Archive for April, 2010
progess
I havent reported in yet today so yea, things are going smoothly, almost done with my map view after that its some simple path AI and balance the number system, the birth of a game

Not quite done.
I’ve finished making all the levels, made the sounds, plus a beginning and an end screen. So why am I not done? Well, currently the game takes about ten minutes (at most) to beat. Also, it’s kinda boring.
I’m not sure what to add, so here’s a demo.

Wow! You can even jump!
Try to escape the giant floating island! Go!
Please let me know what you think.
The Early Bird
Due to limited time this weekend, the basics of the game are working but I haven’t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.

UPDATE:
Even more functionality!
Now we have:
Bridge: solid, can be walked on and underneath. can only be placed to the left or right of something
Box : solid, acts as a platform and/or wall. has physics (aka, it falls)
Jump pad: can only be placed on floors. makes l’il dudes jump
Screenie:
Wheee!!!!
Half way?

Desert islands AND floating sky islands! Why not?
So, halfway in and my game is working, but it’s very short — and boring! Since I’m doing this with no fancy frameworks or basecode, I had planned to spend day 1 on the engine and day 2 on the content. Well, the engine’s done, and so is some of the content, so tomorrow I should be able to flesh this thing out a bit.
(I know I’m not going to win any originality points for going with floating sky islands, but they’re just so cool!)
Status: Procedural Generation Quite Lovely
Lakes, mines, trees, palm trees, dirt, and sand hooray! The final island size will be approximately 5-10x larger, but I’ve not done so yet because I haven’t made a way to scroll the map. :)
Wish me luck! There’s still no gameplay yet. I hope to begin working on at least some gameplay tonight, finishing it up tomorrow.
(But I love the concept I have going here so much, that I’ll probably spend the week after LD finishing it up to my liking. Networked multiplayer is something I’m thinking about.)


Halfway to go
Saturday, April 24th, 2010 3:58 pmHere it is, I’m turning myself into a sleeping Eli, and this is what it looks like after ~~10 true hours of coding throughout the day:

As you can see, things are kind of blocky, but they are moving along. The protagonist is the intrepid Pale Yellow Square, as pictured in the center of the screen.
There may be an visual island theme, but the story is quite relevant. In short, your task is to make islands stop being islands.
Well, it is 2am now. I hope to conclude this successfully tomorrow.
ps. amazing WIPs so far!!!! You guys are unbelievable.
my islands are hungry
so I got some McFatness++ stuff.

Along with that, some kind of concept art:

He doesn’t seem to approve of my meal.
Well, I added lots of stuff:
- Camera control
- Airship control (the airship is the flat box with steering wheel in the screenshot)
- Vertex colors
- OpenGL fixed-pipeline vertex-lighting
- A second island
- Clouds
- HUD display
What I’m still missing:
- Gameplay
- Collision detection
- More and better models
- Textures (won’t have time)
- Audio (won’t have time)
- Skybox (won’t have time)
End of Day 1
Man, what a day. This is my first go at LD, and nothing could have prepared me for it.
It didn’t help that I had to be out of the house for four hours – and the same tomorrow. I can’t even work into the night because I need to be up early.
So here’s the plan: Work like mad tomorrow, and right up until the deadline if need be. It doesn’t matter that that’s 3 in the morning, as Monday is my day off.
It’s been a lot of fun today. I’ve learnt all sorts of fun stuff – what bezier curves are, why the static keyword can be very evil, and just how bad my art skills are. I can’t wait for tomorrow.

A thing of beauty.
Robinson crusoe
I’ve made some sprites of my old friend Robinson crusoe
I’ts late i’m going to sleep now.
First screen

Lost a lot of time, but no excuses. Will probably have to cut back on what I intended to make, but I’ll be damned if I dont have something playable by the deadline.
Getting there…
I’m finally getting somewhere, I wasted far too much time trying to do music I don’t have the experience to make, but now i’ve done the majority of art, got a bit more animation to do and i’m nearly done with character movement.
Here’s the current build (in Unity so plays in the browser):
http://www.billyfletcher.com/LD/Build1.html
WASD or Arrow keys to move around, that’s all it does at the moment!

11:33pm Saturday Night
Lots of love,
brian
Collect & Protect: Good night
Saturday, April 24th, 2010 3:34 pm16 hours and 30 minutes of almost non-stop of Ludum Dare.
The screenlogger has a lot of screenshots. And my game it’s so advanced.
Here it is! (click the screen to play)
The graphics are not definitive… trees and mines and the treasure are not mine.
Here are the instructions:
Move your player with arrow keys.
Get resources from a tree or a mine (rock or gold) pressing SPACE near it.
Build things using resources pressing SHIFT to go to the build menu, and then select the building you want to build. It’ll be built in front of you.
If you press SPACE near a building you will access to its upgrade menu system.
You have to defend your treasure from pirates as long as you can!
Good luck!
For now, you can only take resources. After the resource provider dies, it regenerates 1.30 minutes later.
Good night!
Got my tiles all ready on a grid!

Also I mispelt my music link last time woops: here
Still need to do some kind of pick ups and other stuff, but I need to get on with actually coding now!
edit: forgot to mention, I’ve re-jigged my 16 colour palette, as I needed a proper skin tone for the large scale hand graphics. I dropped grey for it, replacing the greys with light blue. Also meant I could brighten up the yellow a bit as it’s not being shared with skin-tones any more.
Now it’s war!
Oh no, looks like diplomatic efforts have failed. Not that there were any real efforts to begin with, because people seem to like blowing stuff up. I’m not sure what the deal is…
There is now a decent computer player to fight against, and the core functionality is working just fine. Coming right along.
It’s coming along
All that’s left to make this game presentable is a decent computer opponent (it’s quite broken at the moment) and to fix the numerous bugs involved with turrets. After that I’ll be adding a ton of bells and whistles to keep the game exciting.

50% update!
Yo peeps!
So it’s 23:08 here and slowly getting to the end of the day…and 50% through the competition! And what do I have to show for it? well…

Just showing how the first level has been made and can be won/lost, so hopefully I can spend tomorrow on those all important gameplay features! Having spent ages today on getting the UI all working nicely.
Also todo: Sound, Music, Graphics, Polish!






