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About Cirrial (twitter: @Cirrial)

I dabble in creative stuff (like games, as you can probably tell from me being here).

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Cirrial's Archive

I am considering investing in a time machine.

Posted by (twitter: @Cirrial)
Sunday, May 1st, 2011 12:58 pm

Ostensibly, the game is finished. With just a single hour, I could rush something off and just scrape entering the compo. But I need actual proper art assets.

Cutscene a-go-go

For this very reason.

But the dialogue thing is done.

As can be seen here.

All that’s left now is the creative side of thing. All of the bits and pieces are there. I just need to assemble and paint them. And… stick a squeaky toy squeaker in them. And a music box. Okay, this analogy has worn out its usefulness. BACK TO WORK!

So close I can taste it

Posted by (twitter: @Cirrial)
Sunday, May 1st, 2011 10:55 am

Pictured: HUD which could do with some refinement, enemies which could do with some refinement, and two boxes that still don't look like robots

It’s almost feature complete, code-wise. All I have left to do is add in the ability to have intro and outro cutscenes (shouldn’t be _too_ hard) and in-game text triggers. Then I just have to design the one giant level this game takes place in, draw all the art, and do some sounds. I might even have enough time for music.

Status Update

Posted by (twitter: @Cirrial)
Sunday, May 1st, 2011 6:35 am

Right, already botched this post once. Let’s try again.

Twelve hours left and I haven’t done art, sounds, music or added the ability to have any sort of ingame text. Hmm. Cutting out things left right and centre here. Aside from the shiny stuff that makes people want to play the game, out of the stuff that makes it an actual game I have the following left to do:

  • Triggered platforms for fun switch puzzles (I hope they’re fun)
  • Simple enemies to avoid
  • Cutscenes/dialogue boxes
  • Better UI
  • Final level design

Hmm. Maybe 12 hours is more than I think it is. Also have a screenshot.

Pictured: working spawn point, one-way paths, elevators

Okay. Post over. Back to frantic, frantic work.

I’m Awake!

Posted by (twitter: @Cirrial)
Sunday, May 1st, 2011 1:46 am

And there’s 17 hours to go. Oh dear.

Here’s the list of stuff I need to do left and to be tackled in this order:

  1. Implement gradual damage that slowly heals so death isn’t so abrupt.
  2. Add elevators.
  3. Tweak partner flight-path.
  4. Implement one-way platforms that damage you if you walk the wrong way.
  5. Add spawn points.
  6. Add simple enemies. Ground based and air based should be fine.
  7. Remove unfun elements like long drops if you fudge a jump.
  8. Add quips and quip triggers.
  9. Add cutscenes and dialogue boxes.
  10. Add a better UI that indicates status of buddy and player health.
  11. All graphical assets. (aaaaaa)
  12. All sounds.
  13. A piece of music.
  14. Add a boss fight, time permitting.

Expect items to be cut from this list as time goes on.

An initial prototype!

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 2:32 pm

I’m going to go sleep in an hour and a half, and I’m thinking I’ll probably call it quits for development tonight. Starting with not a single clue on what to do and getting to this point gives me hope I’ll actually finish by the end of the competition. Still using the programmer art and all but art is slated for tomorrow anyway.

You can't tell, but the rectangles are meant to be robots.

For now I’ll be hosting the prototype on my site at http://cirr.info/ld20/LD20.swf so you guys can prod it and poke it while I’m asleep. I’m aware there’s a ton of niggling little bugs and not much to do yet, but have faith! Greater things are in store! Oh, such greater things. Probably. Hopefully. I think. Erp.

EDIT: So apparently my site is down. Here’s an alternate link until it comes back up: http://dl.dropbox.com/u/7124203/LD20.swf

Never underestimating the importance of planning ever again

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 12:58 pm

So after hitting a few dumb coding blocks here and there due to forgetting my originally far more scaled down plans, I found that I had actually done some doodles for planning. And as a master of planning, the majority of my plan for the actual level of the game is “fill in later”. This bodes well. In fact this entire plan just smells like a recipe for success. Oh well.

So much for "take this".

This is going to come back to haunt me tomorrow.

Still, getting there. Should have most of the code done by the end of tonight.

Bouncy bouncy

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 7:39 am

I like my idea of adding all the bits and pieces for a level first and then doing levels and graphics later.

Unfortunately it has lead to me bouncing up and down on the launch pad over and over. Curse my terrible attention span!

LD20 level with player character (as box) being launched by a launchpad

The launchpad happened to disappear when I took this picture.

Get a load of that programmer art. Oh yeah.

