Archive for May, 2011
Descentsitized – night 1
We have ZOMBIES!
Yes, there are zombies in that image. You may have to turn your monitor brightness up to see them, or view the full image and look for their beady red eyes. Also, they roam back and forth across the screen, while our hero runs in between them screaming and apparently coming out unscathed. This will change.
For now, I should get some sleep. Considering I only started on this at about 23:30 and it’s 03:30 now, I’d say I’m doing decently.
Auuuuu!
Saturday, May 28th, 2011 12:21 amA: Name of the game: Auuuuu!
B: Description: You must have GOLD! You only have $100. Buy tools, go
dig. Sell ore. Buy dynamite, plant dynamite!
C: One mockup image:

D: Definition of Done:
[ ] Titlescreen with themes: Dig, Drill, Detonate
[ ] Move the miner
[ ] Drill rock, not stone nor ore
[ ] Generated, persistent scrolling world
[ ] Plant explosives
[ ] Plant & light fuses.
[ ] Explode rock, stone, ore and player
[ ] rock drops ore
[ ] Die
[ ] Open shop
[ ] Sell ore
[ ] Buy tools, explosives, fuse
[ ] Soundeffects
[ ] Challenge of some sort (enemy?, thieves?, economy?, weather?, cpu/human competant?)
MiniLD 26: Descentsitized
Name: Descentsitized
Description: Based on the themes “Descend”, “Dig”, “Drill”, and “Destroy”, this is a standard zombie horror dungeon-crawling shmup platformer… Or not.
Mockup:
Definition of Done: dramatic lighting, 2 levels, zombies, shotgun, ladders, 1 music track, basic sfx
The game assets will mostly be created using Inkscape, the GIMP, and bfxr, and the code will be written in Python, using Pygame. (maybe next time I’ll try using SFML instead)
The Knights of Alentejo
A: Name of the game: The Knights of Alentejo
B: Description (140 chars): It is about knights and a servant.One has swords, other, a shield.The servant can spy.They must descend into a dungeon to destroy a portal.
C: One mockup image:
D: Definition of Done: 3 levels, 3 enemy types, 1 boss (no sound of any kind yet ;- ])
I wanted to make this game for very long and this is the perfect chance. Its definitly “getting things done”. And its about DESCENDING into a dungeon to DESTROY a portal. Did I mention its a very dirty place?
how I expect to manage this?
I will use a game engine I was working on. Its very crude and will need a lot more code, but I guess I can handle it. I also belive that keeping the fun at the core helps you focusing on whats essential and cutting things as you go.
To complicate things more, I just got back from work ( Its 10:30 here in Rio – the Mini-LD started at 11 AM here) and I will have to stop the work tomorrow night. But I still belive I can make it a fun game to play.
This is my first time here (previously, I was part of two Global Gam Jams). Hope I didn’t screw it up.
Mini LD – Preliminary Post
Well here goes.
I intend to encompass all the themes.
UNDERVERDEN will be a game of exploration and spelunking, discovering the subterranean blight that is corroding the surface world. On your journey below the earth you will have to destroy the source of the evil while leaving the caves as untouched as possible. You will need ample supplies and may make numerous trips to the surface to restock and rest. Cleansing the evil will be a monumental task, perhaps too large for just one lifetime…
Underverden will be done when:
- The story is narrated and the scene set
- Buildings/terrain can be destroyed
- There are at least 3 objectives to destroy in different cities
- Healthy cave grows when objective destroyed
- There are intervening tunnels between objectives
- Equipment is functional – rope, pick, shovel minimum
- The death mechanic is in functional (keeping it a secret)
- SFX are present for actions that need feedback - jumping, falling digging, etc
- There is at least one ambient music track
- Game can be won, restarted, saved and loaded
Extra goals that probably won’t get done:
- Integrated, fuller storytelling
- Ambient lighting from torches/gemstones/mushrooms etc…
- Break and carry light sources
- Pseudo-random cave generation (connecting objectives)
- Water present
- Equipment purchase mechanism
- More equipment – bombs, drill
- Famine & fatigue mechanism
- Scoring mechanism
Good Luck everyone! Have a great MiniLD!
