Home | Rules and Guide *NEW* | Mailing List | Sign In/Create Account | Write a Post | #ludumdare on irc.afternet.org

Ludum Dare 18 :: August 20th-23rd, 2010 :: Theme: Enemies as Weapons

[ VOTE HERE (172) | VIEW ALL (213) ]

  • Ludum Dare 18 Judging ends in 23 hours, 54 minutes, 40 seconds

  • About GBGames

    - http://www.gbgames.com/blog is GBGames' Blog: An Indie Game Developer's Somewhat Interesting Thoughts

    GBGames's Trophies

    The Heartless Cookie Terrorist Award
    Awarded by AndrewBC on August 24, 2010
    Charlie Sheen Getting Hammered on Screwdrivers Award
    Awarded by Martoon on August 18, 2010
    The "I Can't Get You Because You're In The Bike Lane" Excuse
    Awarded by demonpants on December 17, 2008
    The Photo Finish
    Awarded by Doches on December 7, 2008
    The Palm Of RSI Prevention
    Awarded by Hamumu on August 23, 2008
    Worlds Finest Juice Award
    Awarded by PoV on August 9, 2008

    GBGames's Archive

    Stop That Hero! Ported to Win32!

    Posted by GBGames
    Wednesday, August 25th, 2010 1:29 pm

    I’ve updated my LD final entry page, but I wanted to let you know that I finally created a Stop That Hero! Windows port (2.2MB)!

    Now you have no excuse not to play! Well, assuming you don’t use a Mac. Or some other OS. Then you have an excuse.

    Anyone Familiar with CMake?

    Posted by GBGames
    Tuesday, August 24th, 2010 6:39 am

    If so, I’d love to talk to you! I’m trying to configure the CMake files so that they create the following:
    - Linux distributable in tar.gz format
    - Win32 distributable .zip format
    - Source in tar.gz or .zip format

    So far, I can get the Linux-based distributable in tar.gz format, but it is also creating a installer with the .sh extension, and it tries to do the following:

    CPack: Create package using TZ
    CPack: Install projects
    CPack: - Run preinstall target for: gbgames-ld18
    CPack: - Install project: gbgames-ld18
    CPack: Compress package
    CPack Error: Problem with tar_close(): No such file or directory
    CPack Error: Problem compressing the directory
    CPack Error: Error when generating package: gbgames-ld18
    make: *** [package] Error 1

    I’m sure it has to do with the fact that I haven’t done much with the CMake files but tell it to use CPack, so it is trying to do default things, but I’m not sure how to configure it for what I want. Anyone willing to help? I’d appreciate it!

    Stop That Hero! Development Time Lapse!

    Posted by GBGames
    Monday, August 23rd, 2010 7:37 pm

    Here’s the time lapse for my 72 hours of development on Stop That Hero!

    Stop That Hero! Is Finished!

    Posted by GBGames
    Monday, August 23rd, 2010 6:56 pm

    I apparently needed sleep and a third day to get this game completed, but here it is!

    Stop That Hero! is finished

    So far, the Stop That Hero! Linux version (1.6MB) is all I have. I just started using CMake for my build scripts, so please let me know if the game won’t run on your computer.
    Get the Stop That Hero! source

    I’ll work on a Windows port, but for now, I’m going to relax! It’s been a grueling 72 hours!

    UPDATE: Windows port (2.2MB) created and available for you!

    I also updated the Linux build. It’s the same code, but the build was done on an older Linux-based system, so it should run on more systems without a problem.

    I’m In the Home Stretch

    Posted by GBGames
    Monday, August 23rd, 2010 4:51 pm

    I’m at the final iteration!

    The home stretch!

    Basically, the tasks I have left:

    • create instructions screen
    • add sound effects
    • package this baby up!

    In the last iteration, I was play testing and balancing as best as I could. I decided that the bat was too expensive, so I moved it down in front of the slime in terms of costs. I lowered the starting health of the Hero and gave him fewer lives. I also tweaked the level design a bit to accommodate the AI’s inability to see too far ahead. There are also victory and defeat screens now.

    I finally got the AI working well enough that I realized that I wasn’t just debugging the program anymore. I was playing the game! And it’s actually not that lame! B-)

    Let’s Keep on Jammin’!

    Posted by GBGames
    Monday, August 23rd, 2010 7:54 am

    I missed the deadline for the main compo, but I can still submit my game to the Ludum Dare Jam. The deadline is 24 hours after the end of the compo, so I have until 9PM tonight to finish this game.

