Ludum Dare 22
Ludum Dare 21
Ludum Dare 19
The name of this game is not trauma. It was just the name of a sprite sheet i just edited… So I don’t have a name yet.
This game is a combination of concepts from 0space ( http://teknopants.com/games/0space/ ) and battelfield 3 and my own ideas.
The game is a simple, tactical shooter. There are knives. There are defribrillators. There are grenade launchers. As a Ludumdare entry I am still working on this for the competition deadline (not far from now), but I am actually developing on the jam timeline to completion. The rest is a challenge to see how much i could fit in anyway.
Progress screenshot :
already very playable, this is just the menu where I test all the mechanics. Levels next!
Here in Cape Town South Africa, we have decided to organise an in-person LD event.
WE ARE SO IN. http://i.minus.com/ijdTNoeYPWSAB.jpg
Well, I got somewhere! I had set out some personal goals this time to see how far I could get.
a) Get the mechanics I wanted to make in
b) Get the levels buildable with my editor + Tiled so content is quicker
c) Finish at least 5 tutorial levels (which I did, all tutorials, merged one into the other leaving 4).
d) Don’t rush.
I got 4/4 for my personal goals, and I have something playable that I can expand on which is pretty much what I wanted.
What went wrong
1) Don’t rush. This was intentional, and I slept normally, didn’t spend all the time I could have so probably only about half the total time was spent.
This means its not a game, just a tutorial but since those were my goals, I am still happy with the outcome.
2) Trying to make a grappling hook that you can control
I lost a lot of time working on this rope thing that was pretty damn awesome (i love box2d) but it wasnt stable enough to use for now.
3) Only getting a concept/story idea late on saturday afternoon. Unhelpful. The rest of the time was spent working on all sorts of prototyped mechanics and stuff that i was hoping to use.
What went right
1) Mechanics and gameplay went first, then allowing me to edit them from the editor, then polish and art and such.
The editors kinda work like this :
Build the layout in tiled. Create triggers and object layers for whatever you need.
Once you have that, the level will load it for you, you can use the in game editor to edit the scene. Adding sprites, collisions, triggers and more.
Once you have that, you can edit the properties needed to connect the gameplay to the sprite objects. Like that glass1 will destroy the sprite tagged with glass1 in the editor.
What is next
Hopefully I will be able to make a few of them in time for the jam to show of the actual concept. Otherwise, I will just make some levels over the next few days and hopefully do a post release.
Very similar to previous ones it seems..
I last entered LD19, so glad to be entering again. I already have some ideas about what I want to try mechanics wise (like, physics based rope) so I will be waiting to see the theme.
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
If i have 8 seconds lying around, i might try throw something together.If so, here is my workspace.
So, im not even sure what i was doing with this,
I implemented all my gameplay features FIRST this time, and then made a mockup (above). You can open in a new tab to see full size, i dont know how to link images without it failing on this blog
You control the world, not the ‘character’. The character will move automatically and you need to use the platforms, selected with the blue bar, to get him to his goals.
Here is a progress video of the gameplay working but its really no fun, going to redo/rethink it entirely if need be.
Comments and ideas welcome!
Yep. You can get them here :
Nothing else has changed there, just added binaries for the two platforms.
Also, if you downloaded the linux version yesterday i had uploaded a version with a debug library linked in accidentally. This affected performance greatly, please update to the latest!
Yep, its real!
Here is a picture of the first part of the game, the actual explanation of what is happening.
And the first pass look of the first level (id say ill do one more pass after this for polish) :
So, watch this space. I am adding the other 6 levels i cropped and the boss level.
Firstly, here are some links :
First off – Timelapse. While i tried my hardest to get this to play nice it caused more trouble than it was worth and i was more intent on finishing. So, i only ended up with about one day maybe of timelapse. Ill post it anyway, lots of random rubbish there.
Secondly – What my goals were and what i didn’t achieve, and what i did.
The original concept – “The Discovery of game development” ie ; the character is me ( i tend to wear a tie all the time).
The character would go through the phases of game development, seeing each department in this large company and thinking how cool it is, making it to a small apartment with a laptop , and discovering game development for himself.
The second concept – “Discovering you are inside a game” ie ; The current
I changed to this about half way, not really enough time to go with all the mechanics i had planned. I was attempting to mix platformer and point and click adventure, where you explore with look/use and could move things, break things etc. A few minor hurdles got me with the last 5 hours to finish the gameplay side and stop working with all the planned options.
The story as of now :
You are suddenly spawned into an unknown world, a realistic surreal place that your pixel eyes cannot begin to understand. A small mishap perhaps but a broken console in a pool of coffee somehow extrapolated too worlds – colliding what is defined with what is real. Your journey starts here.
The missing elements :
The bugz. They were from the game world, escaped along with you into reality. You must collect them (they are hidden all over) and drop them off in the programming department.
The environment . Alot of the point and click world is missing its interaction. This is just a limitation of time and i plan to implement all the pointy clicky things soon.
The other 6 levels. There were 6 more levels, and a final rooftop (where you fought the boss). These should be easy to add with less pressure and with the working mechanics.
The boss battle. This was something i threw in randomly. When you discovered you were in a game, you met with the evil publisher guy who decided to change everything about you. Your hair your colors everything. In order to regain your originality and to be who you are, you must destroy him. As his health drops pieces of you are dropped to collect. So, imagine platformery gameplay with projectiles (water cooler dispensed plastic cups) and mostly avoid and attack, no real combat per se.
What went right :
1) Planning something scalable. Going from 12 levels to 6, removing erroneous stuff was easy. I did most of the pruning along the way so i am glad i chose something scalable.
2) Writing alot of the tech specifically for this game. Instead of aiming for super flexible etc i just coded what was needed. I have trouble with this a lot before.
3) More time on code than on art. I finished all of the major mechanics i had planned barring projectiles (i did have a working prototype where he throws a handful of pixels from his pocket)
4) I had a crapton of fun.
What went wrong:
1) Leaving gameplay elements till last, interactivity is super simple to implement but its lacking because of other things (like text messages etc)
Thats all i guess. I can only hope to do something better next time but that isn’t to say that i am not happy with my submission
I cant believe i got this far.
In order to not miss the time, i will post more info soon!
For now some screenshots and hopefully a video.
I surely didn’t. But guess what??
Ii uploaded some audio , i really only spent about 10 minutes making this (FL).
Wanted a break from code, so here we go!
Will get around to more later. Only about 11 hours down for me.
Listen on sound cloud :
Edit, this goes with the menu :
Hey Guys, So i posted earlier and i have actually gotten far with what needs to be in place for my game so far. I was going to upload a playable but thats pretty boring until the first level is done.
So, instead you can look at this picture and watch this video :
OK , I like the theme.
Going for something more story based,
so simpler mechanics with a platformery / quest style mechanic.
For now, this is where im headed. Im calling it Untitled Discovery.