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Archive for May, 2011

Mini LD #26 – Dirt Farm

Posted by
Friday, May 27th, 2011 12:08 pm

Dirt Farm

Dig some holes, plant some crops, and turn this dirt farm around!

Completed Game will include

House Area, Farm Area, Store

Seasons

6 Crops (2 per season)

Hoeing, watering, harvesting

Using PixieEngine to create.

Mini-LD #26: Glitchin’

Posted by (twitter: @cambrian_man)
Friday, May 27th, 2011 11:20 am

Title: Glitchin’

Description: A reverse roguelike where you play as a buggy game trying to keep a player from winning.

Done:

  • A procedurally created dungeon.
  • An opponent “player” that can navigate the dungeon with goals, attempting to find treasure and the exit.
  • The true player can cause glitches, destroying parts of the dungeon.
  • The opponent can find bombs and picks, allowing them to destroy your dungeon.
  • Music and sound effects
  • At least two monsters to be used by the player to stop the opponent via glitches.
  • At least two environmental effects (lava, gas, so on) that can be used in the same way.
  • Some neat ‘glitch’ visuals.

So that’s my concept: A game where you play as the game. Too ambitious? Probably, but I have a handle on most of it. The tricky bits will be the opponent players, since I’ve never done any sort of complex AI. I’ll probably go for a lo-fi NES or DOS game aesthetic. Maybe even use the horrendous CGA palette and rely on interesting glitch effects to carry the visuals.

Mechanically, I want to explore the concept of needing to give up pieces of your dungeon to win the greater battle (you know, the Destroy part of the theme), as well as the idea of toying with players.

My tools:

flixel, flixel power tools, (possibly) TweenLite, Pro Motion, sfxr, FL Studio. I may also find some open source Pixel Bender effects to use.

MiniLD #26 – Zombie Descent

Posted by
Friday, May 27th, 2011 10:57 am

 

 

name:  Zombie Descent

description: You play a guy who tries to get the treasure from the bottom of a mine full of zombies.

definition of done: 2 Levels, shooting Zombies, collecting items

takout’s Mini Ludum Dare #26 action plan

Posted by
Friday, May 27th, 2011 10:34 am

 

Name of the game: ‘lotsoflots’

Description: ‘lots and lots of autonomous agents try to bury you alive and you got to Descend/Demolish/Destroy/Detonate/Dig/Dirt/Drill/Dynamite’ your way free but they’re being directed by an advanced learning algorithm so you can not.’

 

 

Definition of done: ‘When you can complete the game by escaping the onslaught of many projectiles and its a bit of a challenge.’

MiniLD #26 – Punch Mine

Posted by
Friday, May 27th, 2011 9:39 am

Don't you dare say anything about his deformed muscles.


Name: Punch Mine
Theme: Originally it was Descend but Dig and Dirt fits well too.
Description: My game is about this muscular man who tries to punch his way down the mines for no apparent reason. Maybe he’ll reach Earth’s core, maybe not.
What needs to be done: Punching, descending, high-score list.

Posted by
Friday, May 27th, 2011 9:33 am

Title: Silhouette Skater

Theme: Detonate

Description: The player is a skater who must navigate over oncoming obstacles using a ramp placed by the user using the mouse. When the player reaches the end of the top half of the screen the player will start in the lower half of the screen and continue to complete the level. Once the player has reached the end of the lower screen the level is complete and the player will move on to the next. The player will Detonate if they touch an obstacle.

Mockup image(Very Basic):

Definition of Done: 10 levels, sounds, nice graphics and hopefully fun. :-)

Descend game

Posted by
Friday, May 27th, 2011 9:32 am

A: Name of the game – pitdive

B: Description (140 chars) – dive into a never-ending pit of exploration.

C: One mockup image – see below

D: Definition of Done: (Example) 3 levels, 3 enemy types, 1 boss, music track, sfx

Done = 1 “unending” level, enemies, a boss,  weapons, sfx.

