YOU GOT A DEMONWALL! Final Entry
Here she is!
This is a very exciting and very… pink… game. I’m really proud of what I put together!
![]() The "Driving helps take the edge off things" Award Awarded by mathias on December 19, 2008 |
Here she is!
This is a very exciting and very… pink… game. I’m really proud of what I put together!
Hooray, I’m going to do my Ludum Dare thingie. I was in a place called Macau and now I’m back in Hong Kong feeling like the luckiest/awesomest person alive, doing the 48 hours game development competition in such a cool city on such a great extended vacation.
Hooray for me, I’ve managed to finangle myself an extended vacation in Hong Kong. Anyhow I’m going to try and enter this Ludum Dare, though I’m going to be in Macau for the first 12h or so of the compo.
The last few LD48’s I’ve used a basic, minimalist C++ engine and coded the game in LUA. This time I’m going to just code the whole thing in C++, I guess just for a change more than anything. So it’ll be C++, OpenGL, and SDL.
My Special Ludum Dare Goal: Include at least sound effects into this one! I’ve never managed to get SFX/music into an LD48 before, triple shame shame shame on me. Ptoiee fireflower spit spiky ball at my butt!
Heya! I’ve updated my Final entry to include a Windows download (this is a direct port, NO changes or bugfixes so it’s part of the final compo version) and I will put up the source code too. Meanwhile, here is a timelapse video of me making it:
Here is a game, it’s a narrative about a man who has lost something, and is trying to replace it.

Drive down the highway, taking stops along the way. Arrows are all
you need for driving, and use spacebar for story sequences.
You get points for:
1- travelling KM
2- passing cars
3- bonuses
The game is (should be) winnable, I haven’t won it yet but everything
is in place. I’ll have to try it tomorrow just to make sure.
No sound effects, only one type of vehicle, and some other ideas
that I had for it didn’t make it in, but overall I’m quite happy.
Enjoy!
PS: If you’ve got the song “Night Cruising” by Fishmans, that would be
an excellent soundtrack.
It’s got basic graphics, sound, and lua interface stuff, as well as some handy things like random number generation, file load/save, fonts, matrix math and a few other odds and sodds. But it’s a major hodge-podge!
Notably missing is any kind of physics, but that doesn’t matter… This is just enough (well, plus a bit) to let me write my game in LUA with custom rendering stuff in C++, which is what I want.
Good luck everyone!
This is a remake of Hairy Chestival. It’s about a lawnmower who has to mow the hair off of Burt Reynolds Island. It’s not really done, but, you can run around, grab swords and heart containers, kill pylons, and die. Ahem. One day I’ll finish an entry on time!
I’m going to take and put together the actual quest for this game, since there’s not much to it. Then I’ll upload that version…
I picked a game to do. It’s been a long time since I made an LD entry. The games I’ve done before are:
- Floateye (this was for an allegro speed game compo though)
- Miracle Bees
- Demonic Farmer GABO
- Something else I forget what?
I started another LD game once before, too. It was based around four ladies at tea-time, and I drew some great graphics. Then I quit making it! Haha…
Okay, it’s time to get started. I will remake the game that sticks in my mind most, the one I think about often, that I reminisce over. I’m not telling what it is, but the remake/cover will be incredible and include the shooting sword from LoZ.
THAT IS ALL.
Copied from my Dev Blog
So eventually you’re going to have to put in moving/walking/talking elements of various varieties in most any game. Maybe they are lemmings. Maybe they are AI controlled bot opponents in an FPS. Or maybe they are soldiers in an RTS, or enemies in a hack and slash. In any case it’s daunting to add these gameplay elements because the behaviour will ultimately require so much tweaking and experimentation. Where do you start?
Carefully creating a system for managing/handling such creatures is… somewhat uninspiring work. And worse, what kind of result do you get? Did you end up forgetting some crucial detail, or do you get a very complex, neural-net-enhanced AI that just acts stoopid? Good luck!
When you see your little guys moving around, only then do you start to see what practical changes you can make to their behaviour. It doesn’t mean you can’t have larger scale frameworks in place, it’s just that even with these frameworks (e.g., pathfinding) it’s not too obvious how to code the heuristics until you are into.
This brings me to my Golden Rule of Adding Moving Gameplay Elements:
First, just add something that stands still and you can zap.
Of course, “zap” might stand for anything. Maybe zap means clicking an RTS unit. Or talking to an NPC. But your first implementation should not worry about movement or anything. It should just create the actual unit, place it. You can start to work out your enemy placement/spawning system at this point, or start to think about how they will behave. But either way, what you really need before you can get started on any practical level is to get it placed. And in order to do that most easily, just forget everything else that will have to go into it for the time being.
I would do well to remember this in the future. This way of thinking avoids me spending all kinds of time mulling over millions of options without anything to start experimenting with. With a purely dumb element placed, purely dumbly, I am able to start the kind of wheedling experimentation neccesary to make it work.
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