Archive for April, 2011
After 13 hours
Ok, i made some shooting gameplay. But it is only 1/4 of my plans )
It is cold, it is dark, it is
VERY DANGEROUS UNKNOWN PLANET
Your ship had emergency landing there and you must find components for fuel and repairs.
And while you are searching, ship can manufacture some useful equipment for ya.
Dunno if i ever can complete the game…Thinking of giving up
After thoughts…
I may try to make some interactive story thing.
But, in hindsight, I have considered the following:
-Will not use mappy for tilemaps
-If I do a tile map game again, I will not make the levels.
-Not design such a large map.
-Even with a smallish map, not allow feature creep to get in the thought process.
And that is all.
Making some PROGRESS
Got the tile engine and character/enemy up and running!
You can now “attack” enemies, but it still doesn’t do anything interesting, it looks like this:
Tomorrow I will add real interactions + levels, monsters and winning losing conditions.
Plenty of work, not much time – let’s see how it goes!!
Daniel
Allons-y!
I’ve run out of whale related titles, but I am back from our “super official Victoria LD meetup” with Blackduck and Zatech. and I decided to set up my computer in a different spot, which allowed me to finally set up a second monitor!
Behold: workspace photo!

So yeah. I’m still fiddling with getting off the whale. so here’s a pic of our brainstorm last night (I’ll give you a guess as to which marker was mine)

Ipods actually take really good photos. I’m impressed
Slime: Now with MORE CHUNKS!!
Looks Yummy, ‘eh?

This is my first venture into using FBOs.
-Phil
The life of a Ludum Darer
Saturday, April 30th, 2011 1:55 pmTorch is lit!
I’ve done simple particle system for the torch which looks a bit weird in game but since I have everything implemented it won’t be hard to make small changes to the system (just in case of spare time). HUD – Torch bar has been updated with the bar and now I only have to make that bar become smaller while torch is burning. Another thing I’ve decided to add is “Sprint” which will make the torch glow with even stronger flame but torch bar will lower faster because of that.


Some progress and lot to do!
Saturday, April 30th, 2011 1:49 pmSo my game will be a platformer in which the character keeps getting new items. One of these items is a spiked helmet which you can use to climb walls, stick to ceilings and kill enemies.
Got a lot done this day but there is also a lot of things left to do for tomorrow, at least I won’t be hungover tomorrow
Here is a screenie with some placeholder art (if I have enough time left to make some new )!
And yes, he is upside down
Getting started
I’m a long time veteran on the Ludum Dare IRC channel, but haven’t had the chance to take part until now – so LD20 is my first LD. Since it’s dangerous to go alone, I took two old buddies, FlashDevelop and FlashPunk along with me. Besides that, I’m working with PhotoShop CS5 and Audacity, and progress is looking okay so far. The basic gameplay mechanics are starting to take shape, so tomorrow I’ll have plenty of time to add more variation and work on levels – perhaps even incorporate the theme, since I sort of got sidetracked a bit.
A gfx teaser:
Speech system
And the speech system is in-place… Was a bitch getting right: getting the projected position of the 3d position of the speaker so I could write the text there, center the text, script binds, etc…
Was hard making it visible in all circumstances aswell… Finished writing the text twice, one in black and offset and then in the normal color… Worked quite well…
This is finally shaping up, although it’s not even close to being a game… Next step is probably to draw and animate the imps, making them spawn in their proper positions and giving them AI… Probably will call it then…
Task list:
Task list:
Framework workingLoading a level data (from a DDS image)Rendering the level (3d generated from the level data)Drawing the characterRendering character- Design levels/items so I know what to implement
Spawn points- Bind spawn points to scripting events
Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)- Give and take objects to the player (through scripting)
Spawn creaturesand give them rudimentary AI (also through scripts)- Draw and animate imps
- ….
Lunch and Birthing a New Project
What’s faster than reheating leftovers?
I’m going to need to eat some fruits and vegetables soon.
Anyway, last time I had a working build. My next goal is to get an SDL window to open and close. This part will either just work or I’ll find some weird complication here, too.
…
Ok, so I ended up copying a lot more files from other projects, but I finally managed to get to a point where I have something that might serve as a nice starting point for this and maybe future LDs.
For now, I have a splash screen.
The name of the project is tentative to change, but at least it has been born. Now to raise it into a healthy young game.
More mechanics
Saturday, April 30th, 2011 1:42 pmSpent the past few hours writing a bunch of base code to help out with the additional mechanics that I want to put in. I also did some more graphics work (A HILL.). Best excuse to show off another screenshot ever. So you are seeing countdown bars for the upcoming bricks that you can drop on your tower. I was thinking it might be nice to put in a pax briticannica style “hold down to get more power” thing to this. Don’t know if I will need it though.

I got a call from the friends that went to the movie, so I am going to meet up with them instead of running myself into the ground. My eye is starting to twitch and I have been at my desk for 11 hours straight, so that seems like a good idea. We will see if that means better work tomorrow. Also I have a tagline for the game: a 3 button realtime strategy tower defense brick game. No title yet though.
