“The Digger” (working title) declaration

Posted by (twitter: @Icarus_Tyler)
Friday, May 27th, 2011 9:16 am

In the next 72 hours I shall create “The Digger” (Working title).

Dig a hole to the center of the earth, while gathering valuables and avoiding HOT MOLTEN LAVA. Behold, the fake screenshot.

Yeah. I’m not really a fan of producing “how it’s supposed to look”-stuff. I’d rather spend the time more productively, like actually working on my game.

“Finished” game shall include
- automated level-generation
- several valuabales and hazards
- highscore-system

-Matthew

Mini-LD #26 – Dig, Descend, Destroy

Posted by (twitter: @atkinssj)
Friday, May 27th, 2011 8:48 am

Or, “Oh no, what am I letting myself in for?”

My themes are the above. Dig dirt, Descend into the ground, Destroy the environment for your own selfish needs. :P

Title: Dig, Descend, Destroy

Because I cannot think of a name.

Description:

Yet Another Mining Game ™. Dig, admire the not-very-realistic water and rock physics, collect treasure! Probably die horribly.

Mockup:

Think Terraria but drawn quickly in Paint.Definition of Done: (Oh dear, this is the hard bit! I’ve tried to limit myself, which means I might actually achieve ‘done’.)

  • Player can run around and destroy terrain.
  • Terrain is randomly generated to some extent. Caves, mineral veins, streams, all very basic.
  • Water moves around, in a semi-realistic fashion.
  • At least one kind of dangerous enemy.
  • Animation of some sort. Fairly basic.

The more I look at this list the more minimal it looks! I’d like to try to have:

  • Terrain generation that makes sense and isn’t boring.
  • Several enemy types
  • Terrain be falling-sand like, to some extent. Haven’t fully considered how that would work.
  • Sounds! Not that likely and if so, probably sfxr.
  • Particles! Ooh, sparkly.
  • More player control over the terrain. Buckets, maybe explosives somehow.
  • Maybe a shop? That’d make some sense.
  • Even more feature creep…

 

Code-wise, I’ve decided to go with C++ as it’s what I’m most comfortable with, and depending on what convoluted physics models I end-up developing, Flash might not be fast enough.

Art is likely to be done in a mix of Paint and the GIMP, as the latter is better but takes forever to load up.

Sounds will probably be generated in sfxr, should they exist at all.

Music? You must be kidding! :P

MiniLD #26 – Verticalland

Posted by (twitter: @zurashu)
Friday, May 27th, 2011 8:41 am

This is my first MiniLD. The basic idea for the game is a vertical map in which the objective will be to climb to the top. For now it will be a split screen game for 2 players and the second player will also try to go to the top, but with the map inverted so it would be like descending from the perspective of the first one. They will have explosive guns to help themselves to climb, and to stop the adversary advance.

ASCII Mockup Image: (Just because its faster than opening a drawing app)

+-----goal----+-----goal----+
|2            |          1  |
|---------    |    ---------|
|             |             |
|    ---------|---------    |
|           1 |  2          |
+---------------------------+

Done:

The world with split screen working, the characters with guns working, and a winning state for the game.

 

I’m not used to decide what I will do before I do it, so this is the best I could manage. Probably a lot of things will come and go during development.

Ah, and I will be using C++ with OpenGL.

 

Don’t forget #screenshotsaturday

Posted by
Friday, May 27th, 2011 8:39 am

If you are on twitter, and you are participating in the Mini LD this weekend – Don’t forget to submit your screenshots and WIP shots to http://www.screenshotsaturday.com

Its easy : Post a link to an image on twitter and use the #screenshotsaturday hashtag to tell the site you want to submit. Thats all!

And take note, you can start submitting and Friday and still submit on Sunday! Its more “around Saturday” , then just saturday.

