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Archive for April, 2010

oh god oh god 1.5 hours left at most

Posted by
Sunday, April 25th, 2010 4:29 am

Jesus christ. It’s been a rough day, but a damn fun one at that. It was nice to talk with some of you on IRC.  Hopefully it all works out in the end for those of you still flipping out about “my physics isnt even x at the moment” or “i forgot this what to do”.

Anyway, the game:

Currently, the player is a circle. he’s not on screen at the moment for the purposes of the shot. Other than that, there’s a lot of game left to insert. there is no menu. there is no points. there is no dying. this is practically final destination.

Added a layer

Posted by
Sunday, April 25th, 2010 4:24 am

I added a background layer (which is the same as the foreground, but mirrored) and tuned the colors some more. Not sure what to do at the bottom where the water starts.

screen shot 2

Towel, throwing in, the.

Posted by
Sunday, April 25th, 2010 4:16 am

Well, tried to hack something together based on a nutcase idea, but giving up. Sorry!

On the positive side, you have one game less to judge =)

Screen concepts

Posted by
Sunday, April 25th, 2010 4:03 am

Fortress Leviathan screen concepts

Fortress Leviathan screen concepts


I might have to leave these really rough, because I’m already behind schedule. Note that some of the panels are failures.

The left title screen has some potential, although it needs to be 960×512. I can keep the game over screen really simple (top one).

The creature refit screen is the most complex one and I haven’t quite nailed down the game mechanics there yet.

The game/shooter screen is pretty simple, just a static sky background with baked in power meters for heat and health. Clouds can go in the foreground. I might just do 5 quick islands which will scroll in. The water… maybe some animated tile. Doesn’t need to actually scroll. Only the clouds and island would move. I drew some sea gulls too.

Also, I ate a Wienerbröd for breakfast.

Dropping out

Posted by
Sunday, April 25th, 2010 4:00 am

Dropping out. Not particularly happy with the direction my game took. Technically I guess its kind of impressive for the amount of time spent on it. A full fledged first person platformer. But the sad truth is that its simply not fun to play.

Goodluck to everyone!

It’s closer to being finished than it seems!

Posted by
Sunday, April 25th, 2010 3:56 am

Current progress :3

bento_islands02

FWIW, has health working (on a timer), ‘death’ (with respawn) and one island designed. Two more to go, and then it’s just a matter of plugging a few gaps and making it pretty! :D Argh, I need a name though!

(No chance for music – left my ukulele at home XD and no one would thank me for trying to record it in a cafe.)

Yay for a title screen!

Posted by (twitter: @jarnik)
Sunday, April 25th, 2010 3:41 am

Title screen done:

screen06

Player-controlled character got a final skin (click for a flash):

screen07

No sounds or level content yet :)

An animated breakfast.

Posted by (twitter: @whitingjp)
Sunday, April 25th, 2010 3:31 am

Took a break from the level design for a bit, and went to the shops to get some milk for breakfast and other supplies.

Cereal

Then I did some work on tidying up some of the most irritating sticking points, as it was making the game a little unplayable. Finally I’ve just finished doing some little two frame animations to give my hero a bit of life.

Walk Cycles

You can check out the animation in action here, because of my bug fixing it ought to be a lot more playable than the last version too.

Good morning islanders

Posted by (twitter: @S0phieH)
Sunday, April 25th, 2010 3:21 am

Added checkpoints, deathifying spikes, character texture, and ALL fish now have different effects,I think I’malmost ready to start putting in that ‘gameplay’ stuff everyone is so keen on.

bld4

edit: oh yeah, see this post in full for the embedded playable build :)

(more…)

Progress

Posted by
Sunday, April 25th, 2010 3:17 am

LD48_17_3

Slightly prettier landscape, with a shader to multitexture it. And the player can shoot. But there’s nothing to shoot at yet…  (And my water looks rubbish compared to Unity!)

If I’d spent last night on it, this might have been fairly decent, but I’m now a fair way behind schedule, not going to be able to get it nicely finished- but I’ll try to get some enemies in…

Collect & Protect: What buildings and what updates they have?

Posted by (twitter: @Abel_Toy)
Sunday, April 25th, 2010 3:17 am

Now the time has come to do the job of a game designer. Decide what buildings and what updates they have for my game is SO PAINFUL… but here it is.

  • Turret: A turret turret that turrets. Updates: More damage. More range. More speed.
  • Updater: There is an updater for damage, for range, for speed and for resource collection. Cannot update other updates. Updates: More range. More updater.
  • SUPER MISSILE MEGA TURRET OF HELL: My favourite. Shoots bombs. Updates: More damage… more range… more speed…the same as turrets =P.
  • Blocker: This doesn’t shoot. But they’re very cheap. Useful for making paths.
  • The super mega factory: There are three factories: wood, gold and rock. They are VERY EXPENSIVE but they collect resources over the time. Updates: More collection. More speed.

