About LiquidAsh of Sugar Pill Studios (twitter: @SugarPillStdios)
Ludum Dare 23
Ludum Dare 20
Ludum Dare 19
Alright, so I still like the premise that I posted about earlier but the gameplay has not come together. I just haven’t been able to bring myself to build out an old school RPG engine with reams of text and cut scenes. I have a few alternate gameplay ideas to toy around with, but am feeling woefully behind at the moment. I have a few pieces of art, but nothing in-game. Haven’t even created a project in game maker yet. Hoping that changes in the next hour or two. In the mean time, here are some art samples.
I originally considered cross developing an LD25 + indiespeedrun game this weekend. I checked the LD theme last night, and did a bit of brainstorming this morning. I finally have an idea that I’m pretty fond of for this, and so will forego taking on any extra indiespeedrun challenges.
The tragedy in Connecticut yesterday has completely turned me off of the idea of anything violent. I considered having a few ways of laying traps to prevent superheros from rescuing a damsel in distress… I also spent a while thinking about fairy tales that I could portray the villains side in. I think both of these directions could yield interesting games, but would require much more fermenting time than the <48hours remaining. While washing up, I was thinking about how villain is such a relative term. What if, I thought, you don't control the villain, but that you instead as the player are the villain.
My somewhat karoshi-esque plan is to have the player control the hero in a very stereotypical save the world fantasy. You'll have many opportunities to save the world, but when you do the game ends. So the object of the game will really become finding ways to prevent yourself from saving the world: so you can continue playing the game to see what happens next. So you (as the player) will be the villain. I'm leaning toward an classic jrpg appearance that plays like more of an adventure game. Alright, time to get busy. Story first with some broad adventure puzzles. Then graphics and gameplay.
I'll be using inkscape for graphics (with some possible pixel pushing in gimp), I'll be using game-maker to export my final game as html5 playable, and hope to find time for music and sounds: bfxr has worked well in the past. Really unsure about music.
I'm guessing everyone's too busy developing to actually read all of this. If I'm wrong about that, I'd love to see a comment to that effect below. Any such comments will help motivate me to spend more time posting updates (instead of developing)… not sure whether that's a good or bad thing atm. You're comments may help me decide!
Happy Game Jam LDers!
I was able to polish this game up quite a bit before the jam deadline last night. Maybe the power and internet outages that prevented me from submitting it to the compo were a blessing in disguise:
This is my first HTML5 game, but it appears to at least be working in the latest versions of Chrome, FireFox, IE, and Safari! Please let me know what browser you are using, if you run into any problems. I think that the magic abilities could use some balancing, but otherwise like the simplicity of the game. Try it here: http://sugarpillstudios.com/games/WorldofdesTiny/ and leave feedback here.
After losing power and temporarily relocating to a coffee house Sunday afternoon, I managed to get my game working about three hours before the deadline, and 30 minutes before our dinner guests were supposed to come. But then (dun, dun, dun…) the internet went out . On the bright side, this gives me one more day to polish things up before jam submission. Here’s what the game looks like so far (pre-jam graphical enhancements and title/instruction screens):
Love the theme! I think this is the first time that I’ve actually +1ed the winning theme. I still haven’t nailed down a concept yet; as I started late and have been sorting through tech issues since (while listening to gamemarx.com). I now have some code that manipulates svg elements using jquery and svgweb, and am excited to turn it into something cool (and cross browser/platform).
This is going to be a very busy weekend, but I am determined to finish something for LD21! Most likely tools:
Framework: GameMaker and/or XNA
Graphics: Gimp and/or Inkscape
Sounds: Bfxr and/or Audacity
My time was fairly limited this weekend: between a distant wedding, birthday BBQ, and soccer practice, but fortunately I managed to find just enough time to participate in MiniLD27! Choose words from a word find to progress through the dialog and story of Crosswind. I had a bit more planned for the story than I had time to write, but feel this is a good start and really look forward to the feedback and comments of others. I’m also looking forward to finding time to play through the other exciting submissions. Thanks to everyone involved in making MiniLD27! ENTRY LINK HERE
I haven’t written a line of code yet, but am really excited to be so focused on story for this competition. I’ve been toying with a character idea for an adventure game, and this competition has really helped me flesh out the premise and direction for that game. I don’t want to give away too much so early on, but i’m writing dialog to introduce this character as a kind of prequel (if you can still call it that when it comes out first) to the forthcoming (assuming all goes well) adventure game. All of the player’s input will be made by finding and selecting words in a word find. I hope this adds elements exploration and accomplishment to more classic adventure dialog systems.