 

We are also running a small survey (really small) about the site, if you are interested in giving your 2 cents! http://j.mp/iGNK5e

 

MiniLD26 mockup

Posted by (twitter: @flamingfook)
Friday, May 27th, 2011 8:35 am

Title: DDDDDD
(VVVVVV an obvious inspiration, as I plan to implement as many of the D-themes as I can)

Description: Playing as an adventurous jerboa, you use various methods to dig your way toward the delicious grub buried deep within the ground.

Mockup image:

Goal: At least one level with enemies and the goal, with equippable dynamite and drill items.

MiniLD #26

Posted by
Friday, May 27th, 2011 8:26 am

I’m in! I’ll be using the “Dig” theme, and (hopefully) creating a game where you just mine. And mine. For your boss. Because it’s your job. You can also build automatic things that take your minerals to the top. If I can implement it. I’m at the MCMexpo in London for the whole of saturday, but hey! If anyone remembers the game “motherload”, it’ll be like that. Ish.

Name: DIG. (subject to change)

Description: Just mine. And build cool contraptions. :)

Mockup Image:

 

 

 

 

Done: If I’m able to implement the basic mining things, money, and a few basic contraptions.

 

Just in case anyone cares, I’ll be using AS3 with Flashpunk. ^^

MiniLD #26 – Subsurface Squirmish

Posted by
Friday, May 27th, 2011 8:00 am

This is my first LD, mini or otherwise, and I am very excite! With this game, I hope to incorporate three of the themes in the list: Descend, destroy, and detonate. The intent is to have the player pilot a submarine in search of treasure at the bottom of the ocean. Once found, the treasure must be snatched up and taken to the surface in order to be redeemed for points. Getting to the surface is going to be the hard part, for underwater pirates and other challenges stand in your way.

Mockup:

Done = 3 weapons (torpedoes, remote mines, prox mines), pirate ship enemy, shark enemy, procedurally generated ocean levels, music and sfx

Now for teh codez.

 

Mini-LD #26 – Therian

Posted by (twitter: @henrythescot)
Friday, May 27th, 2011 7:49 am

Title: Therian

The title comes from a word used by some “spiritual” sorts to describe individuals who feel a highly spiritual link to some sort of animal or another.

Description:

It is about a woman with the ability to turn into an animal who has to gather 8 MacGuffins to save the world from an evil demon.

What is a MacGuffin?
For those who don’t know what a MacGuffin is, it is an item that is used in a plot, but that could be substituted for a similar item without affecting the plot.

For example, an ancient artifact might be substituted for a magical crystal in a fantasy plot without affecting much.

This isn’t a negative term strictly speaking, but is a pattern in fiction.

The term was coined by the website TvTropes, which is a wiki that identifies and defines common patterns in fiction. These patterns are called “tropes” and include such things as types of characters and common sorts of fictional civilizations.

Mockup:

Here is my mockup:

Basically, a girl turning into a fox

The finished game won't use stick figures

Definition of “Done”:

I define “done” as follows:

  1. Three forms: Human, fox, and rabbit
  2. Three world areas
  3. One “animal altar” (Where the player gains the ability to turn into a rabbit)
  4. Finished hitbox and hitbox grid collisions for SpudTech
  5. Animation cycles for running and jumping for all three forms
  6. Sprinting animation for rabbit form
  7. High-jump animation for fox form

Optionally, I may include the following:

  1. Sounds for movement
  2. Water and swimming
  3. A fourth form: Cougar
  4. An altar for the cougar form
  5. A scripted widget or two

These are unlikely, though.

That’s pretty much it. I will say this: I am willing to spend part of Monday working toward this if I really need to. I hope I can get this done, but I’m not just dead certain.

I will use the following tools:

  • Flex (AMXMLC) (Flex’s AIR compiler)
  • Adobe AIR Runtime (Framework for stand-alone AS3 apps)
  • Adobe AIR Debugger (For testing)
  • Geany (IDE)
  • Inkscape (Graphics editor)
  • SpudTech (My game engine)
  • as3sfxr (Sound, if I get that far)
  • Tiled (Level editor)
  • Python (Scripting, will use for code generators and data mungers)

Due to the nature of Adobe AIR, my game will require you to install it unless, of course, you have the Adobe AIR Debugger. I figure that I will want to make a larger game out of this, and AIR is good for that. I apologise to anyone who is deterred by that choice. This Mini-LD is more for my own work than for making something that is publishable. Really, I’m entering mostly so that I can work through a standstill that I’ve hit with SpudTech.