    After a good night’s rest, I woke up with bug fixes. Seriously, I was lying in bed, slowly waking up, and I thought, “Oh, yeah, I implemented cooldown for the entities after they attack, but I forgot to ensure that cooldown ends.” I fixed a crash bug which also prevents the creatures from trying to leave the world map. And I improved the exploration mode of the AI so that the entities should no longer wiggle or fidget. They pick a direction and go until they reach it. I found that the reason why the hero was getting stuck in place. It was due to the fact that I was checking if he had reached a very exact location, and with his speed, he sometimes overshoots it. When he tries to go back to it, he overshoots again, forever. I enlarged the collision detection box to compensate.

    When I finished Iteration 4, I found out that accidentally implemented some stories from Iteration which deal with entities attacking each other. I’ve simplified combat so if entities are not in cooldown and are touching, they’re attacking. That implementation left Iteration 5 fairly moot. In fact, I decided to skip the remaining story in Iteration 5 which dealt with some nuanced AI that I’m not even going to look at, so I’m on to Iteration 6. You can see the backlog of skipped story cards under the Iteration card.

    Iteration 5 finished quickly; On to Iteration 6

    I’m pretty excited. It’s only 10AM, and I’m on the last two iterations. Iteration 7 is basically sound effects and packaging the game up, and frankly (and sadly), sound is optional at this point. B-)

    Missed the Deadline but Continuing On

    Posted by GBGames
    Sunday, August 22nd, 2010 9:03 pm

    I got to Iteration 3 by scrapping some of the art and animations I had planned for Iteration 2. Those story points go back into the backlog.

    Iteration 3

    Iteration 3 was a bear. It was where a lot of the advanced AI had to be implemented. I’ve never done A*. Most of my AI was very simplistic, which went with the simplistic games I’ve done before. This game was going to be different.

    Or at least I hoped it would. Entities would bumble about, get stuck, and fly off the world map even though I explicitly told them not to!

    I had a quick lunch which was easy to make while I continued to work.

    Vegan pizza and applce juice

    Unfortunately, the deadline for the main Ludum Dare compo passed when I finally figured out the A* algorithm (it turned out that there was a greater-than sign when there should have been a less-than sign, which is why the entities were moving so strangely). After the pathfinding, the entities still had to interact.

    I had the Hero moving toward targets it sees nearby, although every so often I see that he gets stuck in a certain tile for some reason. Enemies seem to have trouble moving to the Hero like I expect, but they find him soon enough.

    But with Iteration 4, they fight!

    Iteration 4

    Do you see how the Hero’s health is down?

    See enemies put on the hurt!

    That’s the first time it has been like that outside of arbitrary tests being conducted. One of the dragons did that! Good job, my babies!

    Since the main compo is over, the only option I have left is to continue on. I can still try to enter the Ludum Dare Jam, which gives me an extra 24 hours before the submission deadline.

    For now, though, I’m going to bed. These last 48 hours have been grueling, frustrating, and exciting.

    Good Morning, Ludum Dare!

    Posted by GBGames
    Sunday, August 22nd, 2010 9:46 am

    Good Morning, Ludum Dare!

    I went to bed after 5:30AM after getting some rudimentary AI in. I don’t know why the ground-based characters have no second-thoughts about going through the trees and mountains. If anything, they should want to avoid them. I’m sure there’s a bug in the implementation.

    Watch them move!

    I woke up feeling fairly crappy, but I know what will fix that!

    Let's wake up and get this game done!

    Yeah, OJ! Oh, and, yeah, sure, I suppose Banana can come along, too.

    My, What a Fancy World You Have There!

    Posted by GBGames
    Saturday, August 21st, 2010 10:35 pm

    My, what a fancy world you have there!

    What you see is the game’s rendering of a small 50×32 image, blown up below:

    The Tile Map

    Besides creating a world tile map, it also figures out where to place towers, chests, and the castle. The black spot is the hero’s spawn point. Red squares represent chests with health in them, and yellow ones represent chests with weapon upgrades.

    The tile map will also help the AI figure where and how it can move. I need to do some trickery to make sure it deals with towers and castles correctly. They’re larger than a single 16×16 tile, but the AI should act like there is an impassable wall where it looks like there is one. Also, I need to make sure the hero knows how to get to the entrance of a tower or castle.

    UPDATE:
    Iteration 2 of 7 started with a little over 20 hours left in the compo.

    Iteration 2 of 7 starts with 20 hr 15 min left.

    Lots of Work Left and LD Is Halfway Through?!

    Posted by GBGames
    Saturday, August 21st, 2010 8:10 pm

    I had some fig bars as a snack as the evening wore on.

