Ludum Dare 16
Slovenian indie developer
Awarded by RedReaper132 on April 23, 2010
So i added some puddles to the mix. They will act as farms for you civilization. Also made some music for the background, but you can’t see that on the screenshot. What you can see is, that my game si cruising along at a comfortable speed of 30FPS.
Next I will do the color filter, that will make you see only your objects, all the opponents are going to be black. I didn’t really know how to do that effectively. Parthon suggested I do a bitwise AND filter. I will use that, but It will limit me to three colors for nations: red,green and blue. But it will give me more color freedom for certain objects. Thank you Parthon.
But first: lunch.
Darn, I have fallen way behind in my schedule. Haven’t done half of the things I set out to do the first day. Oh well, at least I got to my first screen shot. Allthough it is techically just one picture blited to the screen, all the logic to blit all the objects I want is allready there. At least I got something.
Next up are ligh emiting objects and some kind of resource object.
First of, this theme is awesome and I hope for justas awesome entries.
For my entry, I’m going for a (RT)Strategy game. Here is some concept art:
In the game you will control a subterranian civilization, which evolved eyes, that can only see a single color on the spectrum. You will have the basic RTS objects: towers to expand your teritory ( emmit the light you can see), units, which will emmit a dim light, when out of the towers range, building that will function only inside the range of the towers, some for traning troops, some for housing, some for gaining monochrome energy. Every object you see distincly in your color.
You will battle other civilization such as yourself, who are able to detect a different color. All of your enemies will appear black or very dim and will not be distingushable from one another. So if you are a yellow civilization, and have green and red opponents, you can tell them appart.
The basic goal will be to destoy your enemies/neighbours by destroing their main tower. I was also thinking of doing something with the entrance of the cavern, maybe a goal or bonus for the team that has control of it. One idea was to have the you gain the color of the opponent you conquer, till you eventually see all the colors and can go outside in the light world.
The game seem to be carying some racial message with it or at least it has potential for it.
platform: Linux for development, Windows build after the compo, this time maybe even OSX
programming language: c++
libraries: SDL for graphics, input and sound. Do i need anything else? O_o
recording sounds: Audacity
sound and music: Hohner BBassV with Digitech BP50 multi affect and 60watt Vision AMP . I hope my music skills don’t let me down.
TODO list for first day:
So how much can I actually get done in the first day? I think this should be a realistic goal:
* resource manager: sound, graphics,…
* tile engine for the map
* create the cave
* implement ligh sources
*create the towers
* mouse input and HUD
*some background music
I think that would be about half. I hope I am not underestimating any part I left for day two (AI or troop control maybe?). If my goal are realistic, I think I can actually make a good game this time round.
Well good luck to you all.
I’m a little late with my final post. I finished early yesterday, I didn’t know what to do with my sandbox program. I went for a swim, thinking I might get a good idea, sadly that wasn’t the case. So this morning I decided to post this unfinished game area thingy.
The linux build need SDL and SDL_image libraries.
I tried making a windows build, but I only tested it in wine, so I am not sure it will work.
The source is all in one file, only ~500 line of code.
Maybe make a sand castle or two and post the pictures.
Title for my miniLD11 entry. I decided to take make a sandbox type game of an actual sandbox. After the first day, I haven’t put much work into it, but I have a sandbox i can display and I can shovel the sand around.
*Add phisic to the sand, making it collapse when a pile is too big.
*Add bucket with water. Wet sand has better building propreties ( I guess )
*Add some candy like music.
*Figure out some king of gameplay. :S
shall advance to the bathroom, avoiding any confrantation with the walls. Swift doom is lurking in the shadows here. I hope my antics will give me enough of a boost, to spawn some ideas.
This is how it turned out. For anyone who hadn’t played the games from the last miniLD, or if you missed any or just want to play all of them over again, here they are, all bundled together in a neet package. You need python 2.6 and pygame to run on windows, plus wine for running on linux.
PS: It’s still buggy.