Peace, love, and rapid development,

— Mr. Dude

(Edit: I have decided to toss the themes, because I think that the idea of “done” is the core concept and my game idea is nifty enough to warrant tossing the actual “themes”)

Mini-LD #26 Entry

Posted by (twitter: @flamingfook)
Friday, May 27th, 2011 6:11 am

This will be my first Ludum Dare entry, and the first time doing something larger than a few boxes with audio sources in OpenGL/AL in C++. I’ve gotten much farther with Java using JOGL and Java’s sound libraries. So I’m not sure how well it’ll go or if I’ll even finish , but hopefully I’ll be experienced enough by August for LD21! :D

As for my personal codebase, I recently wrote a quick little resource loader for RAW and WAV files which I’d like to use:

http://pastebin.com/LAjthruu

  • Language: C++
  • IDE: Eclipse
  • Compiler: MinGW
  • Codebase: OpenGL+freeglut, OpenAL Soft+alut
  • Graphics: Gimp, Flash
  • Sound: Sfxr, Audacity
  • Music: Tuxguitar, M1 le

Good luck, all!

I’m in

Posted by
Friday, May 27th, 2011 5:40 am

This will be my first mini LD :)

I’ve done LD19 & 20 so I’m not completely new here.

I’m not 100% sure what I will be using yet, either XNA 3.1 or Java Swing.

It depends on the theme really, I’ve only been teaching myself Java for a few days so if I can’t think up a simple game that matches the theme, then XNA it is.

I’ve discovered a way to allow users to play an xna game without needing to install anything (as that was  a major complaint of my last two entries). So I will be using most of sunday trying to get this to work (assuming I use XNA).

But yeah, I’m in :D

Good luck to my fellow classmate also participating (vooodooo).

Officially Entering!

Posted by
Friday, May 27th, 2011 4:55 am

First game ever made (by myself and not copying a tutorial) will hopefully be completed for the upcoming MiniLD! I tried to participate in the last LD with the Blender Game Engine but failed with the Library Linking System, so over the past weeks I have taken up the task of learning flixel. And that is what i shall be using for this MiniLD.

So, This is a list of what I should be using:

-flixel

-flash develop (flex)

-Photoshop (graphics)

-sfxr (sound effects)

-LMMS (music, maybe if time permits)

Can’t wait till the topic is posted in the next few hours, and having a good time game making!

-JaydenB

Mini LD 26!

Posted by (twitter: @Cirrial)
Friday, May 27th, 2011 4:09 am

Already have some ideas based on all eight given themes, and I’ll likely be using the exact same set of tools as before. Flex, Flixel, Photoshop, Audacity, some variant on SFXR, the DAME map editor, and IntelliJ as my coding IDE.

Let’s see if I can get things done.

Mini-LD #26 – Declaring My Code Base

Posted by (twitter: @henrythescot)
Friday, May 27th, 2011 3:26 am

I’d like to let folks know what I’m starting with for this Mini-LD.

I am starting with my engine, SpudTech, having the following features:

  • Basic entities (They have collision bodies and graphics)
  • Basic scenes
  • Graphical classes (Static sprites, canvases, tile maps)
  • Tweens (Number, motion, angle) (Not tied to object variables)
  • Hit boxes
  • Incomplete skeletal animation system

I also have “template” XML files for my game’s data, as well as “list” files for listing the XML data files.

I have no graphical assets or sounds premade, and no game-specific code.

I have a concept lined up that I really like, and I’m ready to get it on!

Peace, love, and all the luck in the world,

— Mr. Dude


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