More Planning

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 6:07 am

So I had a complete change of idea for how the setup for the game should be after a conversation with someone. Rather than be assisted by some voice in the facility, instead the player character takes the other robot along with them and can use them as a platform. The immobility is caused by some experimental device that leads to the robot being immutable in space, which is also how they can be used as a platform (and for some reason the robot’s legs aren’t working I don’t know bear with me here.)

Okay, so, I think I’ve planned out the main thing. Each level/screen/section is basically push button, open door, get to door, next level/screen, except using other robot as a moveable platform. No direct upgrades, instead having new features.

Hazards can be things such as pools of energy that just happen to be lying around, electrical strips intended to take down rogue robots if crossed the wrong way, and the good old laser beam. Also, some mobile enemies that can’t really be defeated directly, but perhaps destroyed if they’re made to fall into a hazard themselves.

Other things that’d be good are launch pads to launch the player into space, conveyer belts because they’re always fun, and devices that can return platformbot back to you for use again. Also perhaps a means to give powerups like a station that allows you to jump and replace the platformbot but only once. Well, let’s see. I think I’ll spend the rest of this day implementing as much cool stuff as I can and spend tomorrow creating graphics and levels.

Humble Beginnings

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 4:40 am

Wow. I keep checking the blog and it’s like everyone else is so much further than me because they didn’t spend the first eight hours of the competition asleep or something!

(Damn timezones.)

But I’ve decided to go with the robot idea I mentioned earlier and have just been setting up the platformer physics before I start making things more interesting. I’m trying to focus on art and other niceties like that AFTER the core mechanics are done.

Screenshot of Cirr's LD20 Game, blue rectangle on top of simple platforms

Screenshot may not accurately represent final product.

Yes, it’s a platformer. Yes, there will be some relevance to the theme eventually. As for me, I’m going to stop ignoring my empty stomach and go eat lunch. Noodles, probably!

Initial Ideas

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 2:37 am

Well, I’m having some problem coming up with ideas here. Or more accurately, deciding which out of my candidate ideas are good ones. Here are three of my candidates:

  1. Robots in a facility trying to escape except one of them is for some reason (to be decided) temporarily unable to move. This immobile robot provides advice to the mobile (player character) robot. “It’s dangerous to go alone, take this advice.”
  2. A cat with a cannon that launches itself takes on an invasion by the dog and bird alliance. Cannon being both the cat’s only weapon and means of long-distance transport. Thinking more like a platformer instead of one of those “press button, launch thing, hope for the best” games. And the cat has some ally who delivers some new neat thing every level. (“Every level” already ringing alarm bells for me here.)
  3. An average guy wandering down the street before he suddenly gets some improbable weapon thrown out at him by a clearly insane person screaming the theme at the top of their lungs before disappearing altogether, and then beat-em-up with increasingly bizarre enemies or something.

I haven’t really got anything else here. I already had to sleep through the start of the competition. 7.5 hours gone and I don’t even have a concept yet. Aaaaagh! Curse you, sleep!

Start of the Compo

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 12:00 am

It’s 7:50 AM, I just woke up, and the theme is, well, uh. Suffice to say it was not what I was expecting to win, but such is life!

No ideas yet, but I have my screen capture thing going and my livestream (which is at http://livestream.com/cirr for the record) will be going hopefully for the entire 48 hour period, bar crashes or a need to kill it because my poor three year old macbook can’t handle the strain.

Breakfast is probably a good idea here. Maybe take a walk for an hour to get the brain whirring into action and make ideas faster. Maybe I should take care. It’s dangerous to go alone, after all. I should take something with me.

I heard people were posting their rigs.

Posted by (twitter: @Cirrial)
Friday, April 29th, 2011 7:20 am

BEHOLD!

Cirr's workstation

Some people might say my desk is small. I say it's the right size.

Planning is all done. I’ll come up with the idea first, implement the core mechanics and draw the stuff for the core mechanics, then add anything else that seems like it’ll work and draw stuff for that, then add sounds and (time permitting) music.

It’s a very rough plan because hey, no plan survives contact with the enemy. Especially if the enemy is an abstract concept like time.

Still, here’s hoping it all goes well!

I’m In!

Posted by (twitter: @Cirrial)
Tuesday, April 26th, 2011 3:54 pm

This is going to be my first Ludum Dare and I strongly doubt anyone reading this will have the faintest notion of who I am, but all the better! I’ve wanted to join this compo for a while and only recently do I have the time to do so. But enough ramble!

Tools I intend to use:

Main game: Flixel, a Flex library

Graphics: Photoshop CS4

Sounds: CFXR (a nice OS X port of SFXR) for sound effects, and either MilkyTracker or Sunvox for music

And if I think I’ll need anything else, guess I’ll post about it then!


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