And with a great success. With 11 finished entries, more than I could hope for. I will pack the games in a package and post a download link around 18.1. The games run on windows, and should also run on linux (some with wine). They mostly make use of python and pygame, so that will probably be a requirement to run the finished bundle.
Thanks for perticipating, finishing an entry or just hanging around. It was great.
With you final entry for MiniLD #6 i would like to ask you to also define which file you want to use as the score file. I forgot to mention this in the rules, sorry.
I have added a score limit to the rules. You are only allowed to give a max of 1000 points in your game.
The themes for miniLd #6 are up. Link
Here is a link to the wiki entry for MiniLD6, where you can see the start time, read the rules, select themes,…
Please leave comments if you think i missed something, or if things are unclear.
Some of you probably want to see the framework that I planed for MiniLD#6 collab competition. Well, here are the first screen shots.
The framework is made in python 2.6 and pygame, I have learned how to do it from keeyai’s CGL, but I haven’t used any code from it, because I found it too well crafted for it’s own purpose, and not flexible enough to use it for my framework.
The current framework source can be downloaded here, under Download, and more screen shots can be found under Glog. ( I know the site is an ugly mess, I am going to get to that).
I hope a lot of you like the MiniLD idea, and a lot of you decide to enter. It will be fully opened, so even if your game won’t run with my framework, you are welcome to pick out one of the themes for yourself.
For a simple explanation of the compo rules, look at older post.
Because there was some confusion around my previous post, here is a more detailed description of the way this MiniLD will take place.
At the start of the competition (which will be anounced soon enough) i post the name of the main theme, and a list of themes, that the competitors can select from. A competitor selects one theme from that list and writes it’s name next to it.
The competitors then creates a new game from the main theme, and the theme he selected from the list. The game doesn’t have a menu, insteed it should just have a simple start screen with brief instructions.
After 48 hours the competition end. Each submited entry for MiniLD#6 is then taken, and loaded into a framework which I will create. The entries are then run inside the framework, like levels of a game.
For now, the platform of interest will be windows. If it will be possible to port all the entries to linux and mac, then hopefully there would also be a version for those platforms.
In a nut shell: you get two themse, create a simple game, I take that game and stick it together with other entries, creating on bigger game.
I hope this is clearer than before.
Time for another mini Ludum Dare competition. This one will take place on the 10th and 11th of January, since the first weekend is very close to the holidays.
The idea behind this one is, to take all of your entries and bind them together in what would look as a single game. To achieve this, this MiniLD will have to themes. The main theme, the red line of the competition, will be the same for all, and set by me. The second theme you can pick out for yourself from a list of themes and reserve it for yourself.
Technical details, start time, etc. will follow.
Finnaly created a windows port. Here it is! Im hoping this will boost my vootes. Im here for quantity not quality.
Now to start voting on the entries. Hope I’ll find some time for a post or two. ( Have some work to do. )
complete with a LD hangover. I have all the hangover simptoms.
Mouth is dry, i am dehidrated from the hectic programing. Forgot to drink a lot of fluids.
Sleep deprevation goes without saying. It think it should be in mentioned in some disclaimer or something.
My head hurts, not quite sure why. It shouldn’t.
The “What did I do last night?” affect. My left middle finger hurts, and i’m wondering, when did i bit off have of it’s finger nail.
“The Realization”, usualy just “I’m never dinking again.” A universal lie. My realization is, i make really boring games. Sadly that is true.
Guess LD is like a really good party. It’s a blast, bbut god punishes you the day after.
Ok, my final submission. Here is a binary for linux. Compiled on Fedora 9, uses SDL version 1.2.13, SDL_image and SDL_ttf libraries. Compile friendly code, and Windows binary will follows in the next week, posibly with a postmortem.
No source yet, sorry.
Well, it would seem that my own collision detection library doesn’t work for practical usage (it worked on two rectangles, i tried out ). This a a real setback. Probably killed my game, if i don’t figure out something. Darn it all.