About Fenyx (twitter: @@fenyxofshadows)
Ludum Dare 26
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 19
okay i have tile-based map drawing and tile-based movement working, with my players’ delay set to 12 movement points, and movement points being added and AI working when and only when the player has insufficient movement points (so they don’t go until you go)
i still need:
random map generation
warping between areas
lots and lots of stuff to do because i was demotivated and lazy and spent hours reading dumb forum threads. i’m going to eat corndogs then get stuff done
I’ve decided I’m making a roguelike game. As with most roguelikes, you only get 1 life.
First lesson: making a real time system work with turn-based code is not easy. Making a pixel-perfect system work with grid-based code is also not easy.
It seems as if my grid-based problems are solved with arrays, but this also carries the problem of doing movement animations of some kind a la the Mystery Dungeon series or Fire Emblem series. A delay to the player’s actions registering, for the length of the animation of the previous action, would work to allow me to do animations if I have time.
As far as making it turn-based… I think I’m going to go with a movement point allocation system. Basically, the player, and all enemies, have X delay points.
If the player has more delay than they have movement points available, they cannot take action. The game sees this, and allocates 1 movement point to each player and enemy. It then checks if the enemies can take a turn and takes available turns. It then checks player turn capability again; if the player is still not capable, then it continues allocating and checking turns until the player is capable.
Enemies will have higher delays than the player, so the player is taking, say, 1.5-2.5 turns for each 1 turn of an enemy. An ability that stops time, for example, would automatically give the player X number of movement points so they may act freely for a few actions without running out of movement points and therefore triggering enemy movements.
All actions that take a turn deplete movement points equal to the delay of the player/enemy doing it. The actions that count as taking a turn are meditating to restore ability points, checking the current square for items (looting and dropping items; “Nothing” is an item with no stats, and if an equipped item is swapped, that slot is unequipped), using an ability, or attempting to move (interacting with NPCs, walking into walls, and attacking enemies). Checking current inventory, saving the game, or switching equipped abilities do not count as taking a turn. Enemies treat other enemies, and NPCs, as walls for the purpose of movement.
This comes to my next problem: randomly generating dungeons. I will be using an array and a tileset, but I know next to nothing about procedural generation. I know I need to make a start room with a warp to the previous area, an end room with a warp to the next area, I need to create a dungeon maze that eventually connects the two, and I need to populate it with loot and monsters. The town will not be randomly generated.
I need to get myself motivated into making games again, and what a better opportunity than the Ludum Dare, taking place right after I finished finals for school!
For initial concepting, I’m going to be using a pad of paper.
I’ll be using GameMaker Studio for the programming.
Probably going to use my trusty tablet, Paint Tool SAI, Paint .NET, and GMS’ built in paint tool for arts.
I don’t know what I’m going to do for music/sound. Probably going to go with BFXR for sound, Schism Tracker for music.
so i give up…
i am awake and ready to start the day!
first, time to get win-conditions (including ramming during tech bonus phase, shooting them down, and bombing), loss conditions, and a level select. then, i’ll start building enemy attack patterns. at that point, i’ll make art.
six hours into the ludum dare (theme is “10 seconds”).
so, my idea for this game is basically strikers 1945 III. it’s a top-down shmup because i literally cannot make any games that aren’t top-down shmups.
anyway, basically, the enemy shoots for 10 seconds, and then is vulnerable for 5. during these 5 seconds, you can either shoot them down or charge straight at them. charging at them will instakill them if they are still vulnerable; this is how you get a perfect 3/3 stars for that pattern. shooting them down earns 2/3 stars. bombing or dying gives you 1/3 stars; bombing also instantly advances the pattern.
basically, think fairy wars’ medal system except with a different mechanic. i was actually thinking of angry birds while thinking about how this would work. yes, there will be a practice mode; can’t have 100%ers complaining
i have player movement properly built (with slow movement, circular movement to eliminate diagonal speed boosts, and buttons cancelling their opposites out). shooting is also partially implemented; the shot button and bomb button both function but don’t do anything visible yet.
the shot button sets a ‘volley’ timer to 1/4th of a second; on releasing, this timer goes down to 0. while it’s above 0, you continue shooting. this is because some people like to tap the shot button (some games it is necessary, and it isn’t always obvious), while others like to hold the shot button.
well, i’m going to bed. see ya in the morning!
here’s my obligatory screenshot filled with circles:
i’m going to make a bullet dodging game where you have to dodge patterns that each last 10 seconds.
i will be making something over the weekend. i actually have no idea what i’m going to be making, other than that it can vaguely be called a game. hopefully. yay not having plans until the competition actually starts!
anyway, i’ll be using gamemaker studio, bfxr, paint tool sai, and schism tracker as per usual
so anyway this is my reaction to a ludum dare: \:D/
now imma do stuff. goodbye my friends i am gone.
i got gameplay working, and a loss condition (no win condition because infinite spawning, so i might allow for high-“score” or something)… however, the problem is that i have no idea how to animate. i also still need sound and music and a front menu.
devil’s in the details, and there’s only 4 hours left
i have basic restorative items. yey!
also, i figured out vector maths a little, so now you shoot in the proper x, y, and z direction
still need to make bullets self-destruct after hitting a target, and i need to make enemies actually fight. i was lazy yesterday
also, needs music, sound, and bone animations still.
now time to build gameplay (basic FPS mechanics, not that hard to make) and then i’ll work on bones and animations
i have quite a few things i need to learn still, so i’m going to declare resources (since i must if i’m going to work in the compo with pre-built code, and since i don’t know how to do half the things i need to so some code *will* be pre-built)
going to use the cel-shading example listed in this: http://yal.cc/gamemaker-3rd-person-camera-in-3d/
going to use my march 1gam “game” for the engine (base 3D movement/look code), so here’s the source for it: https://dl.dropboxusercontent.com/u/40870733/gamemaker/march.gmz
and going to use this bones example since i’m going to need it for motion: http://yal.cc/gamemaker-basic-3d-bone-animations/
using GameMaker:Studio, BFXR (for both SFX and sampling), Schism Tracker (my personal favorite music program), probably WinLAME (for Schism), and possibly Paint Tool SAI (if i need to draw anything complex)
i’m trying to decide: do i recycle some code from last month and just make a jam game, or do i rebuild from scratch?
i have a working FPS engine, but it wasn’t built during this LD, so i can’t use it unless i go for the jam game instead of the compo game. of course, it’s not too hard to rebuild it anyway; i built the engine in 3 hours initially, so i think i’ll just rebuild it.
and minimalist… this means…
STICK FIGURES! :V
going to do a minimally-styled stick figure FPS… not going to bother with online play or controller support or multiplay right now (unless i have time), just a simple FPS with some AI for the bots. 2 teams, white and black, but that’s mostly because of the styling. not going to use any colors except white, black, and red (blood animations/decals)
learning how to use bones and cel-shading right now so i can do this right