Archive for April, 2011
Isolation – Update
Saturday, April 30th, 2011 6:54 pmJust over 24 hours to go!
I’ve just about finished the tutorial level, and am now working on the store that players access mid-way between 2 levels, where they can purchase items with the money that they get during the level.
Today’s Tasks:
* Finish random level generation (Add complexity as level ID increases)
* Store
* More Enemy Types
* Cover System
I’d post a screenshot… but not much has changed in that area since last time
Now with can of Blob Repellent!
Things are starting to get fancy over here!

Gameplay not quite finalized yet .. still got some things to do to see what makes it feel like a game yet
But I’m having fun making stuff: that there is a real live can of shaving cream that I made a custom label for!
-Phil
Working High Level State Machine and Dinner
The title screen doesn’t look very different from the splash screen:
Still, there’s a lot of code powering that title screen now. I ended up borrowing more code from my other projects to get more boilerplate stuff in. I’m surprised how basic yet complex my boilerplate code is. Stuff like menu handling and basic input processing is a lot of code, and it sucks to rewrite it each time I participate in LD48.
In any case, I now have a high level state machine running the application. The main menu is one state, and clicking on “New Game” switches you to the in-game state. And since I have a way to get to it, the in-game state is where almost all of the work needs to be done next.
I need to implement:
- the plaza as the main playfield.
- the Very Important Person as the delivery target and end goal.
- the courier team.
- the pedestrians.
- the agents.
- victory and defeat conditions.
- and systems to run all of the above.
Essentially, The Entire Game.
If I would have had boilerplate code that was ready to go, I would have been working on this code from the start. Instead, I had to slog through getting each file to play nice with the relatively empty build.
Anyway, to prepare for the plaza, I’ve created a few tile images. I might end up using nothing but the “cobblestone”, but maybe I’ll get grass and dirt in for variety if I have time.
I took a dinner break and had some cheese pizza from a great place called Marino’s. They make the best sauce!
There’s a little over 24 hours left in the compo, and I don’t want a repeat of Advancing Walls of Doom. This game is getting made.
Take This: More Screens
Implemented entities in proper classes. Created drawing pad, title screen, and help screen. After hours of contemplation and daydreaming, I decided to cut fancy graphics and some of the more impressive planned features.
Lotsa things left to do:
- Item shape detector
- Item vs monster logic
- Profit and loss system + score multiplier
- Additional adventurers
- Item sprites
- Game over screen
- Win screen
- Sound
- Music
Stat Screen… Almost done!
Saturday, April 30th, 2011 6:27 pmYay, more progress. I’ve gotten the upgrade/stats screen through the first pass. I’ll probably change some of the stuff (the game progress part is not aligned very well right now), but now I can start actually implementing it in game. I’m excited. Almost at the half way mark!

