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The Final Countdown

Posted by
August 22nd, 2010 6:37 pm

My last update before submissions are due.

Working tile map

Working tile map

This is my tile map that I got working last night.  I can create new levels in TilED and easily import them into my game.

Collision boxes

Collision boxes

About 20 minutes ago I got the collision box generation working.  You can sort of see how my tile graphics are designed in this shot.

I obviously won’t have a working game done in the next 35 minutes, but it was a valiant effort I believe.  What was missing before I would consider this a game:

  • Collision detection and response.
  • Enemies with some basic pathfinding / AI.
  • The main gameplay element: mind controlling the enemy.

Let me do a re-cap on what went right and what didn’t go according to plan:

  • The Spartan framework along with Slick2D was great for getting a jump start on the simple stuff.  In a few hours I had a game shell with splash screen, moving player, camera focus, and mouse rotation.
  • TilED was great for designing levels.  I had a basic arena map done in a matter of minutes.
  • GraphicsGale saved me when GIMP was repeatedly crashing.
  • I hadn’t thoroughly used the Spartan framework, so I was unsure how to go about creating new modules for game Entities (Actors).  When it came time to add enemies and pathfinding, I was completely stumped.
  • I hadn’t ever used Slick2d’s TilED loader before.  It took me some time to figure out how to use and manipulate the tile map once I had it in my game.
  • I hadn’t ever drawn tileset graphics before.  I wasted a bunch of time drawing and redrawing tile graphics to get something usable.  Also GIMP crashed on me quite a few times, ruining my work.

The moral of the story seems to be: know your tools and libraries.  Much time could have been saved if I didn’t need to fumble around with the tool or dig through the API docs.

Maybe next time I will put together something playable!

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