No Further Research Required
Awarded by Dark Acre Jack on May 4, 2011
That’s uh… procrastination + update…
Good progress has been made. I’ve got my character to a playable state, just missing the bits and bops. An enemy is almost done, and his devilish little friends are being… devilish.
I feel almost bad for going with cel-shading, it seems rather a cheapout, but it looks splendid and I can mass produce textures in no time at all.
All-in-all a productive start with a bright future ahead.
For whatever reason, this entire post is being read in the sound of Tom Baker’s voice in my head… not a clue why… maybe I’m just tired.
Got home at 6 and went right into it, I decided to keep working rather than post anything.
This’ll be my 4th LD, I was here for 19, 20 and 22… I don’t remember why I didn’t do 21.
Nevertheless my tools are as follows:
- Unity 3D (As always, but actually going to make a 3D game this time.)
- Fruity Loops Lite (I seriously doubt I’ll be able to get anything decent out of it… as per the usual)
- Sigur Ros Discography (cuz that’s how I works yo)
Best of luck to all of you, and remember “It’s not the destination, but the journey that matters.” does not apply in this situation… at all…
Been working all week, did not get an “I’m in!” video. Oh well. I am, in reality, in.
I missed last time, but I got the weekend off and I am set… cept my main comp is wrecked, so I’m building this on my laptop. Which is what I did the first time… so again, oh well.
I shall once again be using Unity.
Along with that I’ll be using:
- Frootyloops… I don’t know why I bother, but maybe I’ll get something out of it.
- Notepad and stuff
- EZSprite… I’m linking just to show it’s a thing, and as for the rules, I’m pretty sure it fits… /shrug
I don’t want to show a pic of my work area cuz it’s embarrassingly messy. Instead, I’m putting a picture of ME… with an Empire temp tattoo.
Creepy? Cute? W/E
Movement is in, as are these little fellas who just can’t seem to live without you.
Spoiler* You aren’t alone.
Gonna be entering my second LD.
Hardware: Shitty Laptop, Mutant PC consisting of three or four other PCs, those sound things that go over your ears.
Softcore… ware: Unity 3D, Photoshop CS5, sfxr(can’t not), gonna attempt Fruity Loops again, Lightwave if I go 3D (most likely won’t.)
Chronolapse: On both comps, Ooooh Yeeeeah gonna DP* this thing. Expect long periods of inactively from one or more views.
Notebook: Of Paper
Other: Dr. Pepper, ITunes Radio Stations, Massage Chair… Working from home this time.
Good luck to everyone. Let’s make sure the theme is just as ambiguous this time around.
*You heard me.
Aaaaaaand, here it is. Not as interesting as I would have hoped. But w/e.
Looking forward to playing everyone’s game, already seen some really interesting projects.
A lot of people have done proc generators, I guess it makes sense. With such little time it’s a great way to extend your world. Gotta say though, as good as the proc is, I’m really loving the level design in some of these games. You should all check out http://bit.ly/gyyhsz. A classic indie game with a bit of a metroid undertone, all wrapped up in some top Notch (*cough*) level design. Not just saying that cuz I know him irl.
Plus go ahead and vote on mine: http://www.ludumdare.com/compo/ludum-dare-19/?action=rate&uid=3202
Make sure to leave plenty of comments, I plan to continue developing this game so absolutely EVERY type of feedback is welcome. Tell me what you had for dinner and I’ll find out what people who eat that like in video games.
Going to try to play everyone’s game within the time limit, but there is a good chance that I may miss a few. So please link me your game in the comments and there is a 100% chance I’ll play it, vote on it and give it some of my humble feedback. Promote yourself!
Welp, LD48 is over… probably by the time I’m done this post.
It was my first one and will definitely not be my last.
In the end there was still a lot I wish I could add. I’ll most likely keep working on it and hopefully release a bigger, better, and less buggy game.
I’m not sure how this works but if you want to check it out goto: http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=3202
Will be putting up a timelapse later.
As the title eludes to, I changed the movement. Mouse controls were getting bluh.
Also I realized I am not keeping legacy builds on dropbox so all my old links are either going to be broken or lead to the latest build… I don’t know, haven’t checked.
Either way, for anyone who is checking posts, here’s my update: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html
Finally gave up on pixel art, it was never gonna happen. That was not a kitten.
Not much on the tech side has been updated, can’t remember what was in the previous build. The sounds are working and there are collectibles as well as points. currently trying to get the sub to face where it is going to no avail. I think I’ll put that on the burner for the moment and implement the enemies.
Check out… it: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html
Finally got my radar system to work. Now the BBBT will bleep and chirp to it’s heart content.
Check it out: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html
Just got up. Managed to generate me some random blips and dings that I shall label as sound effects. The core gameplay is nearly complete. One feature is still not functional… i.e. the sensor that will tell you if you are close to treasure. It’s a player feedback thing so if it doesn’t get in there will be some annoyed players.
Check it out here: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html
- eat something
- try and fix this sensor
- add some simple enemies
- figure out if I’m going to have ramping difficulty
- draw stuff
- make a kickass loop track
I think I’ll have scrambled eggs.
Small post is small.
Managed to create a random treasure spawner. It has:
- An GameObject array to throw in different types of treasure.
- A public int for changing how many treasures spawn.
- A public float for changing the min allowed distance between treasures (works good enough)
- A Vector 2 for changing the allowable spawning square.
If I decide to make the game point based I’ll tighten the hold on the spawner so there is a set amount of each type, this will prevent someone from getting lucky and only getting high valued treasures.
Basically what I have so far is this: You are a submarine looking for treasure and stuff. Equipped with nothing but your trusty sonar scanner and your state of the art Bright Blinking Beepy Thingy (BBBT) you must scavenge the ocean floor for long lost riches. But beware, as much as your sonar is handy, it also has it’s drawbacks. Every pulse you send out attracts the attention of underwater pirates, and if they find you bad things are sure to happen.
This is my first time entering the Ludum Dare.
The common theme seems to be to put a component list here.
I haven’t decided whether I’m going to use Unity 3D or Adobe Flash. I don’t have much AS experience but I prefer it for simpler games. Possibly Flash for art and Unity for engine. Nevertheless Adobe will make an appearance.
I look forward to seeing the other entries.
Lightwave: If I decide to do a 3D game based on the theme.
Photoshop CS4: Will be used no matter what.
FL Studio 9 Eval: Never used it but some music is better than no music.
sfxr: Just checked it out, in such a short amount of time is seems very useful.
A Notebook: Every game designer/programmer’s best friend… and enemy.
After further consideration I won’t be using Flash.
Music: RDR OST, Swedish House Mafia, Whatever is on my iTunes.
Caffeine: Tim Horton’s, Folgers, Coke and Root Beer.