. Can switch wings angle to use landing mode.

-Can land on planet and dispatch land vehicle. Vehicle have suspension, can drive around on planet.

-Some very basic placeholder graphics and sfx

-Thats all )

What i wanted to make:

- Flying in big generated asteroid field, fighting with space pirates and monsters. Scan the asteroids to find minerals. Land to collect minerals and manufacture new stuff on your ship. Goal is to find relict artifacts buried in asteroids (once they was big planet).

Good luck guys!

LD16 2009-12-13 02-42-38-73

LD16 2009-12-12 23-04-15-14LD16 2009-12-12 23-19-38-48LD16 2009-12-13 02-47-14-51LD16 2009-12-13 02-42-16-45

Shooting stuff…

Posted by
Saturday, December 12th, 2009 4:37 pm

12 hours of straight work, 22 hours of competition so far… Still so much to do, I think that (as usual) I bit more than I could chew…

Anyway, got shooting working, along with sinking of enemy ships, with some GUI elements…

Decided to use a particle system as the shot… Doesn’t look like a cannonball, but to be honest I missed the flair of the particle systems… have to try using one for the trail of the ship, might not look so crummy…

cannonball.jpg

When it hits the enemy ship, you get a nice display of how much damage you dealt:

hit02.jpg

The yellow number on top of the player’s ship is the ammount of gold he received from the kill… This will (hopefully) serve to buy shovels (to dig) and upgrades for the ship (better cannons, better sails, etc).

hit01.jpg

Also added a display for the ammount of gold the player has:

coins.jpg

Think I’m going to stop for now… Time to get some quality time with the missus, or else she’ll kill me! :)

Still missing:

  • Enemy shooting/AI
  • Home port (for buying stuff – repairs, sails, rudders, cannons, shovels, maps)
  • Walking around and digging stuff out of the ground
  • UI to check maps during navigation
  • Load/Save (the game might take a bit to finish, I think)
  • Logo/Splash/Menu/Instructions
  • Music and SFX

Wish list (stuff I’d like to do if I have the time for it):

  • Savages on islands
  • Typhoons
  • Kraken!
  • Game story (slideshow explaining the story)

Wakey wakey.

Posted by
Saturday, December 12th, 2009 4:36 pm

No new pics since the last update. I’m now rethinking my design.

The original design was very much along the lines of Sins of a Solar Empire mixed with a more traditional RTS and a dash of MOO (special planets). At this point, though, I’m really not confident of pulling off an enemy AI in the time I have left, and it was kind of going off-theme. So here’s the new plan – a dash of SAIS, a pinch of Sins, a smidgen of Star Control, and a liberal sprinkling of MOO2:

- The player is on a mission to this star cluster to find the Relics of the Ancestors. When you bring them together, something is supposed to happen. ;)

- The player can colonize planets with a colony ship. I may remove the idea of building up the planets. Possibly the number of cities on the planet merely increases over time, leading to faster production and more income?

- The relics can be found by exploring the star cluster and conducting archaeological digs on planets with Ancestor ruins. First you must colonize those planets.

- Some planets are defended by hostile giant creatures (Space Crystal, anyone?). Those planets usually have good stuff and/or a relic.

- The player’s steps are dogged by these nasty aliens who drop out of a pocket dimension now and then. They will start arriving when the player reaches a certain level of power. The alien attacks come in waves which get stronger over time.

- Normally, each wave will contain a Virus Bomb – a special alien ship. If allowed to reach a player-owned planet and re-enter the atmosphere unmolested, the bomb will destroy all life on the planet, returning it to an uncolonized state.

- I may raise the stakes by turning the Virus Bomb into a Planet Buster that not only destroys all life but turns the planet into a molten wasteland – it can still be re-colonized but will produce no income.

- The aliens may also have other tricks up their slimy sleeves…

Will be going off to church in about an hour – good to clear my head. When I get back I shall have to go quite frankly nuts.

botanic quest – main char

Posted by
Saturday, December 12th, 2009 4:36 pm

ld16 main chart

hahaha I do need to learn how to draw :) took me hours to do this one on inkscape heheheh

Getting sleepy!

Posted by
Saturday, December 12th, 2009 4:35 pm

First some food…

delicious pie

delicious pie

yummy desert

yummy desert

Then some actual development, this is how it currently looks

screenshot_2009-12-13_004 (Small)

That is not a horribly drawn santa, he’s a brave explorer with a backpack!

Next up is treasures, better movement and hopefully some computer/human controlled explorers, but now… sleep!

end of day one

Posted by
Saturday, December 12th, 2009 4:35 pm

gotta go zzz

reduced number of areas to 10, six done now

meanwhile have these screens

again with the bonks

again with the bonks

bonk on

bonk on

I suppose i’d better post something…

Posted by (twitter: @thewizardslair)
Saturday, December 12th, 2009 4:33 pm

I’m doing something. It has fog of war. It has sparkling vampires to kill. It involves exploring(and not tentatively)

There will be boats for exploring. There’s a Sword and a Lantern. Both are needed for exploring.

It will be awesome.

First level

Posted by
Saturday, December 12th, 2009 4:32 pm

background
Haha, first level done. :) Well not really. This is just an image. I will draw this on the background, and add some nifty objects over it. But I guess this is it for day 1.

