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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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31eee384's Archive

LD22: A dual-project dare

Posted by
Monday, December 19th, 2011 11:11 pm

This LD (like LD20) I decided to make an adventure sort of game. Not an arcade game like I usually make, but something that involves a big space to move around in.

Needless to say, I failed both times. The first time because I tried to write an efficient tile map renderer from scratch, and the second because I got caught up in making my chunked, randomly-generated map work while avoiding floating-point inaccuracies.

Randomly-generated House

A randomly-generated house. I spent way too long on this.

So, after a particularly nasty bug involving the doors and still not having collision, I decided to scrap that project about 6 hours before the deadline and make a different one.

This new project, Asteroids: Alone Edition is what happens when you take the theme too literally and apply it to an old game. Simply put, it’s asteroids minus the asteroids. Well, except the main menu, where the AI plays.

I finished it up in about four or five hours, and submitted early.
…Success?

(Most of that time was spent tweaking the AI. Make sure not to ignore it when you play my game!)


Play my entry, Asteroids: Alone Edition.

Or play the original, unfinished project, Return to Solitude (Controls: WASD, hold shift to run.)

Survival Log #348

Posted by
Saturday, December 17th, 2011 7:41 am

today i found an abandoned apartment complex. thick doors, locks to hard to pick. not problem, likely no food in rooms anyway

lobby had stuff, though:

  • 7x water bottle
  • 2x polaroid camera (wtf?)
  • 5x fritos chili cheese [-1, breakfast]
  • 4x potato chips
  • 2x snickers
  • more ruined in vending machine
  • wrench
  • !!!screwdriver set!!!

no enemy presence found. maybe in the rooms, but I listened at all the doors and didn’t hear anything. not worth the noise to bash them in either, since i can’t pick the lock

getting cold, got to find a place with windows left. don’t want to have to return to house G. don’t want those memories

a bag of fritos

ate this for breakfast. note to self: get a better camera

i feel so alone

Final Round of Theme Voting

Posted by
Friday, December 16th, 2011 11:07 am

I was curious which theme would win based on the total votes they got in the previous rounds. So I put them in a google doc, sorted them, and guess which came out on top…

KITTENS!

Wait a sec… the numbers… oh. I had it sorted in ascending order.

Unfortunately, it appears that random generation wins based on previous votes, but I hope this prediction turns out to be false.

I like making games that use random generation, but that’s exactly the point. My games already always have random generation, so this theme does nothing for me. If this theme wins, it’ll be a boring contest for me. Secondly, I bet that artists wouldn’t like it much, because random generation is something that you have to code/logicize/whatever. Although I’m sure a few things could be done with art style for random generation, it doesn’t really seem fair in that regard. There is a third reason that essentially disqualifies it, but I won’t mention that, because it’s kind of too late.

I got a message about this from a friend, in fact… maybe it will convince you.

“There are consequences for this evolution of theme voting… alone will randomly generated be the antihero of decay, for only in a parallel universe, in some forgotten place, will the mechanism of my dreams shape-shift into the territory where, upon reflection, the self-replicating fall towards a theme travels in time with me, to the tunnel of the conscious world. Then… then the teleporting moon-kittens strike, their underground movement taking force.”

He has a thing for bolding words. He’s weird.

LD21: Ceaseless — Comment Responses

Posted by
Wednesday, August 24th, 2011 10:50 pm

I always think it’s cool to respond to the comments I get, so here goes. If nothing else, it’s a fun way to talk about my game some without dedicating a ton of time to writing up stuff. I just entered college, so taking less time is a very good thing.

markengley says …
Aug 22, 2011 @ 11:50am
Really good idea. Looks like an optical illusion…

I forget why I originally designed it like this, but… well, it looked even more like an optical illusion before. (Go here and just click the play button. If you have ANY problems whatsoever with flashy lights, don’t do it.)

(more…)

MiniLD #27: A Little Demo

Posted by
Saturday, June 25th, 2011 1:11 am

Well, over the past few weeks I’ve worked a little on an engine to use for this mini ld. There are still bugs, but I made a little example program with the thing to hopefully help motivate you to enter the mini ld.

Without further ado, here it is, a little sample of what my engine can do.

EDIT: Here’s an updated version!

Hope you enjoy it!

(I’m the31 in IRC, by the way.)

My MiniLD 26 Entry “Minerbot 2″: Success

Posted by
Tuesday, May 31st, 2011 6:31 am

For MiniLD 26, my entry was successfully planned and completed. Usually neither of these things happen.

So, just how finished was Minerbot 2? I’ll go through the checklist that drZool had us make.

