Archive for April, 2010
End of Sunday
Sunday, April 25th, 2010 3:48 pm… isn’t much different from the end of Saturday, I think.
I wasn’t taking this contest seriously, expecting most of my time to be used up. What I did have left I did very little with. Mostly today I just drew a floating island and added them in. So in 2 days I’ve almost made the overworld.
Link again is here. I’m not submitting as it isn’t a game. But it’s been fun, and I’m looking forward to wasting a couple of weeks playing other people’s entries.
So many interuptions…
Well today was like yesterday with so many interuptions, but I am getting somewhere at least, but definately not going to complete something good in the 3h left in the compo. Will see if ill submit my SDL failure LOL
Here is the first interuption of the day :

Yes I had to go buy this product, as I was going to take a little break at around 15h and went to grab some cookies in the closet I saw an army of ants picking up those chocolate cookies
. So went to the store to buy this, take out everything and let say I didn’t eat cookies.
Second interuption was for some healthy reason, I had to prepare a dinner for myself and my wife
.

Tthe pots contains potatoes, meatballs, carrots, pepper corn sauce and the important ingredient BEER
.
Neither finishing nor giving up.

I don’t believe I will finish unfortunately. The mechanics are there, but I lack content. I code too much. ^^
I will see how far I get by 4am, and finish this game during the upcoming week.
It ought to be some sort of puzzle/explorer game. I really don’t know where all the time went, I guess my framework was holding me back a little or I’m just rusty. And the map collision took forever in the beginning, but speed has been cranking up this evening/night, that’s pleasing.
It has been a very fun, first LD nonetheless!
2nd game, 2nd fail.
Things where going great on my second game. This was started after lunchtime in the final day and I made some pretty good technical progress.
Some real life issue’s stopped me in my tracks though. Guess ludumdare just wasnt meant to happen for me this weekend. For those of you still working away, goodluck.
See you all next time.
My experience participating in this Ludum Dare
Well, I submitted my game, and I’m pretty happy with the final result. Though it’s quite crappy, the truth is I made it in under 8 hours, and I had lots of fun! Hope to see all the final entries quite soon! Good Luck!
Game idea 2
Imagine a similar top-down island+water view as in my previous sketch. I’m too lazy to make another.
This game is more of a resource management affair, with few action elements. All the islands are fairly small and circular in shape. You start out on one of them with a small land vehicle which you can move around. From this vehicle, you can send a probing ray aimed at the mouse cursor, used to measure range. The intended purpose is for you to drive near the edge of the island and measure how far away the next coastline is, and if it would be viable to build a bridge over there. You have a supply of resources for this purpose, like fuel, metal, and wood. There could be different kinds of bridges to suit different situations of resource supply, like wood/metal/concrete bridges.
Anyhoo, if the range checks out, you would start bridge building, which would be automatic and animated in some fashion. When the bridge is complete, you can cross it to visit the other island and harvest its native resources. One alternative system for resource handling would be that you had a swarm of builder agents that would scurry between the bridge being built, and back to connected islands with resource supplies. They would gather material and bring it back to the build site. This way there would be no global material reserve, but it seems like it could turn out kind of complex and tedious to have build time and efficiency depend on the network of bridges, possibly having the drones move all across the map to get things done.
For deciding where you want to build the next bridge, you could detach a helicopter module from the main vehicle and fly over to other islands to survey their contents. Small icons and proportional numbers (like “5 Oil” and “3 Rock”) would pop up when you get near them, or when you land. The helicopter would consume fuel, and have a limited tank capacity. That could mean you end up stranded on an island, and you would have to build bridges to reach and salvage it before it can be used again.
I’m not really sure what the overall goal would be, and if the game should either be win/lose or just sandboxy. Sandbox would probably be the best option, with some tweaking to make it apparent that you’re doing well or not, depending on how you play. One idea that could shake things up (pun!) is to have islands randomly rumble and crash into the sea, taking connected bridges with them. This would mean that you’d have to build new and longer bridges to reach some areas in case a key island was lost.
It might be possible to layer a different and primary mechanic on top of all this, where you perhaps shuttle creatures or other artifacts between islands in some way, so there’s something to aim for and always something to do (they want to go from one island to another, then back again or move on somewhere else). In that case, bridge building would become secondary but still the main important task you perform while playing.
That’s all there is, and you can’t play it. I would probably have started prorotyping one or both of these if I hadn’t made the questionable decision to spend my weekend doing really boring Sculptris code. I didn’t feel like I could relax and start on something else before that was done though, and in hindsight I’m glad that I have the boring stuff taken care of so I won’t have to do it tomorrow.
As always, good luck to those of you making games, and I look forward to browsing the entry masses later. One perk of not participating is that there’s no pressure to vote, for once
Making Pleochorism – A Timelapse
Made a timelapse of me working on Pleochorism this weekend, along with a rather tiny Webcam-PiP.