Good Enough. Who Wants to Move Anyways?
Well, I finally got a *functional* movement system. Mostly. Except for a little. Or a lot. In any case, I’ve wasted FAR too much time on the movement. I mean, look at what the graphics are:
Pretty bad. I also have to create maps for this, which is gonna be pretty annoying. More content to generate. Ugh… I really should have put more effort into thinking before I developed, because I don’t think I chose my best idea, in terms of a game. Then, I chose to have a system based on lines. I did not realize that I could just do a discrete grid, and that would be equally good. In fact, that would’ve been BETTER because I could have done work on things that weren’t movement. Oh well. It’s better to have this than nothing. Well, I gotta get back to writing code so that I can actually have a product, however bad.
demo playable
Saturday, April 30th, 2011 6:25 pmHey guys – have been coding for more than 22 hours in a row now (not counting eating, etc.), so it’s time for some sleep. What I’ve done so far is here: may contain blood – depending on your skills
Oh – and if anyone could beat level 4 – let me know. Because it was too hard for me XD
Tomorrow I will add trigger to do events, possibly more enemies (bigger ones), more levels and sound. Good night @ all
IRC
Awesome
For the 2nd time my IP got blocked from IRC for no reason
Well… its 3:00 AM here and I needed to get up early so as not to lose time… just as I was beginning to really understand the AI in my game… boom there is a storm… do this kinda sucks as first day I got up at 4:00 AM and the Compo started at 3:00 AM… so the entire time I have been getting up much earlier than I had planned.
Other than that I think everything is actually going fairly well, but unless I get a massive amount done today I think my game is going to be a simple sword-fighting game…. oh and with some sucky AI
Good luck everyone and wish me luck
Not good…
So far I’ve been trying to rewrite some example tiling and level code I made before the compo. And since I didn’t want to cheat and look at it, I’ve encountered some bizarre bugs that I didn’t have before. Well, I’ll have to do some serious coding tomorrow.
Maybe I should enter the Jam instead.
Flea Bitten – improved flea AI and capabilities
I spent a little time with the flea jumping, and although it’s still not exactly what I want, it’s getting closer. I think I want them to be just a little more frantic. But.. this will do for now.
here’s the latest demo :
Use left/right arrows to move, and click to add more fleas.
Flea Bitten Demo
I also got them to use the slopes, so you are no longer from them again. I added what look like little yellow cookies to you maybe – you ravenous developers with all your baked goods – but they are placeholder art for birds…planes.. and things that might be in the air. As you can see, if given the chance they will use them to propel themselves further into the air!
Now I am going to move on to the aiming/launching of your little friends. You might have thought that the dude you move around is looking to get away from these fleas. But quite to the contrary, his goal will to infest other things with his little friends. So the next update should have the ability to aim/launch fleas. I believe this is where the game will really start to take shape as I see it in my head.
I’m probably going to want a good 2-3 hours at the end to just focus on artwork. So my goal is to get as many gameplay mechanisms into the game tonight. Possibly a little bit of enemy ai. The introduction of breeding/eggs will have to wait for tomorrow.
I need more beer… I have 2 bottles left in the game dev bunker, and this is not a good thing. I can see it causing major damage to the project. I severely underestimated the amount of beer I could drink in this type of a situation.
Soul Keeper
Okey, second post about our game ! yesterday I posted something about the brainstorm and the first steps on the development ( here : http://www.ludumdare.com/compo/2011/04/30/work-in-progress-3/ ) . We started at 11 AM today , now it’s almost 10 PM and we intend to work until at least 4 AM , so let’s go!!
Now to keep things up to date, here’s what we already have :
- Character animations almost complete
- One level at about 80% done
- Some traps all done
- Character controls are about 80% done
Just a little more work and we should have a playable version so you can have some fun!!
Sorry for not telling a lot about the game, we wanna keep it a surprise :b But at least we already have a name : Soul keeper . sounds neat, i guess
For now, here’s some screens about the game and more develop pictures!
- looks like it’s dancing o.o
- Traps are as important as the main character!
- what good is a game if the levels are too easy or too hard?
- to the left, levels, to the right, traps ò.õ
- it’s not ready for you yet, but we tested some features and things are going smoothly
- they turn our drawings into moments of ( hopefully ) fun and frustration! =D
- Run run run!
- finally something concrete =]
Avarice
Our jam game is called Avarice and it’s taken a while to get the fundamentals down, but it’s starting to take shape. Some of this screenshot is mocked up but most of it isn’t. Most of what you see on screen isn’t where player interaction happens, but we’re working on this part first because it’s the biggest technical challenge. We’re looking forward to getting it done!

Banananana

It was kinda hard to decide what I would do with this theme because it was really not my favorite. But after watching some videos on the internet I got an idea. A banana. In your ear.
The game is still a far from finishing and I need to work on school projects tomorrow so I can’t join the competition but I try my best to get at least to the jam.

Abolishment!
Success! The protagonist has been turned away from his sheep-sodomizing ways and finally rides his trusty steed into – and over – battle.
Made some music in musagin that refuses to export – wasted an hour there, but see where it comes back.
Currently: zombie AI (they need to learn that falling encompasses moving downwards), weapon collisions, cutscene delays and health.
EDIT: Wrong pic.






















![screenies!!! finally something concrete =]](http://www.ludumdare.com/compo/wp-content/uploads/2011/04/Screen-1-150x150.png)