MiniLD 26: Minerbot 2
Instead of taking the normal route of making a whole new, original game for this minild, I’m going to make the sequel to Minerbot.
Of course, I’ll be using AS3.
(A) Name of the game: Minerbot 2 (for now)
(B) Description (140 chars): Your job as an employee of AMEC is to mine asteroids. Use tools of the trade to get the job done quickly and after a little profit, upgrade.
(C) Mockup image: Well, I kind of did three, but it’s all in one image. This outlines the basic flow of the game.
![]()
(D) Definition of Done:
- Player ship able to move through the asteroid world.
- Collectors can be shot, and attach to walls.
- Collectors send beams through ore pockets, mining them. (Just like Minerbot’s collectors did it.)
- Collectors have to recharge, and have a maximum capacity.
- Upgrades have effects on their respective stats.
- Ore and gems are generated randomly, and when collected add to the commission received.
- The flow works as shown, with the exception of contracts.
- There is a way to end the “mining round” to upgrade and select new contracts (if possible).
- Configurable controls for those with weird keyboards.
There’s more to do to make it a complete game, but if I get those things done by the end of the MiniLD I’ll be happy. Notably missing is anything about contracts–they would take a while to implement and give variety to. Also, the big red bar in the lower-left of the gameplay screen is unused, although it would be for health.
Hopefully my extensive mockup will help me get through the art more quickly.
MiniLD #26 …
Going for this first thing tomorrow… Will sleep on a theme as soon as I get Minecraft out of my head!
MiniLD – Dynamite
Hey guys!
I’ve had this idea, and its kinda combination of all the themes.
A: Name of the game
Digging with Dynamite? (Haven’t decided on it yet)
B: Description (140 chars)
A 2d-minecraft type of game where you use dynamite to get to the flag (goal/end of level), either by destroying a hole to fall through or building stairs using it. (I was originally going to have randomly generated terrain, but scrapped that idea because of the placement of the flag. Now that I think about it maybe…)
C: One mockup image
D: Definition of Done: (Example) 3 levels, 3 enemy types, 1 boss, music track, sfx
I might go a minimum of 3 levels to get done. No enemy types (maybe 1 with VERY basic AI, IF time permits (i’ve got a very busy weekend)). No bosses (the enemies if done will stop you from getting to the flag). Sound Effects (using sfxr) and 1 music track (again, if time permits). Now. If I have 2-3 levels done (my minimum) on time, I might try implementing a random cave/level generator so the levels can either be infinite or different for a challenge every time you play.
So as I said before, I will be using:
-flixel (flashdevelop,flex)
-photoshop (graphics)
-sfxr (sound effects)
-LMMS (for music, if time permits)
Hopefully I can use this as my very first game!
-JaydenB
I’m out :’(
I’ve just realised I’m out literally the whole weekend. Saturday at the MCMexpo in London (if anyone else is going, I’ll be there as Fancy Pants
) and then Sunday up to a festival… And I had a nice game idea going too
You can play what I managed to do here: http://natpat.hostoi.com/miniLD.html Click to remove the blocks, arrow keys to move. I’m kinda proud of it… kinda :L Be aware it’s very buggy… I didn’t have time to implement ceiling collisions
MiniLD – 26 – Destroy All Kittens!
Theme: Destroy
A: Destroy All Kittens!
B: You have a limited number of bombs you have to place in order to destroy all the cute, sweet kittens on the screen.
C:
D: 5 levels, soundtrack, some narration
I’m going to use flashpunk starting from scratch. This is memorial day weekend, so not sure how much I will get done. But can’t wait to blow me up some kittens, so that might drive me to finish this.
Points For Life
This is my first Ludum Dare, so I’m keeping the design relatively unambitious, in the vain hope I might be able to finish it to an acceptable standard.
