About NiallM (twitter: @NiallEM)
NiallM's Trophies
![]() The John Marin Honorarium for the Use of Unorthodox Illustration Equipment Awarded by Doches on August 22, 2010 | ![]() SMB2 Award for most underrated game Award Awarded by allen on July 6, 2010 |
NiallM's Archive
Added Fungi, Player’s Ship
Saturday, August 21st, 2010 7:57 amSo I’ve got the background scrolling nicely, I’ve got the player’s ship moving about, and I’ve added random fungi generation (currently from a pool of 7):
I’m not too sure about the design of the player’s ship though. I might change it if I have time after everything else. Slightly concerned also that the fungi don’t stand out enough from the background.
Next step is to add collision detection with the fungi, then fungi scanning, and spores.
Lunch!
Saturday, August 21st, 2010 5:19 am
A ready to bake baguette with my own special pizza sauce and some cheddar. Mmm…
Going on, the next step is to get the background scrolling, then I’ll add the player’s ship and start adding fungi. Hopefully by the end of the day I’ll have the scanning and spore->weapon mechanics in and can spend tomorrow finessing things.
Background and a Title
Saturday, August 21st, 2010 4:14 amSo I’ve decided on a name, and I’ve got my background rocks into the game (though they don’t scroll yet). I give you The Lair of Fungal Wonder:
I think the lower foreground is a bit too similar to the background, but that’ll probably be less of a problem once I add the fungi and the background rocks start moving parallax-ly.
I’m awake!
Saturday, August 21st, 2010 1:12 am…and gutted that Double Zombie Rainbow didn’t win, but the themes I want never win.
Anyway, having set my alarm to 3am so I could check the theme (I seem to get more interesting ideas when I’m only half-awake) and go straight back to sleep, I have my idea. I’m currently reading Jeff Vandermeer’s ‘City of Saints and Madmen’, and obviously have fungus on the brain. So the game’s going to be a kind of ambient sidescrolling shooter/non-shooter. It’s set in this long cave that’s full of fungi, and the player’s job is to scan all the different types. The catch being that the cave is also full of floating spores, and whenever the player collides with one, a toadstool grows on the hull of their ship. A toadstool which shoots bullets. Which destroy fungi. And then the more fungi you accidentally destroy, the more the cave starts to fight back, with boulders falling from the ceiling, spores which kill you if you touch them, etc. There’ll be two endings depending on how successful you were at dodging spores.
Montage
Friday, August 20th, 2010 2:35 amI’m in
Thursday, August 19th, 2010 2:38 amI’ll be entering again, using my usual C++ template code. I’ve slightly updated it since the LD17, and it now has configurable key mappings, in addition to: image loading; 2d drawing via OpenGL; basic GUI framework; audio via portaudio; a simplistic polyphonic synthesizer; and truetype font rendering. And it’s cross-platform, so I’ll be doing Windows, Linux and OSX versions of my game.
My dependencies are: GLEW; libjpeg; freetype; libpng; portaudio; SDL; SDL_image; SDL_ttf; zlib.
And I’ll probably be using some combination of Inkscape, Paint Shop Pro and Tracktion for my various audiovisual needs.
Template code here, GPL licensed.
The Lost Hebrides bug fixes
Thursday, April 29th, 2010 2:10 amI’ve fixed some bugs with my entry. So far it seems people only noticed the clicking bug (caused by the code I use to start the game in fullscreen at your native resolution, with black bars if your monitor’s not 16:10 – it was working before the compo, then I stupidly broke it during). Other bugs fixed include the text rendering as black boxes on OSX, and it crashing straight away on my intel graphics netbook.
I consider these game breaking, and have updated my entry’s links accordingly. If you want to see the original versions, here they are:
Windows – OSX – Linux/source code
Also, thanks for the comments guys
I pretty much agree – visually it’s my strongest LD entry to date, but gameplay-wise it’s just too random, with no real opportunity for the player to turn it to their advantage.
Timelapse, Post Mortem
Monday, April 26th, 2010 6:07 amDoing this now, because the longer I leave it, the less chance I’ll ever write it up.
I’ve uploaded OSX and Linux/source code versions. These ones have the stupid bug where you could click on buoys before you’d found them fixed (thanks TFernando
), but I left the Windows version as it is, since that’s how I submitted it, and it’s not a huge bug.
Timelapse is here. I’m afraid it’s missing the music making though, since I did that on a different computer and forgot to record a corresponding timelapse. Post mortem after the jump:
Finished!
