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Ludum Dare 24 — Coming August 2012

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Further thoughts

Posted by
Friday, April 29th, 2011 8:19 pm

At this point, I’m rather inclined to make a sidescrolling brawler sort of game. Engine should be fairly simple, so I don’t get bogged down in physics stuff, and I can focus on getting the core gameplay elements into a satisfying state. The ‘take this’ part of the equation can be acquirable weapons of various practicality.

It’s dangerous to brainstorm

Posted by
Friday, April 29th, 2011 7:43 pm

So, last time I made a total Zelda ripoff, and so I want to do something different. Random thoughts:

  • A dating sim. At the start of the game, you get a wooden sword. “Hit them with sword” is ALWAYS a conversation option.
  • You’re a Kobold. You have a stick.
  • A game about giving advice?
  • You’re an old man in a cave. You need to keep an endless stream of adventurers supplied with starting equipment.

Bring it!

Posted by
Friday, April 29th, 2011 6:31 pm

I am SO in. As per usual, tools and basecode and stuff:

Language: Processing
Framework: My own, available here
Sound: sfxr and Audacity
Music: Famitracker and/or PXTone
Graphics: GIMP, or more likely circles and lines
Food: All breakfast, all the time

And the Game Goes On…

Posted by
Wednesday, December 22nd, 2010 2:22 pm

I’ve been continuing to add new features and secrets to my game after the Jam version. For those of you who are fans, I encourage you to check out the latest version here.

Jam version uploaded.

Posted by
Monday, December 20th, 2010 7:08 pm

Still missing bosses, but at least I have additional enemies and weapons.

Aaack…

Posted by
Sunday, December 19th, 2010 3:51 pm

Music, sound, shrubbery, dummy enemies. A lot to do in the next three hours. Check progress here.

This is not going all that well.

Posted by
Sunday, December 19th, 2010 12:54 am

Behold a very lonely procedural world full of very empty procedural dungeons.

Oh, and hold Space to get through the emptiness faster.

Huh.

Posted by
Saturday, December 18th, 2010 6:38 pm

What sort of game is this, anyway?

Title screen.

Posted by
Saturday, December 18th, 2010 2:27 pm

As of yet, I have still not discovered what my game is about. If anyone else has any insights, please let me know.

Let’s do this.

Posted by
Friday, December 17th, 2010 11:55 am

Please find enclosed my formal declaration of stuff:

Game Title: “Circus Peanuts”
Language: Processing
Framework: My own, available here
Sound: sfxr and Audacity
Music: Famitracker and/or PXTone
Graphics: GIMP if anything
Food: Whatever I’ve got on hand, supplemented with the local convenience store and Voodoo Doughnut.
Desk: thusly
Morale: Kobolds

Announcing my game title: “Circus Peanuts”

Posted by
Tuesday, December 14th, 2010 3:00 pm

Hopefully the theme decision will cooperate with me.

Name my LD#19 entry (yes, right now!)

Posted by
Wednesday, December 8th, 2010 1:57 pm

So, as some of you may know already, I create and post a new game every week on my website, based on titles provided by people who donate to my site. Last Ludum Dare, I suspended my name/donation thing. But this time, my donation queue is currently empty and non-suspended, which means that the top donation before Sunday Dec. 12th, 11:59pm determines the title of my Ludum Dare game. (And anyone who gets outbid still gets their title used for subsequent games!)

This is going to be exciting and/or terrifying.

Grabitas: FINISHED!

Posted by
Sunday, August 22nd, 2010 7:00 pm

screenshot
Got the game finished, complete with enemies that actually shoot. Check it out. I didn’t have quite as much time as I would’ve liked to tune the difficulty curve, but it seems to be close enough to what it ought to be.

Grabitas: progress report 07

Posted by
Sunday, August 22nd, 2010 5:43 pm

screenshot
Scoring and difficulty progression done. Almost there

Grabitas: progress report 06

Posted by
Sunday, August 22nd, 2010 4:46 pm

screenshot
Two hours to go, and I have added background music and eye candy. Still no scoring or enemy bullets.

I really need to work on setting priorities.

Grabitas: progress report 04 and 05 because I forgot to publish rather than preview

Posted by
Sunday, August 22nd, 2010 2:11 pm

screenshot
Improved grabbing, added sounds, enemies turn red when they’re damaged. All in all some decent progress.

All right, 7 hours left. Finally, this is the kind of pressure that I can work under. :D


screenshot
Player now takes damage when colliding with enemies. Added some kludgey code to avoid wonky behavior. Almost playable.

5 hours remaining. Need to implement scoring, write music, and add more enemy types.

Grabitas: progress report 03

Posted by
Saturday, August 21st, 2010 10:46 pm

screenshot
Implemented enemy grabbing, flinging, and damaging. Now we’re actually getting somewhere. Still debating how exactly bullets are going to work.

Grabitas: progress report 02

Posted by
Saturday, August 21st, 2010 9:51 pm

screenshot
Starting to implement enemy behavior. Not a lot of progress, but it’s something.

This is actually going to be an actual game with actual gameplay, I promise.

Grabitas: Progress report 01

Posted by
Saturday, August 21st, 2010 4:41 pm

screenshot
So I’ve been slacking off brainstorming design ideas for a while now, and have settled on something like a fast-paced arena shooter. And a title. Right now I have tentative player movement implemented, and… that’s about it.

So thoughts:

Posted by
Friday, August 20th, 2010 10:58 pm

I’ve got some ideas coming together of specific mechanics I want to play with. My inclination is to wrap those in an action/platformer game, but platformer engines with good solid physics are kind of a pain to write. Maybe it’ll turn into more of a beat-em-up.


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