Archive for April, 2011
running out of pixels
no big change between this image and the last one
enemies implemented with a box hunting other boxes and a box dropping smaller boxes. about an hour ago i hoped that drawn better graphics would raise my coding spirits, but after inserting them (see the mailboxes), it actually looks very ugly.
not really what i would call great
Over for tonight
1am over here, so i’ll stop coding and grab some sleep. I don’t want to mess up the sight algorithm.
Tomorrow’s objectives include :
*Sight
*Item implementing and interactions
*Mob implementing and interactions
*Random starting set, with a guy saying “It’s dangerous to go alone ! Take this , this and this !” Of course, some of the items can be completely ludicrous, forcing the player to count on his wits to earn points (or those items could give extra points).
*Point system, not shown during game but only at the end. Different actions give different amount of points…
*So obviously, a losing screen
Still quite a lot to do, but I think it’s possible ! Anyway, HUD is implemented as is a text system. I can “feed” the message system and the player will read through the messages with the spacebar as they came. This will be useful for fights.
You can try out a demo here : https://rapidshare.com/files/460001144/BUILD1.swf
And a little screenie just beneath.
Good night and good luck to all !
“A Tiny Sin”: Enemies, Combat, Cool Stuff
“A Tiny Sin” game development log
LudumDare / GMC Jam – [4 hours of sleep, 23 hours awake]
Since I woke up this morning (5am) I have added:
- Combat
- Player turret + effects
- Flexible enemies (inc. combat, blur, turret) [no movement AI yet]
- Enemy HP bar
- Slightly randomized bullet damage
- Graphical feedback (with critical hits!)
- A cool tracking system (not shown in screenshot) to point to objective
- Effects to bullets
- Enemy death (incl. score incrementing)
Not even at the 24 hour mark – I’m very happy with progress, considering I even got a short sleep in!
-Tv
Timelapse pt. 1
Viewable here. Man I spent a lot of time on IRC…
Boomerang Hammer Action…
There be strange red towers on that there island…
I wonder if there be a link to that there red lightning that destroyed our ship lad…
It may be dangerous to go alone!
What be that thing on the rock…
Hmm could just be just the thing to get our own back, me thinks!
Maybe if I were to pick it up and press leftly thus it would be thrown and thence thrown if I were to press again would return such are the ways of enchanted things.
They be no use for carpentry though…
That’s it for day one, sleep needed!
Unholy rabbits!
Dinner was great:
And after, well, I started by drawing some imps, but the end result was that they looked more like hell-rabbits than imps, so I decided to change the story…
They have a particle system to be more hellish…
Anyway, they already wander around (they don’t give chase yet), and all is script driven (which is quite nice)…
Anyway, I’m calling it for today… 24 hours still to go, and I have most of the actual game to make (including the object management, etc). Anyway, I should be able to finish this one, at least enough for the compo…
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 creatures and give them rudimentary AI (also through scripts)Draw and animate imps- Wand of Unsummoning
- ….
Sages’s Suggestibles and Specialty Shop
Update time! I have made some progress! Buttons for selections are in and the item panel is done (aside from how to actually deal with the items being “used”). In any case, here is how it looks after you select ITEMS:
Game idea is based around this old man in a cave (yet to be drawn, wizard placeholder visible) who all adventurers go to for things, namely items and advice (much like Zelda geeet iiiit?). Anyway, people come in, ask for something and you are free to give them something suitable or something completely random and zany dialogue occurs. You are scored based on how well you do, but going for a high score would be just as much “fun” as going for a low score so the player is free to do whatever. The title of the store changes depending on score. Tomorrow the plan is to implement a bunch of worlds/levels that are simple 10-15 second minigames that show the adventurer using the item/advice the player gives them. Example: Trying to do a shmup with a banana is not going to go well, or trying to host a dinner party with a robot is… actually that sounds awesome. You get the idea.
LD20X6: Protecting You From Danger!
Sleeping takes way too much time. I think I lost like 6 hours there!
My idea for this LD was pretty simple: Since it’s dangerous to go alone, bring weapons! Absurd weapons! LOTS of absurd weapons!
Basically, the concept is that you have a friend (call him Q, Lucius Fox, Isaak, whatever) who likes making weapons. Every time you go on a mission, he gives you something new, shiny, and destructive. And you always come back thanking him.
So… now that I have a full parallax-based sprite engine (hooray for PyGame!) I’m starting on actual game mechanics. I’ve had 3 slightly different concepts for how to execute this concept:
- side-scrolling space shooter (similar to Raptor)
- vertically-scrolling space shooter (similar to Tyrian, Galaxians, etc.)
- top-down, free movement hover shooter (similar to Zone 66)
I’m still not entirely sure which to choose, though I’m leaning toward the Zone 66 style, only with better controls.
Day 1, here’s what’s done so far
Saturday, April 30th, 2011 3:48 pmPlayable! Click here: http://dl.dropbox.com/u/4785344/ludumdare/LD20WIP/index.html
How to dodge 50 bullets per second
Saturday, April 30th, 2011 3:39 pmStupid helicopters chasing my little birdy. Well… I don’t have a helicopter sprite yet, so there are these nice humans instead. Oh – and I named the little bird Ludum (for no obvious reasons
). So it’s now “Ludum – the magic bird of AWESOME”
Next is: helicopter sprites XD, keys to unlock doors and triggers to do events (like spawn even more bullets)
Slowwww progress
I decided to work on the art aspect of my LD20 entry instead of coding for a bit. But it’s going slow as hell, because I haven’t pixeled “seriously” in a few months. I wasted a bunch of time drawing brick tiles, before realizing it was ugly. So I backstepped that, and tried to make something a little simpler.
Needs more work, but here we go!
Alright, well, I better take a supper break soon, and then I’ll resume work.
Procedural Generation of the Wall
Another update for “Against the Wall”: Well, I just spent several hours making a procedural generator for the world environment. Every time you play, the bricks will be arranged randomly, save for those ledges which hold villages or other permanent structures. This took a big chunk of time out of my day, perhaps unnecessarily. What I have left to do:
- Create the place where you get the item that lets you manipulate the bricks.
- Create the objective: a village, its art assets, and “people”. Cardboard cutouts are a possibility should I run out of time.
- The sky, half of which will be dominated by the endless wall, the other half is a normal sky… only there is no Earth below. Also need to program the players’ death when they fall off the wall.
- GUI.




