The sprites… well, I haven’t them yet, but I suppouse they’ll be very simple.

Uh… and the pirates. Here are the types of pirates:

  • Pirate: They’re weack and with normal speed pirates. They’re the majority.
  • Super pirate: A fat pirate. Has a lot of health but it’s slow.
  • Speedy pirate: A very weack but very fast pirate.
  • Boss: You don’t want them. Fast like normal pirates and have more health than super pirates.

And… TRAPS! (they can’t be updated)

  • Glue: Makes pirates (and player =D) go slowest. 1 minute of duration.
  • Bomb: Explodes and takes a lot of damage after 5 seconds. Be aware, they can damage player as well.
  • Spikes: Takes damage as pirates walk on them. 15 pirates of duration.

Last minute upload with source

Posted by
Sunday, April 25th, 2010 3:13 am

Okay, I need to upload source and example?

http://www.swfcabin.com/open/1272186446

And source:

http://www.sendspace.com/file/ojo1bx

Bed!

Extra UI elements

Posted by
Sunday, April 25th, 2010 3:04 am

GamePlay3

So I’ve added the extra UI elements I talked about in the previous post.  Islanders who *you know* know the way to the enchanted isles have a yellow glow, and there’s a ‘divine’ button to point you to such islanders (at the cost of some of your time).  I think it’s a more interesting game now, though I suspect there’s still not a huge amount of replay value.  Barring the tutorial hints, I actually got all the coding done which I had planned to get done, so I’m going to start on the music now.

Progress

Posted by (twitter: @shrrt)
Sunday, April 25th, 2010 3:03 am

Here’s a screenshot of my game so far:

ld17-shrt-progress_1

My initial idea was to take the tower defense concept and flip it on its head, so that instead of annihilating a swarm of enemies, the player IS the enemy. The player would be a sort-of cruiser ship moving on rails (i.e. a pre-defined movement path), and would be able to send out smaller fighter ships, pop a shield and boost movement etc.. Basically trying to annihilate everything on the islands, while also staying alive.

However, I derailed quite a bit yesterday and I’m pretty sure that there’s no way I can make all the gameplay that I had imagined in the current time frame. I’ll definitely have something playable by the end of today though :)

Aye aye sir!

Posted by
Sunday, April 25th, 2010 2:59 am
Aren't they cute?

Aren't they cute?

Boats can now successfully (most of the time) load and unload passengers! Funny thing is that sometimes the dudes just run into the sea, to their tragic death.

Now more gameplay. A winning mechanism, perhaps?

King of the Hill

Posted by
Sunday, April 25th, 2010 2:59 am

tower

New day with new tricks! I started by adding ladders, and fixing the hugely buggy building mechanism. Gotta fix it up more later on.

Bleh, I have to drop some of my original ideas – there’s really no “proper” gameplay in other than harvesting/building, and I plan to have several different enemies.

Pincer – up and at’em

Posted by (twitter: @triplefox)
Sunday, April 25th, 2010 2:52 am

Just got up, showered, shaved, and now I should probably find something to eat.

But today’s the day where I make Pincer look and sound awesome, as well as hammer out all the level design. Wish me luck!

I’m done!

Posted by
Sunday, April 25th, 2010 2:43 am

the Traveling salesman problem” is complete. Made in gamemaker (and fraps don’t detect that) so I don’t have a gameplay video available (yet), exploring other options at the moment…

Anyways, I’ve been bad at posting the usual food pics, so here is all of the pics I haven’t posted..

(more…)

Out of time :’(

Posted by
Sunday, April 25th, 2010 2:26 am

Darn, bed. School in the morning, so I have to go to bed early. No playable build to show, and I won’t get back before the deadline.

So… I like the thing I have going. I’m going to keep going with it for the next few days over the deadline to make something playable. So far I’ve got arrows working which took way longer than it should’ve… Walking, a map, background… What can I say, I’m not very productive.

I’ll just leave this here…

http://i41.tinypic.com/2vl8tpx.jpg

Bye for now, Ashkin

late start

Posted by
Sunday, April 25th, 2010 2:14 am

I started pretty late.  I am using Python Ogre for ld17.  I decided on a sort of boat raiding game where there will be several islands on a map and the player has to move their boats to other islands.  It will be a little bit like galagon except its going to be 3d and the game will have some upgrades to the islands and some other stuff I havent thought up yet which should keep it interesting.

Also, I moved into my own house about 3 months ago so I have a new setup :)

screen_2010-04-25_04-36-08

deskphoto


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