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Archive for April, 2011

This city sure is big…

Posted by
Saturday, April 30th, 2011 9:23 am

That’s where I am right now : I have a procedurally-generated city street that’s infinite, and in which the character runs. I plan to add the basic elements of gameplay this evening (still 6pm here), then spend as much time as I can iterating on it, refining the gameplay and making everything as pretty as I can in the remaining time.  But everything’s coming along pretty nicely up to this point…

Current progress

Posted by
Saturday, April 30th, 2011 9:22 am

This is our progress so far.
We have nailed pretty much all of the engine stuff including movement, AI, particle effects, story telling, health, and weapons.
Now we’ll just take a pause and then we’ll continue on with more weapons and enemies.

It seems I’m a little behind.

Posted by
Saturday, April 30th, 2011 9:20 am

The penguin’s jetpack is working, and the tortoise can fire his gun.

Now to add in the puzzle mechanics. I’m hoping I can do that by today, and then have tomorrow for level design and fixing up graphics :D

Icons for the game

Posted by
Saturday, April 30th, 2011 9:20 am

Editing the icons on Inkscape

Right now, I’m coding the core of the game.

 

However, I finished drawing icons for each of the actions of the fighters:

Fist is attack, shield is defend, chicken is healing and the battery is charging.

Don’t have time to think about better ones. They are kinda funny thought xD

Got a character!

Posted by
Saturday, April 30th, 2011 9:19 am

This has been slow going, but on the bright side, my character doesn’t look like total puke (just like semi-puke)! :)

After a great lunch, courtesy of my awesome wife:

got the character moving through the level, with collision detection (my old nemesis… I always get stuck on this and end up with ugly code!)… Even have a small shadow on his feet (helps the visuals, not looking like he’s floating)… The ground texture now seems terrible, so I probably need to work on that (think I just need to tweak the contrast a bit)…

Now I need to take a step back and think what I want to do with the game from here on… Current task list:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering 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 creatures and give them rudimentary AI (also through scripts)
  • ….

Just got up…

Posted by
Saturday, April 30th, 2011 9:17 am

After a (very) long night’s sleep, and I’m ready to start designing my game.

I dreamt up this (not so original) story board so far.





block can jump progress and idea

Posted by
Saturday, April 30th, 2011 9:14 am

i have tile rendering done but collisions not completed yet.

the game will be about a device you acquire which give you the ability to make copiew of yourself, so you are not alone, you see cause its dangerous.

you will also be able to record your actions with the device and then move to the next copy to record another action.

A little like multitrack recording everything that you have done gets played back the next time you play and record.

Lets see how far I come i guess making intersting levels willeven be the tougher challenge.

Im out!

Posted by
Saturday, April 30th, 2011 9:13 am

I just cant keep my motivation. And other than that im pretty sick so I really need my rest. I will be participating in LD21 though. Hopefully I will be using AS3 at that point and not Game Maker. Well I guess I will see you all there.

Nitro Racer update

Posted by
Saturday, April 30th, 2011 9:11 am

Note to self: try out the tools you are going to use next time. I’ve spent more time than neccessary trying to learn new libraries and tools for this game, but I am finally getting somewhere. Now to get some dinner.

Shut up old man and give me my sword

Posted by
Saturday, April 30th, 2011 9:02 am

In adapting this level from top-down to side-scrolling, I inadvertently gave the old man the ability to fly.

Food

Posted by (twitter: @Danik112)
Saturday, April 30th, 2011 8:58 am

FOOD!

 

And some fibre (IMPORTANT!)

And the gameplay is done

Posted by (twitter: @Suyo_)
Saturday, April 30th, 2011 8:50 am

Click here!

Now there’s a wave structure, beginning simple but getting harder. Also stats on the bottom. Also² sounds and less earrape music.
After 30 waves, the game is over and scoring will happen in the final version. But for now, GRAPHICS.

Spray pepper spray at incoming people with Arrow Keys or W A D.

Now listening to: Koi wa Sensou – Miku Hatsune

Progress…

Posted by
Saturday, April 30th, 2011 8:48 am

Right now, there is not much stuff I’ve done, but here is what I have so far: http://www.planetnana.co.il/vladp/ld20.html(Push the Start button). The game is still kinda missing the point of the theme, but we’ll see. PLEASE if you have anything to tell about the game, leave a comment, even if you hate it write it plz, thanks.

4:44 in…

Posted by
Saturday, April 30th, 2011 8:46 am

I’m 4:44 in (I had to start late) and I have my main props and my main protagonist ready:

Take T.H.I.S.

Posted by (twitter: @thegrieve)
Saturday, April 30th, 2011 8:45 am

So hangovers are evil, but at this point seem to be the normal progression for the first day of LD for me. I am attempting to regain the ballmer peak with some chemical flavoured pear cider.

The illusive goal

My game is going to me side scrolling platformer, with puzzle elements. (I never do platformers, so this is virgin territory for me oddly). The THIS will be a robot companion, who fills many roles based on the level and elements of the puzzles. Hope to get the majority of the game knocked out in the next few hours and then watch the UFC, before returning tomorrow to make the puzzles.

Quaintbrush – Anti-Gravity Brush

Posted by
Saturday, April 30th, 2011 8:42 am

In Quaintbrush, you use your nifty new brush to change the environment around you. The blue brush here is the Anti-Gravity brush.

 

13 Hour Update – map done and going strong

Posted by (twitter: @pdyxs)
Saturday, April 30th, 2011 8:42 am

A quick update on our game. Below is the map, just completed, for a game about traversing a dangerous neighbourhood. It’s gonna be a mixture of top-down and side-scrolling platforming.

Crucial console

Posted by
Saturday, April 30th, 2011 8:42 am

Another first time for me, it’s going to be incredibly useful for the genre I’m in considering I’ll just be pushing every information through the console.

Now I need to implement some social combat with npc’s to befriend them and have them go with you so that you can avoid going alone.

Clone Wolf progress report

Posted by (twitter: @jarnik)
Saturday, April 30th, 2011 8:41 am

Warrior cloning works as expected, enemy bashing as well, try it out for yourself: (click the image to get redirected to flash)

Now I’ll move on to set up level scrolling, cloning item cooldown and some basic HUD. Then multiple levels, then sounds and intro&outro&title screen.

Wish me luck :)

If you encounter any problems, please let me know.

 

Micromanage! (Like a Boss!)

Posted by
Saturday, April 30th, 2011 8:41 am

Progressssssssss yay. I reduced the scope of my game (thank god) and have made some headway. Here is a screen shot of the game so far; the player is micromanaging the guns on the machine to avoid hitting the planets. More to come soon!


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