4:41am in Germany: Getting started
Watch it HERE
done
Ah, this was a lot of fun for me. My original idea was some kind of RPG where I wanted to implement line-of-sight lighting – but the Islands theme prevented that. So I decided to go 3D instead. I wanted to try using a 3D engine, but unity doesn’t work here in Linux and after tying the Ogre3D and Panda3D demos I felt too overwhelmed to actually go on with them. So instead I looked at my code from previous LD and pyweek entries and decided to go with just that and Blender.
As always I ran out of time to actually implement much gameplay, but there’s more than in my previous 3D entries. There’s 18 taxi orders, displayed as little boxes in the upper left corner. And there’s 7 docking stations, each one with a different color. Passengers will have their destination color in a triangle above there head and need to be delivered before time runs out.
(Clicking image should open a video of the game on Youtube.)
There’s still time!
I have decided to make another game within the last couple of hours. XD Yes! Here we gooo!
Good luck finishing up, everyone! :3
Status

The TD is almost done! I just have to fix all the glitches, test, and polish!
Buenos Aires Islands


Tembac and Daniel Benmergui working hard at my office.
We are going to finish soon. Daniel is -cursing- working hard on a Mini dwarf fortress game and I almost finished a rowing game.
Cheers!

Quick chili dinner
Sunday, April 25th, 2010 3:21 pmQuick chilli dinner before last sprint.. its going to be close!

Chili
Stuff is working

Now featuring pathfinding and gold carrying.
Well, it probably won’t be very well finished, but it looks like it’ll be somewhat playable in the next few hours. I just need to make some AI, a better UI, and make everything look better.
Timelapse of failure
Sunday, April 25th, 2010 3:17 pmHere’s a timelapse of my unfinished entry: http://www.youtube.com/watch?v=T3V3YbBh1RY
Pincer: Looking like a game
I have all the tiles in now, and more sounds(“Expert!”). It was a bit tricky for a number of reasons:
- Still coming to grips with the way Pro Motion works. It’s a realllly powerful tool, but that leads to several kinds of modal situations that are unintuitive(working with alpha, picking up tiles so that they can be placed – for some reason you can’t just click in the palette).
- I also wasted time making tiles in an inefficient way or making tiles I didn’t actually need for the system I ended up using.
- I had to make a “chunked” tile engine based on the basic one, which splits each tile of collision into 4 graphical pieces. This also meant some data entry, fortunately I didn’t have too many pieces.
- For some reason, Firefox started caching the swf and refusing to let go. I finally got it going again by manually re-entering the URL.
- I also had to add a second layer of transparent 20×20 tiles on top of the background. This wasn’t tooo difficult but the swf-caching problem really slowed me down.
Anyway, now I think I’m going to do level design, get a title and win screen together, and call it done. I seem to be on track to use almost all the time available. This is probably the best I’ve ever done with any game jam situation, usually I get demotivated or stop at an early point
Infinite Deadly Islands Of Terror complete!
I realize this looks like my only journal entry for the whole compo, so click here to see the actual deal. I really did do some! Not a lot, just some screenies yesterday, and I’m about to do one more today, which shouldn’t be too tough with 4 hours left to go. LDs are exciting, but draining. I am ready for rest and WoW now.
Finish Island
So, I have finish since few hours and I can presente NoNameIsland to you !
This morning I have add few features like description of buildings and evolutions. This afternoon, I have add content and equilibrate the game.

This evening, I tried to make a windows executable with py2exe. Three hours after, nothing does work, runtime error when I launch the executable. I have use some script for pygame with py2exe. So I am sorry, but you must have python and pygame to play.
For playing, just launch main.py.
This game is like a tycoon game. You can place red flags on case for say that migrants can build their house.
If people have beautiful house, electricity and water, they generate happiness. More your Island generate happiness, more the migrants want to go on your Island.
For have information about buildings, just right click on it.
People on Island will work. When a building is often upkeep, it can evolve.
Enjoy !
http://omploader.org/vNDl4dg/NoNameIsland.zip
Good Night !
Duke Nukem Forever
Don’t think I’ll finish; it’s late, I’m tired, and work looms tomorrow. There are some crippling bugs and I don’t want to stay up trying to fix them just to hobble together a release, especially since it lacks most of the features I think are necessary to make it fun as opposed to just barebones. In the end, unexpectedly long time to write infrastructure, stupid bugs, and real-world issues cost me too much time. No worries, I’ll post something out-of-contest tomorrow so you can still try it out.




