Archive for April, 2011
Quaintbrush – an hour past halftime
Here’s a quick demo of my progress so far:
http://www.mediafire.com/?n7aom78o4l9do98
The game is playable up to level six. Keep in mind there’s absolutely zero instructions / user friendliness. I’ll provide that here:
WASD – Move
Left click – draw with your brush. drawing on you / objects changes specific attributes.
Grab floating pointed stars to change your ink color.
Overload gel – red: this gel PROLONGS events.
> increases health regeneration rate
> allows double jump, only once
> makes turrets slower, bullets slower, and increases reload time
> makes switches’ time increased
Speed slime – yellow: this slime lessens friction / SHORTENS events.
> makes you slippery / faster
> makes turrets faster, bullets faster, and decreases reload time
It’s dangerous to go alone…
I didn’t do much last night, and today I was outside most of the time because it’s FUCKING BEAUTIFUL outside. Also I had to work this afternoon. SO I’m pretty far behind but I do have some progress to show.
First screenshot!
Got some snakes. Also have an npc that follows the character. Game Maker’s built in pathfinding is shitty, but it will have to do. I did try out some of my own lazy pathfinding code, in which my npc would just step toward the character and bounce off walls, but that looked stupid. SO I’m using Game Maker’s motion planning stuff, and the npc MOSTLY follows the player… Although he sometimes snaps back to the beginning of a path, and sometimes he just wanders off the screen like a retard. But HEY I’m making a game and it’s fun!
Also made some music last night… In fact, that was one of the first things I did after I saw the theme. If I decide to post a video later you’ll hear it. I’m going to add some enemies and build more of the map tonight, and then tomorrow I should have most of the day free so maybe I can FINISH this thing.
Oh, and my screen just flickered a few times. Maybe the power will go out.
Double Edged Sword
I got a new computer today, Gateway DX something.
Here’s the specs for you procrastinators:
http://www.futureshop.ca/en-CA/product/gateway-gateway-intel-core-i5-2300-computer-dx4850-43cu-dx4850-43cu/10164624.aspx
Here’s a pic of it

of course this is a dual edged sword because I’m having so much fun playing League of Legends with no lag that I completely forgot about LD until now. Now I have to work doublepaced.
Sleep time
Saturday, April 30th, 2011 7:37 pmEnough for today. I will get some sleep now and I will try to finish as much as I can tomorrow before the deadline.
Most of the gameplay still needs to be implemented, so it will be a hard day.
But lets not get depressed right now! That’s what tomorrow two hours before the deadline is for!
A Status Update
I’m still here and kicking. I took a bit of a break from Ludum Dare earlier today and got some well needed rest, and continued to think about how to tie the gameplay into the game I’m making.
The combat system has been mostly implemented and hooked up into the rest of the game. In fact, I now handle player death as seen below.

For the gameplay itself. I want to redo the world map and try an isometric view, art skills pending. The goal of the game will be to reach an objective on the otherside of the map.
The path will be filled with animals that thirst for our hero’s blood. In order to make it though, our hero will have to decide if he wants to trust random people he meets along the way. Friendly NPC’s will offer items to aid our hero, but beware. There are others that do not appreciate our hero’s presence. It’s dangerous to go alone, but don’t let first impressions fool you either.
Finally, Some Concepts
I knew I was going to have to go simple with my lack of coding experience, but with hangups using C# and switching to javascript mid-compo I’m going even simpler than that. Trying not to let that dishearten me and forge ahead and get something complete before the finish line. Here’s some doodling to get the game laid out.
And now, crunch time!
I’ve finally gotten something concrete of all the ideas I’ve tested. I never figured Java out so the game will sadly require windows since I instead built it on the XNA 3.1 game framework (using VS2008.)
The game will be 2D platform based and revolves around a strange – thing (my main character, my graphic skills are not that great! =D) I’ve experimented with rendertargets and whatnot, this is what I’ve managed to create so far:
Note the Powerup in the last image, it makes our hero’s sight radius increase slightly, good stuff.
Now I have to start working on implementing some enemies, I think it would be a rather boring game without them. The plans are that the enemies either glow like the Powerups or hides in the dark for sneak attacks, I’ve come up with some fairly nice ideas for this. Animations must also be made for my main character, he looks a bit stiff now, to say the least. I guess this is going to be some sort of content crunching since most of the code is already finished.
I also have to fix my movement system since it’s gone totally out of control for some reason, well, hopefully it shouldn’t take me more then an hour to fix it. I really hope I have time to create at least a simple tune for the game before the contest is over.
I’m also really impressed of what you guys have done!
Battles galore (pokemon style)!
Battle screen is almost completely implemented now, day 1 has been a success.
I’m hoping that I can add audio tomorrow and do the level design since all I have so far is a development level which has everything on it for testing. Some splash screens are also missing.
You can checkout the latest version of the code from my SVN at http://svn.sephizor.com.
Battle scene screenshot:
It’s Dangerous To Drink Alone…
Saturday, April 30th, 2011 7:16 pmEveryone else seems to be posting their food… This is all I have going for me right now! Maybe I should leave the apartment and get something to eat. But that would be silly, right?

Halfway point
Hello there, my first ludum dare and halfway into the compo i’ve gotten some bugs walking around (tons of real-life stuff been happening today.. hopefully more progress tomorrow).
My take on the theme is bugs cooperating, you will control one bug who will control the other ones with items to keep everyone out of danger.
The graphics, animations and some simulation code is in there. So what’s missing? Well collisions, some simple AI, enemies and fun.
Need some sleep
Ghosts now follow Players, there is an exit-portal-thingie,
One can now win and/or loose a game
TODO:
content (Map Design)
some audio
better graphics
screenie:
link to current draft/demo thingie:
current preview or whatever you wanna call it
Good luck and have fun everyone, cya in about 8hours
Had Dinner Earlier But Here’s Ice Cream Also Screenshot
Had dinner earlier:

But here’s ice cream:

And, as a bonus, a screenshot of my latest attempt to do something actually worth playing, since Cave Jimmy II was [i]not[/i]:

Half-time?! I guess a Screenshot would be in place.
Saturday, April 30th, 2011 7:07 pmSo, day 1:
* Started well, friends are impressed at how well I’ve been doing.
* A few hours in I started hitting various porting bugs that I had to deal with, and I started to overengineer stuff.
Closer to dinner I decided that I’m going to simplify things – just make stuff work, get this done. It will definitly be a short game, but it will be a game nonetheless. Had some sleep, battled a killer-bug – and started doing some actual progress.
What you see to the left, is the house our main character lives in. What you see to the right, is the dungeon of the game. Due to some limitations I’ve discovered in my tileengine, I wont make more effort at doing overworld – I’ll just design a dungeon, some puzzles and mobs, and a hopefully a bossfight – and the quest should be complete.
Yes, it’s obviously a Zelda-clone.
Checkpoint. Your progress has been saved…
Sitting here at the 24 hour mark, and things look to be way ahead of schedule.. which is odd.

What we have is a polarity shmup. Most of the vastly different ideas got canned due to balance issues, but I’m still tweaking it a bit. Currently later levels introduce blue ships which can’t be absorbed.
I got a bit ahead of schedule so I’m adding unplanned boss stages in now, which are turning out to be quite fun and very challenging. General polish should be easy to meet and some has already been started. I’ve been going at a fairly relaxed pace too. Overall its a nice change from last year, and makes it far more enjoyable when I’m not frantically looking up documentation every 30 seconds
working version
I’ve got a working version of my project.
I’ll probably spend tomorrow writing some music for it.
If you want to try it out, you can download it here.
Any feedback or suggestions would be appreciated.