  • Player ship able to move through the asteroid world. Certainly.
  • Collectors can be shot, and attach to walls. They aren’t exactly shot, more “placed”. Still a yes.
  • Collectors send beams through ore pockets, mining them. (Just like Minerbot’s collectors did it.) Yep.
  • Collectors have to recharge, and have a maximum capacity. Yes, you have to wait for collectors to recharge in your toolbar, but they don’t have maximum capacities. I felt at the time that it wasn’t a very good gameplay choice, so I didn’t implement it.
  • Upgrades have effects on their respective stats. They sure do.
  • Ore and gems are generated randomly, and when collected add to the commission received. Yep.
  • The flow works as shown, with the exception of contracts. Yep.
  • There is a way to end the “mining round” to upgrade and select new contracts (if possible). Yep. Although the way I do this will change with future versions.
  • Configurable controls for those with weird keyboards. Yeah. It’s in the options menu.

This MiniLD went great, and finally made me start the sequel to Minerbot. There’s still a lot to do before I release the full game, but at least now I have a place to start.

MiniLD 26: Minerbot 2

Posted by
Friday, May 27th, 2011 5:32 pm

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.
The basic flow of Minerbot 2

(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. :D

Finished! Well, finished enough.

Posted by
Sunday, May 1st, 2011 7:16 pm

I started by focusing on the “it’s dangerous to go alone” part of the theme. I thought it would be easier to make a game where you have to make a group than one about taking things. So, I did that. I decided to essentially make a pokemon clone, except more evil.

Then, with a little bit of trying-too-hard-to-be-serious storyline (Phantom Keeper? What?), I put in the “take this” part both ways.

This was a very difficult project to take in 48 hours, because the genre is basically fueled by content and I hadn’t made a game like it before.

In the beginning, I doubted I could finish the game. 48 hours (and 48,000 terrible hacks) later, I find that I was correct to doubt it. I barely got a lot of the core features packed in there, and the game is terribly unbalanced. If I ever find an artist who would want to do a game like this in the future I’ll think about it, but I think Phantom Keeper is done until then.

It was a fun LD, but I’ll be scaling back to a simpler game for the next minild.

Finally, a link to the “finished” game.

My idea and a script

Posted by
Friday, April 29th, 2011 9:35 pm

I got home from go-karting with my family to see the theme. Didn’t have any ideas beforehand for “It’s dangerous to go alone, take this!” but I think I have one now.

First thing I did was lose my script for creating AS3 files for all the png files, mp3 files, etc. in a directory. Second thing I did was rewrite it in Python (as opposed to the Ruby original). So… that was fun.

As for my idea, what’s important are the items the player is given.

Things to take.

Take These

Of course, those gloves aren’t ordinary. The rocks aren’t either. Net’s strange too. It’ll become clear in time.

My LD20 Workspace

Posted by
Friday, April 29th, 2011 11:05 am

31's LD20 Workspace

There’s a Map!

Posted by
Tuesday, April 26th, 2011 7:08 pm

On the right you’ll notice a link to the world map of LD contestants. Awesome.

You’ll notice that the map is really really tiny. Not so awesome.

I decided to make a javascript thing to expand the map. It didn’t quite work, but with some help from JohnColburn, it does now:

javascript: var e=document.getElementById(“map”); e.style.setProperty(“width”,”800px”); e.style.setProperty(“height”,”600px”);

Awesome.

It’s dangerous to go alone! So maybe I won’t

Posted by
Sunday, April 24th, 2011 7:44 am

I really want to do this LD, but there’s a large possibility that I’ll have too many other commitments to get it done.

That said, if I do go ahead and try it, I’ll be using:

  • FlashDevelop
  • My basecode: Statework
  • Photoshop, or maybe Flash
  • sfxr

I look forward to the LD, even if it turns out I’m not able to participate.

MiniLD 25 Complete!

Posted by
Sunday, March 13th, 2011 9:20 am

I badly, terribly, HORRIBLY finished my game.

A direct link to the .swf.

A link to the competition page.

Good luck!

MiniLD 23

Posted by
Sunday, January 23rd, 2011 9:34 am

It’s done! After working on it at an airport, on a plane, and finally at a hotel, I’m posting my game. At first I didn’t think I would have time this weekend to do the MiniLD, but it turns out I had more than enough even while travelling.

(I probably was only able to finish this game because it was incredibly simple, but still.)

C0A57ED

Read it upside down calculator style. Except right side up.

You can go here to play 0xC0A57ED on Kongregate.

(Rule-following is as follows:
Year as title: it’s set in year 0xC0A57ED, so far in the future that we use hexadecimal for years.
Spring physics: the movement and connection between you and the squares seems like a spring, even though it isn’t really. Let’s just say they are year 0xC0A57ED hyper-springs.)

LD19 torrent: No, it’s not done.

Posted by
Wednesday, December 22nd, 2010 3:51 pm

I started off by doing some python stuff to make directories with links to each game’s page. So after that, I would just have to download stuff, open the zip, and drag it into the folder. It works well enough. Except it’s really boring.