Still have a good felling about this one. I am gonna make it. :D

Late participation is late

Posted by
Saturday, December 12th, 2009 4:31 pm

Just to indicate my attempt to develop a game for the compo. I most probably won’t have any time twomorrow, and I had lots of things to do to-day (like packing all my stuff for the travel, back-up a bunch of things on the server, and so on, and on…). But hopefully, I’ll at least make something playable, yay ☆

Things I’m going to use:

Language: Javascript (yep, pure browser javascript)
Libraries: Prototype, Scriptaculous and Lily (my work-in-progress gaming framework that has almost nothing anyways)
Editors: The old’n'good SciTe
Graphics: Fireworks, maybe Inkscape or GIMP.
Sounds: sfxr
Music: Melody-raiser? I guess…
Work recording: ChronoLapse

Well, I think it’s about this. Now to the game I have in mind. While I did the obligatory-stuff-number-1 I thought about several kinds of gameplay (I even did some research at every little break), and came with a turn-based exploration game. It would be a mix of turn-based strategy (divide & conquest), with a sort of dugeon crawling set on a maze. I was going to use a proper dungeon, but it’s a heck more simpler to write a procedural maze generator.

So, the player is a stream of consciousness that’s trying to recover a lost memory, and to do so it can divide itself into little functional parts (namely Destroyers — which will take care of any enemies, — Guardians — which will protect the player, — Collectors — which will collect the fragments of memory, — and Explorators — which will search for the exit). At each turn the player can choose between divide itself, or walk around. The functional parts are indivisible, so they can only be dragged around.

To win, one must collect the fragments of memory (which should unfold some sort of story I haven’t thought of yet) and find the portal that leads out of the current maze. Sorta simplistic (maybe not all that simplistic, but I just have to worry about the core anyways. UI and rendering are already coded for me =D)

Defeat.

Posted by
Saturday, December 12th, 2009 4:27 pm

I give up. I’ve made far too many mistakes over the course of the last 24 or so hours to continue on with this thing. Too glitchy and unplayable to waste anyone’s time judging it.

Next time will be different. Next time I’ll be prepared. Next time I’ll have something I didn’t have this time: a thirst for vengeance. The Gods themselves will tremble at the codes I will unleash.

Here is my rapid decline documented: http://ld16.neithermachine.com/

Good luck all!

Explore the cave…

Posted by
Saturday, December 12th, 2009 4:18 pm

Still working on it, but basically you wander around explore a cave.

LD16, as if you did not know...

LD16, as if you did not know...

The adventure continues!

Posted by
Saturday, December 12th, 2009 4:15 pm

Well I’ve certainly started to crap myself. Everyone has gotten so far. I’ve only made the basic engine and there’s still a load more to do!

Over the next 3 hours I will finish the basic physics, gui, map, bg sets for levels and all the enemies in the game (there are a lot but its lucky I was designing an enemy ai engine so I know what to do). At around 2am or 3am (I live in the UK) I’ll go to sleep for about 6 hours and during the last design all the levels for the game.

Coincedently I was thinking about making an exploration game so It was pretty easy to come up with an idea. In the game you are a robot who has been locked in a crate and thrown in to the ocean. A couple of days later you arrive on an island. I won’t tell you guys the rest. Hopefully everyone else isn’t doing as bad as me.

Sleepy time!

Posted by (twitter: @codexus)
Saturday, December 12th, 2009 4:13 pm

Things are going very slowly but I’m tired. I only got to spend about 6 hours on my game today and most of that time was spent figuring out how Unity works so I haven’t made that much progress. I’ve got some basic gameplay but I’m not so sure that my awesome gameplay idea is that awesome. At least it looks like it would need a lot of experimenting and tweaking to make it right so maybe I’ll switch to plan B tomorrow and make something quick with pygame.

Anyway here’s a little screenshot (everything is placeholder as I haven’t worked on the graphics yet):

first screenshot

first screenshot

Bed Time!

Posted by
Saturday, December 12th, 2009 4:06 pm

I’ve reached the end of day one and I’m fairly happy with what I’ve got. You can fly around, bounce off the walls, and get defelcted by security gates unless you have the key. Tomorrow, few more things to make it more interesting and some sound. Also making the map bigger!

gatesGood luck everyone, hope to see some cool stuff tomorrow!

Off to bed

Posted by
Saturday, December 12th, 2009 4:05 pm

I’m off to bed now, so here’s where I am at the end of the 1st day:

movementCounters

Players can move to adjacent spaces, and can’t move onto spaces that are already occupied.  The next step is to draw up graphics so you can see how many spaces the player’s already explored.  It’s fairly time-consuming filling in those thin squiggly lines, so I’m only 2/3 of the way through that.

Mate Dumble FINDS TRESHURE!

Posted by
Saturday, December 12th, 2009 3:55 pm

Progress update!

- ate a sammich
- ate some lovely croissants that wife made (ate 4, plus some jam and margarine)
- lots of game logic in place, whew!

Here’s a screenie showing the crew system.

Hopefully I didn't go too far with this...

Hopefully I didn't go too far with this...

Hopefully the crew system I envisioned isn’t too complicated. I’m going to be simplifying things on the “cargo” side, to compensate for the added complexity I’ve got with crew members.

Clarification on the earlier screenshot. The world map was taken from Wikipedia, and won’t be used in-game. Actually, you don’t even HAVE a map; you just set a course. However the game in effort to be slightly realistic will track your course on the map, so if you change course after three days the distances/times will be about right. So the map is actually just for my debugging purposes. La la la!


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