Archive for December, 2010
So much bugs, so little time!
I seem to have gotten a bit of the game done including saving and loading and mining and ore generating, however there are still lots of bugs, including:
Stone is the only thing that generates.
Stone gives me HUGE amounts of points.
The player doesn’t wrap the screen.
Man, I cannot stand how little time I have to get this done! I just started last night!

10 Hours to go, or so
Surprisingly I didn’t end up spending the entire LD trying to solve a problem of doing something well (that generally isn’t something really needed anyway). There’s about 10 hours to go, and I’ve run out of fiddling to do with it… now I guess maybe I could use it in some game or something? I’m kind of inexperienced in getting to this part.
What’s I’ve managed to get going is a top down view, with shadows and a ‘sightline’ sort of effect. Example of it here: http://filebox.me/view/rp56gmvej WASD moves, hold mouse button to look in a direction, and tap sapce a few times initially to drop in some random pillars. I’d be interested in feedback on how many entites people can go up to before the FPS starts to suffer, if you’ve got the time to drop a comment below.
Progress (did someone say boss battle??)
I surely didn’t. But guess what??

RUN
Lots of work to do… – ADEdge – 10h/remaining_LD19
Still got a lot to do, not sure if Ill have anything worth submitting for the contest come 0 hour. Its 2am here and Ive had another busy day away from my computer *sigh*
Anyway a quick update, the menu page is done and working, it loads the game, exits and looks pretty.
Pretty uninspiring title. But until I think of something better it’ll do. – Feel free to make suggestions.
I also have basic game environment done, nothing major but its all I can do for now. Need to get this thing in the air and some more gameplay!
So much to do! Im about to do my last 2 hours for tonight (taking me to 4am) and ill really try to cram in some gameplay. Then tomorrow Ill try to get up on time to polish and submit (hopefully), and since this is my first LD I really have no idea how any of that will go! *Eeek*
It’s alive!
This is my basic game, it runs in any browser that supports the <button> element and images (sorry Lynx users)!
Cheat mode is on here, so all the tiles are “discovered” and visible. This way, you can see my beautiful artwork. If I turn cheat mode off, any square that’s not been visited just shows a question mark.
Continuer.
Eurika!
I would be done now but I realised not only can I add music but I can add lighting using the powers of BLEND_MULT! HUZZA! No really, I’ve finished the space station so excellent news. I swear to god I’ll have a picture for you next update and a download (that’s why I have no picture for you!)
Volatile: 6 Hours of Work Left
I decided I absolutely need to sleep now. In the past 35 hours I’ve had 4 hours of sleep, and that sucks, especially given I’m going out tomorrow, 2 hours after the comp finishes =/
I somehow managed to get some last minute work in, having coded an attempt at the missiles, the only form of combat that has time to make it into the game. Tomorrow morning (in 5 hours when I wake up) I need to code AI, finish combat, code game win scenario, and add building deaths. If I can manage to fit that in within a 6 hour period, I might actually have a playable game.
And with that, I bid you goodnight. Here’s hoping 5 hours rest is enough!
-Tv
Spy Game – End of day 2
Can now actually win and lose levels! Added a cheap-ass main menu with level select.
I’ll have a few hours tomorrow morning to somehow magically tweak gameplay to be more fun, do music, add more baddies. (Design calls for three, only have one, and I’m just using a tinted hero sprite at that!)
Want went right today:
- Whipped out really cool random level generation algo, it guarantees that each part of the building is accessible. Really, I guess I made sort of a side-view maze generator.
- Added zoom settings per level – The screenshot above is zoomed way out.. I might leave a level like that just for fun, even though it’s hard to play that way. An unexpected consequence of zooming out is it sort of minimizes the bad artwork.
- Main menu works, took a detour to make it all keyboard controllable so you don’t have to keep switching back to the mouse. It’s the little things. Plus, this is going to be a Proton SDK sample eventually so I want its code to be usefully copyable
What went wrong:
- Bad art is bad
- Original design wasn’t much fun, dumped half of it.. better, but it still not there
- Behind schedule.. feeling bad that I skipped weekend ultimate frisbee with Cosmo (my kid) for like the first time in a year.. you’re a cruel master, LD.
- Still have no real cosmetic theme or name to tie everything together. it’s just so generic and I HATE generic. Dream self, please figure this out during tonight’s repose
- Connection to the “Discovery” theme feels weak
First Game Development Project
Lord help me, I am 11 hours away from creating my first game. This has been a very comical experience, and one I have enjoyed so far… or maybe it is just the lack of sleep taking its toll. Ok, enough gibber jabber, if this thing is to have any value at all, I need to finish up the logic and put in my grand surprise!
I can’t really give you a screenshot (too embarassed) or a hint as to the gameplay (lose any humor factor), but if you actually try the game out, I think it will give you a good laugh! (Assuming I get my ass in gear and finish the logic).
Nov aka Ranklar aka Nuuby
P.S. Thanks to the friends who have helped provide content! (You will know what I am talking about once I am done)
P.P.S. Everyone’s graphics so far have looked really good! Keep up the great work everyone!
Finish>Length
That’s the new approach being taken. We want to focus on actually coming up with some form of conclusion to what we are creating, and polish it.
Progress as its it stands:
Programming – 80%
Graphics – 10%
Sound – 60%
Story – 50%
Also have a few more rooms to make at the end, insert story points.
After that, finish off sound, add in graphics and polish!
Making progress
Moving walls: done.
So now I’ll give you a little info about the game.
Your goal is to discover all the treasures hidden in the maze, but don’t run out of food because you’ll die.
Things that you can find are:
- food: if you don’t get food you die.
- dynamite: nuff said.
- Lots of treasure of course.
Easy you say? Well, the walls aren’t as static as they seem. You don’t want to find yourself trapped because the walls moved.
So make sure you have dynamite with you so you can blast yourself to freedom (or death) if you have to.
Back to work
Ok. I had again a long nights sleep, then a long breakfast, went to shower, helped my wife with some tailoring stuff as she’s making a dress, etc. Needless to say I’d be behind the schedule if I had made one. I guess I’ll have to drop some of the stuff I was going to make, but that’s how it always goes in LD, stick to the most important stuff (or the things you just want to work on?).
From my last screenshot you might be able to pick up a “scanner” feature. I haven’t actually implemented that one yet, and not even started on a “shop” feature. Also, my visuals are still totally on prototype level, so I’m a bit divided if I should start making even a bit of visuals now and leave some of the gameplay features unimplemented unless I still happen to have some time in the end. Also, I have SFX in but haven’t made background music yet (tried to make something though, but I wasn’t happy with the first try). My guess is that I’ll now work on some gfx and music and then see what to do with the missing gameplay.
