Sunday, April 25th, 2010 11:50 amI did some last minute tinkering with the difficulty, and added some basic tutorial hints (displayed on your first play). Getting the difficulty right was hard, and I suspect I may have gone too far towards the hard end of the scale. But then these kind of games tend to rely on frequent deaths as part of their replayability. I’m interested in what kind of comments I’ll get.
There are 5 endings by the way; 3 bad, 1 good, and 1 very good but rare.
After the jump, a final food photo:
Cut scene update
Sunday, April 25th, 2010 9:23 amCut scene
Sunday, April 25th, 2010 7:32 amBack from lunch
Sunday, April 25th, 2010 5:55 amThe music’s done. It’s not quite what I was aiming for (I was going for a slightly eerie feel, but it’s more cheery than eerie), but it works fairly well. I’ve also done a quick watercolour wash for the background to the cut-scenes (waiting for it to dry before I can scan it). Lunch was pretty much the same as yesterday; Irn Bru, beans on toast, and ice cream:
Now I’ve got some cut-scenes to draw…
Extra UI elements
Sunday, April 25th, 2010 3:04 amSo I’ve added the extra UI elements I talked about in the previous post. Islanders who *you know* know the way to the enchanted isles have a yellow glow, and there’s a ‘divine’ button to point you to such islanders (at the cost of some of your time). I think it’s a more interesting game now, though I suspect there’s still not a huge amount of replay value. Barring the tutorial hints, I actually got all the coding done which I had planned to get done, so I’m going to start on the music now.
Day 2
Sunday, April 25th, 2010 12:16 amI’m awake. I’m pretty happy with yesterday’s progress, but there’s still a lot to be done. Here’s my todo list:
- Clicking an islander shows you how long it will take to get there, gives you an embark button.
- Music.
- Rough paper background for cut-scenes (maybe a watercolour wash?).
- Cut-scene pictures.
- Randomised pickups.
- Days should tick by faster (the game’s too easy as it is).
- Tutorial hints.
- Button to tell you which islanders know the way to the enchanted isles, at the cost of some of your time.
I just realised I haven’t really explained the game yet. The aim is to find your way to the enchanted isles (i.e. the lost Hebrides of the title) in the West within 7 days. To do that you have to find 3 islanders who know the way, but travelling to the islanders takes up time, so you have to try and judge your journey.
I’m going to start with the coding tasks today, as they should go fastest, and the game kind of needs them since it isn’t much fun at the moment. I plan on getting them done by 11am, then taking about 1 1/2 hours to make the music, followed by lunch. That’ll leave me the rest of the day to get the cut-scene pictures done, which are the part I’m least confident about.
The end of day 1
Saturday, April 24th, 2010 2:18 pmI think I’m probably going to call it a night. Here’s what I have so far:
Note the authentic hebridean clothing of brightly coloured pointy hats
The basic gameplay is there, and you can win (or lose) the game, but the cut-scenes don’t have any pictures, and the gameplay feels a bit lacking. I think I need to add randomised pickups that help you out (a faster boat, hints about which islanders know the way the enchanted isles). I’ve still got to do the music too, though that hopefully won’t be too hard. The whole game’s inspired by rockettothesky’s Medea (e.g.), so I’m going to try for a similar feel.
Pizza Final
Saturday, April 24th, 2010 12:04 pmOoh, Dr. Who was good. I was worried since the previous episode was terrible, and I really couldn’t see the point in bringing back the angels, but that was up there with the first two episodes of the season.
Anyway, here’s how the pizza turned out:
The dough didn’t turn out as airy as I was hoping, but it was still pretty good. Another picture and some more details after the cut (I realise no-one’s interested in the intricacies of my pizza recipe but, well, I’m proud of it).
Pizza Progress
Saturday, April 24th, 2010 10:47 amPizza Dough
Saturday, April 24th, 2010 9:48 amI don’t have a whole lot to show game-wise, so the next few posts are going to be about my dinner!
After years of making pizzas and never being entirely happy with the results, I finally perfected my recipe a couple of months ago. It starts with dough:
That’s ~100g plain flour*, half a sachet of yeast, and some lukewarm water. This is after I’ve kneaded it for ~20mins, and it’s currently sitting on top of my radiator, hopefully rising. I’ll come back to it in an hour or so, once I’ve done yesterday’s dishes and started the sauce going.
Clouds!
Saturday, April 24th, 2010 6:21 amTitlescreen and lunch
Saturday, April 24th, 2010 4:52 amI’ve got a title screen now. I’m not entirely happy with how the watercolour turned out, but it’ll have to do. There’s going to be clouds obscuring part of it, which will hopefully make things look a bit more interesting.
Lunch below the cut:














