Archive for April, 2011
Badgers? BADGERS!
Since I had some work to take care of this compo’s time has been basically cut in half. It’s a simple enough mechanic that is should be done hopefully by tomorrow morningish. Another point whore game here I come! I was going to bike down to the studio and camp out there till it was done, but it has been raining all day and I don’t want to bring the wacom out in the rain to play. So I might do my art work at home before I hop down there to code.
mailman – progress audio ok and city
great progress recorded the zombie sounds, the kids had som fun on that lol, selected soundtrack from http://www.freesound.org/index.php, and found a model to use as city for the game
now its time to rest for some minutes then start to put everything together in Unity.
Progress Report
17 hours down, 31 to go! How have things gone since my last update? Well… it’s really hard to say. I took about a 4 hour nap/sleep in the middle of the night, which was probably a good idea. I’ve written about an additional 300-400 lines of code. So far, though, I still have nothing to actually show beyond a (new, slightly improved) title screen.
I’ve set up the bulk of my procedural map generation system, which is probably the single largest piece of code for the game… so I’m probably actually quite far along… but so far I still have no art and have ability to actually put a dude on the screen and move him around. That’s what I’m working on now; a little bit of artwork, and then I’ll be trying to move around a simple test screen before jumping him into the game-proper.
Energy wise I’m doing okay… very drowsy, but a steady stream of caffeine, sugar, and music are keeping me focused and on task. I’ll probably end up having to take another nap this evening, though, especially if I plan on being up most/all the night.
Hopefully I’ll report back in another few hours with some screen shots, or possibly even gameplay video!
Well What Else Can I Break With Physics
Cave Jimmy II: Physics Breaker is now running as smoothly and with far better graphics than the original Cave Jimmy, and I’ve even got the original classic umbrella for him in.
But I have no idea where to go from here.

Well, anyways, here’s lunch:

Progress part 1
After getting back from shopping, I did a little brainstorming about the game. One thing led to another and i eventually settled on this idea.
In short it’s “Exploration vs Minesweeper”
The basic idea is this. You play as a little character who has been sent into a mysterious cave with the aim of reaching the other side and all the glory that holds. Its dark, cramped and scary in the cave, and the place is sure to be filled with monsters at every turn but you don’t know where!
Upon reaching the cave (totally unprepared for venturing in) you are given a magic hammer by a passing stranger (how mysterious). He explains to you that by tapping on a wall with the hammer it will reveal what lies beyond the wall for a very brief time.
Using this knowledge you must decide whether to knock the wall down, and move further into the cave, or try another wall.
If you stumble across an enemy it will kill you, not even the mighty hammer will be able to avert your fate.
Right now all I have is the tile reveal part working, and a rough echo reveal effect (the numbers)
Next i’m going to work on putting the character in which moves around the cave and the basic game logic. (i.e hammering, moving)
Graphics will be up-rezed at the end time permitting, as right now i’m more focused on the gameplay side.
Sleep Deprivation = inspiration!
Stayed up all night putting the platform engine together and now I’m so tired, but I’ve just been writing non-stop about the plot for my game and I don’t know where all of this inspiration is coming from. Now I’m just going to hammer together the levels, work furiously on the graphics, and then sleep straight through my classes on Monday and Tuesday!
“A Tiny Sin” – Back Awake
“A Tiny Sin” game development log
LudumDare / GMC Jam – [3h 30m hours of sleep, 19 hours awake]
Was good to get some sleep in, now back to work n_n Waking up at 4am after only 3 and a half hours sleep is one of the hardest things you can do..!
-Tv
Things are coming together !!
I tried to do a video capture of the game in its current state, but the upload to youtube failed… I put it on Dropbox though, so you can admire the laggy capture and the ugly placeholder obstacles over wich you must try to avoid tripping
BUT I have all the basic elements for my game now, including interactivity. I need to implement proper win/lose conditions, add some menus and context, and maybe record some music/sfx/whatever…
At least this time around things seem to be going my way. Let’s hope nothing bad happens tonight nor tomorrow !
So here’s the video for those who are curious : http://dl.dropbox.com/u/17113774/video-day1-20h21.ogg
Progress — feedback appreciated!
Bees, rainbows and stars. Progress is coming along nicely I think. Next I will work on sound.
All feedback welcome!
EDIT: The image is a bit squished here, don’t know how to fix that, but it isn’t like this in game.

First draft online
I couldn’t Imagine how fuzzy the jar-thingie with java is, or maybe it’s just me, but it took me hours to put it together in a working state, but finaly, here is my first draft. It’s incomplete, buggy and ugly, but it haz multiple characters at once and Buttons (you can even play it together with a friend, if you share a keyboard or so)
Keksdev, you are a genius
You should go here: http://www.ludumdare.com/compo/2011/04/30/not-really-a-game/
I made a flight simulator!
Finally settling down to start coding the actual game. Did a bit of preparation work earlier today, but mostly distractions. I’ve had the whole design fleshed out in my head since I got out of bed though, and it has given me a sort of fake feeling of comfort all day. Like I don’t actually have to write the code… Well, good news is that it should be possible to create and test the basic mechanics/rules with very little code or content, then if it does end up working properly I can dress it up fancy tomorrow.
So right now I have a crude flight simulator where you guide this here airliner in 3D with the arrow keys. Works surprisingly well, and I’m enjoying it. Might get complicated and confusing once I introduce the restricted airspace I had in mind though, but we’ll see. That’s next.
kohina.com for soundtrack

Playable
Graphics are placeholders, of course.
Some Progress
I have Flixel up and running, and now have a framework I can start building a game on top of. I’m still a bit uncertain about the theme. So I’m going to continue to work on my engine. Next steps are:
- Improve player movement
- Mouse aim and shooting
- Proper level loading
- Enemies
- Enemy path finding
I didn’t get a chance to buy groceries last night, so I’ve ordered pizza. I tend to eat pretty poorly during LD48s.