    Fig bars

    My fantastic and amazing girlfriend made me a taco dinner, which was so delicious that my taste buds were fist-bumping each other.

    Taco Dinner

    I went to a party my friends were hosting so I could take a short break and get some much-needed social time, but I came back home shortly.

    Looking at The Big (Cork) Board, I can see that I’m almost done with the first iteration of work.

    Almost done with the first of seven iterations

    Unfortunately, I still have 6 more big iterations to do, and a lot of it is doing AI path-finding and other AI things I’ve never done before.

    There's a lot left to do

    And the deadline is looming.

    The Deadline is Looming!

    I’m feeling pretty screwed.

    I'm screwed, aren't I?

    Wait a minute. I think I have some Red Bull shots in my fridge…

    Oh, yeah, I forgot I had these.

    I don’t drink caffeine usually, but desperate times call for desperate measures.

    This Might Help

    Bottom's Up!

    Let’s roll.

    Let's Do This

    Stop That Hero! Slowly Progressing

    Posted by GBGames
    Saturday, August 21st, 2010 4:49 pm

    Screen shot in progress

    What you see is a working UI. The hero’s status is running off of live data, which means that he’s at full health, has 10 lives left, and has no weapon.

    Also, the number of resources you have is running on live data.

    The world is rendering 16×16 tiles of grass and tree right now, but I don’t have real data for it yet. I’m going to have to create the world, and at first, I’m fine with it being a bit smaller just so I can test out the AI when I finally get to it.

    We’re nearing the 24-hour mark, though. I feel like I’ve been working non-stop and have been quite focused, but so many things still need to be finished. I might not sleep well tonight. B-\

    And So It Was Named

    Posted by GBGames
    Saturday, August 21st, 2010 1:14 pm

    My game has a title screen with working GUI elements. And with a title screen comes a title.

    The game has a title!

    It’s “Stop That Hero!”, the game where you throw everything you have at that pesky heroic figure bent on stopping you from doing whatever evil things you are doing. What are you doing, anyway? Kidnapping princesses? Destroying the world? Littering?

    Progress and Lunch

    Posted by GBGames
    Saturday, August 21st, 2010 11:20 am

    Ok, I have a window that opens and closes. It’s not that amazing, but it is a lot of boiler-plate code. I probably should have declared that I will be using some existing code to, you know, render a window.

    Anyway, on to lunch. That’s right! It’s time for my award-winning peanut butter and pickle sandwich!

    The award-winning peanut butter pickle sandwich!

    I also had carrots, broccoli, grapes, and a peach.

    Also, my cats are dealing with my LD-induced schedule fairly well:

    Cats are cuddly

    Let’s Be Agile!

    Posted by GBGames
    Saturday, August 21st, 2010 9:48 am

    I took some time to figure out what features I’ll need to implement, what art and sound I’ll need to create, and what the complexity of it all will be, and I’ve come up with a backlog of 103 Agile story points.

    Agile backlog

    First iteration

    Now, iterations are going to be kind of loosely based on “Whenever I get it done” as opposed to time-bound sprints. Still, having all of the work figured out up front helped me figure out that I was missing some features. For instance, an instruction screen! Also, I feel that the rest of LD will be much more focused. I’ll always have a piece of functionality assigned to me that I should be working on.

    Time for Breakfast!

    Posted by GBGames
    Saturday, August 21st, 2010 7:21 am

    I started my day right: with a banana!

    A banana to start the day!

    After reading for a bit, catching up on LD posts, and awarding some trophies, I finally made myself a full breakfast!

    Scrambled eggs, buttered toast with cinnamon, and OJ

    As you can see, I had scrambled eggs, buttered toast with some cinnamon sprinkled on top, and a glass of orange juice! I also have my unread “Artificial Intelligence for Games” book handy. I have a feeling I’m going to need it.

    But first, a quick shower! Then I can get back to working on my game in earnest. In the meantime, I’ve realized that my hero is going to need to know how to fight an enemy. I had a couple of states as Fight or Flee, but what does Fight mean? I think I’ll change them to Chase/Evade, and Attack is a completely different state.

    My plan: when the hero is chasing an enemy, it tries to get adjacent to it. Then it can attack. The attack occurs, damage is calculated, and then the hero has to wait a few moments before he can attack again. Hmm…maybe the hero should be put into another state after an attack: rest mode. This way, he can’t attack and flee immediately. He has to stick around long enough to be attacked himself.

    Ok, Self, don’t panic. I’m sure the AI isn’t going to be THAT overwhelming.


    All posts, images, and comments are owned by their creators.