Description:
Real-time, rogue-like, top-down shooter. The player will move around procedurally generated levels, trying to find ‘artefacts’, killing enemies and – ultimately – descending to the next level. All to earn a hi-score.
Along the way, there *may* be some ‘elite loot’, different weapons and/or terrain deformation (grid based, I’m afraid) via dynamite or drills. Depending on how productive I am.
To consider it finished, it should have:
- Player can shoot enemies
- Vaguely intelligent AI
- Procedurally generated levels
- Multiple levels
- Pick-ups and Hi-score

I’ll be using Python and Pygame.
Mini LD #26 – Lucky Descent
A: Name of the game:
Hopefully over the next couple of days I will make Lucky Descent.
B: Description (140 chars):
The planet is infected! A brave volunteer will have to travel down to the centre of the infection, C4 in hand and save the day!
C: One mockup image:
I only have the sketch I drew on my whiteboard…
D: Definition of Done: (Example) 3 levels, 3 enemy types, 1 boss, music track, sfx
Erm, I think the ability to descend the cavern with your accomplice in tow… some passable sound effects, a start menu and preferably a bit of an introduction to give the game a storyline!
Hopefully the main thing to consider it done: Whether it’s FUN or not! Not 100% sure yet, we’ll see!
PS My name is Oliver and I just registered! So, I’m new around here and it’s scary! I wish everyone luck!
update 1: pitdive core works
core: java applet, ascii, vertical downward scroll only when you’re “falling”, you fall until you land on something, all that is now working. Looking real good! (for an ascii game that is)
Mini LD #26 – Yet another digging game
Title: Dig, Descend and Dynamite! (Working title. Noticed how I incoporated my themes into the title. Smooth, right?)
Description: Dig down to find a lost dwarven treasure. Gain experience and defeat monsters on the way.
Mockup:
Definition of Done:
- Very long level (~ 20 minutes of gameplay), some parts should be randomly generated
- RPG elements, e.g. you gain experience by fighting monsters, finding treasure and blowing stuff up which then allows you to spend points on these attributes
- One enemy (zombie)
- One NPC (dwarf)
- XBox 360 controller support
- One music track
- A couple of sound effects
What I’m going to be using:
FreePascal 2.5.1, Lazarus 0.9.31 and my Elysion framework. Graphics will be done in Blender and GIMP. Music in GarageBand, sounds with SFXR and my own voice.
Mini LD #26: Gold Down under
Name: Gold Down Under
Description: Bejeweled clone where you dig down into the earth by combining similarly colored tokens. Clearing the top row will allow you to take a step down into the dirt, where you might find gold if you are lucky.
Themes: Descend, Demolish, Destroy, Detonate, Dig, Dirt, Drill, Dynamite
Done:
- At least three levels
- Player wins when the predefined number of rows has been cleared
- Player loses when the timer goes out
- 100% less blocky graphics than the mockup
- Some eyecandy
Therian – Partway Through Day One
I’ve got a progress update.
There’s not too much to report, but I have the following:
- Beginnings of a tileset (The Mini-LD will only have one)
- Graphics for the player’s human form
- Code generator for embedded images and level files
- Part of the first area
- Classes for game actors and the game world
It’s not a huge amount, but it’s a start, especially considering that I’m only a few hours in.
I’m happy with my character’s design and general look I have for the game. Once I have something working, I’ll happily share a screenshot.
Very happy with progress so far. Though I was feeling a bit discouraged at first, I’m happy that I stuck with this idea. I’m really feeling good about this.
I’m perfectly ready to fail, of course, but hopefully that won’t happen.
Peace, love, and XML,
— Mr. Dude
Mini LD #26 Dirty Digging (sounds like a porn-movie title :-D)
- Descend
- Dig
- Dirt
- Drill
It should be a vectrex styled dig-dug variant, but in the end, i’ll drill the enemies to death, instead of pumping till they explode…
greets
vintersphrost


