I got around 2/5 of the compo entries done before stopping. You can get the partial (255MB) file here: ludumdare_torrent_partial.zip

Your mission, should you choose to accept it, is to download this file, complete the archive, and start it up as a torrent. I’ll help seed.

(If you’re crazy/bored enough to do this, leave a message in the comments so we don’t get two people doing the same work at the same time. Wouldn’t want to waste anyone’s time. :P )

LD19: Post-mortem on Mystery of Yrevoc Sid

Posted by
Monday, December 20th, 2010 8:59 am

So, it didn’t go as planned. What Ludum Dare goes as planned, anyway?

Primary problem this time around actually wasn’t time for a change. My basecode was incomplete by the time the competition started, and it stayed incomplete throughout the 48 hours. Halfway through the compo, I realized that I couldn’t even delete my entities from the game world! I almost started working without the entity system from then on, but luckily I was able to hack in a quick fix to the ES code. This constant incompleteness multiplied the time wasted on basic stuff and made is so I couldn’t finish.

What would I do next time? Have working basecode, or none at all. Either would have made me better-prepared for this LD.


Now I’m trying to make the game what it was supposed to be.

First order of business: get rid of the magic numbers. I have quite a few of these floating around, and I want them exterminated. I might leave 32 around though, just because it’s so obvious. (Tile size.)

Then: Change renderable stuff so that it uses one scene graph each. At the moment I have three entities synchronizing their motions for the player, and this is NOT a good thing. Also, enemies would be much more dynamic after this change.

After that: make the level generation generate maps that actually make sense for where I’m taking this. This includes a safe “start room”, undiggable metal walls, and more clear “rooms”. Then I’ll work on all the other stuff.


This game has actually been on my mind for months now, and it’s nice to get a forced start on it. Lots of refactoring to be done before I’m happy with it though.

Oh, I don’t think I mentioned this: online cooperative multiplayer is a future possibility, mostly because I’m using entity systems and I don’t think it would be that hard to synchronize state. :D

(My LD entry is here, for future reference.)

LD19: Saturday’s End (Almost)

Posted by
Saturday, December 18th, 2010 10:12 pm

I’m going to keep working for a bit before I go to bed, but I think it’s about time I post my progress. I’ve done quite a bit so far, in my opinion. Except put in a goal, gameplay, and really anything interesting.

My progress so far.
WASD movement, mouse + click to aim and shoot. Reported to not work on Linux machines.

Hardest stumbling block I’ve hit so far was the my basecode wasn’t able to delete entities. Annoyed, I tried to first morph it into something horrible: a conglomerate of entity system and procedural code. Turned out horribly. So I went back and fixed it.

Maybe I’ll post more plot before I go to sleep for the night. I kind of want it to be in-game, though.

My cat doesn’t want me to work.

Posted by
Saturday, December 18th, 2010 7:32 am


I have discovered that my cat sometimes curls up behind my mousepad. “Behind” meaning “on top of half of”.

LD19: Plot Introduction

Posted by
Friday, December 17th, 2010 11:22 pm

So… I wrote a little (ha!) intro on my game’s plot.


Yrevoc Sid–a planet within the Goldilocks zone of its mother star. Circa 2031, humankind turned its telescopes to examine it. Life, it appeared, existed (and perhaps even flourished) on this world. It boasted an atmosphere identical to Earth’s, and water lay across nearly seventy percent of its surface. Scientists began planning missions to investigate this planet, with the ultimate goal of determining just how much life there was. But the third World War interrupted this potential discovery.

All research was diverted to the various war efforts. Invented were vast numbers of missiles, satellites, and firearms. Yrevoc Sid was soon forgotten. It was by lucky chance that the nuclear phase-out program had been completed two months prior to the war’s beginning; humanity could have easily made itself extinct. After the resolution of this three-decade war, a global government was formed. What was once military technology was now pointed to the stars.

Lush, wild planets were quickly found. They were more plentiful than any pre-war scientist had ever dreamed. However, one thing that was never found was sentient life. No planet showed any signs of civilization. Therefore, it entered the common wisdom that humans were the only species to bear this remarkable trait.

After decades of this era of faster-than-light space travel passed, a researcher had a hunch. Back on the now insignificant, war-torn Earth. A man by the name of Robert Case had found the records of Yrevoc Sid. Case observed a discrepancy–recent scans of the planet had revealed very little water, and absolutely no signs of life. He found it odd that a planet should seem so lush before the war, but truly be so barren. Obviously, a research grant would never be issued to persue a trifling misalignment like this, so the researcher set out on his own, unfunded and under the radar.

Robert Case returned to humankind a hero.


Might post some gameplay ideas tomorrow. And don’t worry, I do have more than a plot.

My Basecode

Posted by
Friday, December 17th, 2010 6:56 pm

Ok, so here’s my basecode. Finally. Not going to be very useful to many people.

Was working up until *now* on this. Heh.
Basecode


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