I don’t have any game screens to share yet, so here’s a before and after of my dinner last night: Kung Pao Chicken.
I just finished porting my XNA compo submission to silverlight. So it now runs on the web! It’s currently identical to the downloadable version that several people have commented on having trouble with (likely due to missing XNA redist). Try it by visiting: http://sugarpillstudios.com/games/zomkeybotcalypse.html
The world’s last ninja creeps in the shadows of zombies, monkeys, and robots in this post-zom-key-bot-calyptic world. Watch the creatures’ movements to navigate the world while collecting batteries, bananas, and brains to redirect them. Can you survive the zom-key-bot-caplypse? Can you say zom-key-bot-calypse? Cheers fellow LD20ers! Download, Play, and Rate Here!
Zombies, check. Monkeys, check. Robots, check. Ninja, check!
I finally got collisions/navigation working between objects and tiles, and colored and backed my sprites. The ninja runs up and hides behind any other creature within 100 px (white circles). The robots, move in straight lines, the monkeys circle, and the zombies randomly wander around.
On the code side, I still need a way to save and load levels so I can start stitching the world together. On the art side, I need to animate the zombies, monkeys, robots, and ninja. I’d also like to put together some fun comic-frames to introduce the story, but I’m pretty slow when it comes to that kind of thing… so we’ll see.
Rest well LD20ers. Tomorrow is the
Still working with XNA: have a basic level editor, steering for three NPC types, three kinds of bait, collision, and some range visualization stuff for testing/debugging purposes. Still need to add obstacles/walls so I can start working on some level design. Many b&w graphics, but still need NPC animations, as well as environment art.
I have a core mechanic and a bit of story in mind: that involves Monkeys, Robots, Zombies, and the LD20 theme. I was originally going to use GameMaker, but took the fact that it’s not installed on this machine as a sign I should use XNA instead. So I’ve started putting together some basic engine functionality. I’ll start implementing and testing the mechanic idea in the morning.
If you enjoy puzzle games, give “Cannot Ludum Dare 19″ a play. There are nine different gems that each handicap the player in different ways. First learn what the gems prevent you from doing, and then puzzle through how you can carry that gem to the next door. I especially like the orange gems near the middle of the board, and the aqua gems that follow.
Feel free to comment below on which gems you can say that you like, and which you “cannot”.
What a great holiday gift all of these games will make over the next week. Thanks again, to everyone who’s participated. If anyone’s interested in my other games, you can find info at http:sugarpillstudios.com.
As so many LD19ers have already expressed, this has been a busy weekend to squeeze a game jam into; amidst a family holiday party, a day long wedding, and long standing plans to see the new Tron movie. None the less, I was determined to participate. I was also initially turned off by the theme, but am now happy with the direction that a little google-enhanced brainstorming led me.
“Cannot Ludum Dare 19″ is inspired by Lyn Yutang’s quote, “Sometimes it is more important to discover what one cannot do, than what one can do.” It’s a puzzle game that involves collecting gems to open doors and navigate a maze. The catch is that different door-opening gems rob the player of specific abilities. With all of this competition’s delays and drop-outs (including this game’s), this theme-interpretation seems particularily relevent.
All nine gem-types have been implemented and tested, but the test-maze leaves much to be desired in terms of level design. I’m about a third of the way through redesigning this maze, and look forward to submitting the completed game tomorrow. I’d like to have submitted for the contest, but am happy to just participate. Hopefully I’ll be able to dedicate more time to the next compo.
Cheers to all of the participants!!! It’s been fun watching everyone’s updates, and I look forward to playing through so many of the submissions.