About Orangy Tang
Ludum Dare 28
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The Bubble Bobble is in My Screenshot Bonus
Awarded by demonpants on December 9, 2008
Orangy Tang's Archive
All done! After a last burst of work, we managed to get most of the features and content in, even though lots were left on the cutting room floor.
It’s a busy day at the hospital and you need to diagnose your patients then create a cure for them by mixing together the correct chemicals.
Be careful though, as you only get one shot at trying to cure each person, so try not to kill anyone.
Careful Now features:
- Realistic fluid simulation! (maybe)
- Accurate cack handedness simulation!
- Thrilling clipboard management!
- Chemistry in action!
Careful Now is not for consumption for children under 5 years old. Do not exceed the recommended dose. If cack handedness persists after closing the game, see a doctor immediately.
Annoyingly, I have a Real Life(tm) event that I couldn’t reschedule, so I have to take a break for about 4/5 hours (end time unknown) to go watch Ghostbusters with a bunch of people dressed up in silly costumes.
Which means I have no idea how much time (if any) I’ll get after this. I should post a WIP version now, but I don’t have time right now. Which means I’ll probably be uploading something in the last hour again. Fun times!
Lots of progress today, or at least it seems like it because lots of art has gone in.
Since the game is basically Surgeon Simulator vs. Papers, Please, of course we have to have clipboards:
Chemists: Please feel free to tell me how the compound described would melt somone’s face off.
There is still two huge gameplay systems to write, and a bunch more menus, but it’s getting there…
It’s the beginning of day 2 here, so just how far did we get? Not nearly as far as I’d like.
The programming has been going pretty smooth – physics are in and now there are objects that can be picked up and poured by the player, and the physics is mostly behaving itself. And since we’re aiming for a surgeon simulator type of game it might just be fine as it is.
There’s *loads* of things left to do though, I suspect we’ll run completely out of time, but we’ll see…
The last time I attempted Ludum Dare was a whole year ago, and unfortunately was a disaster as I abandoned it after the first day. This time I’ve roped in a friend so we’ll be entering the Jam and hopefully completing something this time.
This is a slightly belated starting post – actually we’ve been making progress for about 4 hours now (because staying up until 2am GMT for the start is a bad move, I’ve previously discovered). We have an (overly ambitious) design, a visual theme, and a pretty good idea of where we’re going, but still no actual game title.
Here’s the (rather unexciting) first progress shot, showing the really basic project skeleton.
Today has not been as productive as I’d hoped, but it’s getting there. I’ve got an idea down (basically a tower defence variant) and I think it’s do-able in the time, but we’ll see about that. I should have been writing more posts, but I was on a bit of a coding spree so decided to keep going instead.
Also, here’s what happens when you forget to set a cooldown time on your unit’s weapons and they end up firing a new bullet every frame:
Trippy! The colours are all a bit mental as I’ve just got test sprites in, hopefully it’ll look more sane later…
I’m feeling pretty unprepared for this, but what the heck.
I’ve always done the compo before, but this time I’m going to go for the jam. I feel like I’ve done as good a games as I can in the 48 hour format, and it’d be nice to get something a bit meatier done this time. I’ll still be doing it on my own though, so I suspect I’ll be horribly outclassed.
As always, I like to set out goals before the compo, then come back later and see how badly I’ve done. So, this time:
1. Get something complete and playable. Hopefully with a beginning, middle and end.
2. Something that’s graphically interesting, even if it’s based on some simple art.
3. Something that fits the theme well
So it looks like my web hosting is having issues right now. I’m not entirely sure but it may be that I’ve spiked up to about 6Gb of bandwidth a day for the last few days. So if you get a broken link in the download then maybe check back in a day or so when hopefully I’ve had a word and figured out what’s wrong.
As is now traditional for me, I prefer a more concise, low-tech timelapse. So here it is:
A basic world to walk around in:
Drawing some landscape tiles and the landscape map:
Loading a landscape:
Adding a basic house:
Adding NPCs to houses:
Showing house names in the hud:
Conversations with NPCs:
Houses crumbling and a smoke effect when houses are abandoned:
Adding inventory slots:
Picking up items (mostly buckets):
Adding a forge as a world object:
Adding the farmer puzzle:
Finishing the blacksmith puzzle:
Adding the doctor’s puzzle:
Adding Greta, the cranky cat lady:
Herbert, the dog lover:
A boring shot, but this was optimising the map display so I could draw huge maps at 60fps:
Adding roofs over houses, that dissapear when you go inside.
Doing the title screen:
Adding the vignette and noise overlays:
According to the irc bot my upload was finished with a whopping 9 seconds to spare, which must be my closest LD entry to date.
I’m gonna take a break for a bit to recharge my brain and then put the actual post with links, images etc. up.
Congratulations to everyone who finished!
Because stereotypes and cranky old cat ladies are fun.
Oh doctor Banks, your bedside manner needs work.
This means I have four people implemented now. I really need to do non-person stuff soon. Maybe after a couple more people.
Well I was planning on sleeping *much* earlier than this, but the apartment above mine has been blasting the same 5 second drum loop on repeat for the last few hours so that killed that plan.
Meanwhile, I have usable items now:
You can pick up, use and drop items (and by items, I mean buckets, as they’re the only type of item so far).
This means I’ve now got two people implemented out of a target of twenty. And there’s a load of other things that need doing as well.
Now if you excuse me I have to pass unconscious and hallucinate for several hours.
A first pass at an inventory system:
Mostly this just lets you go around and pick up buckets, which everyone seems to have in their house for some reason. And you can’t drop anything yet, so your character just has to go around with their pockets fit to bursting.
In unrelated shenanigans, I still haven’t thought up a name for this yet. I was going to go for “Village Bastard” but maybe I should keep the title clean. Something along the lines of being a bit of a dick to everyone in the village until they leave you alone. Leave your name suggestions in the comments!
I probably shouldn’t have spent as long as I did animating these cheesy clouds of smoke, but it’s good to have some feedback when someone actually leaves their house.
This means I have a whole one person of actual gameplay! Unfortunately my ideas sheet has a list of about 20, and I’ve just done the easiest, so there’s loads more left to do.
You can now talk to people!
There’s only one person to talk to right now, and he doesn’t say much but it’s a start.
Next – using the new conversation system to let you insult people!
Everyone likes pixels, right?
I’ve got a basic tile map that you can walk around in, but not much else yet. I’m going to have to start thinking about optimising the map drawing since a 256×256 map crawls at about 10fps when I just try and draw everything. Or I could just cheat and go with a much smaller map.
I’ve been so busy I forgot to actually post an ‘I’m in post’, so here it is. Tech of choice will be my usual combo of Java + LWJGL + SPGL.
Alone, huh? That’s a tricky one. I have a few ideas, unfortunately they’re all huge and far too content heavy. I may just try one anyway and see how far I can get.
I suspect we’ll be seeing a lot of minecraft inspired survival type games this time around…