Ludum Dare 23
Ludum Dare 21
Ludum Dare 20
Ludum Dare 17
Ludum Dare 16
Award for Impeccable Historic Accuracy
Awarded by crackerblocks
on December 15, 2009
The "Driving helps take the edge off things" Award
Awarded by mathias
on December 19, 2008
I might enter it!
But it’s summer! Summers here are so short, maybe I will have to do it in the park?
If I do I’ll use the same framework I used last time, FlashPunk plus a bit of extra stuff for fonts/etc.
Basic movement, attack, field mechanics are in place. I did some of this on an airplane from Hawaii to Vancouver! Kind of cool… =)
This looks to be one gigantic compo! I might create something small for this so I’m doing the obligatory “I’m In” post!
I’ll use ParsePunk together with FlashPunk:
I’ve made a few small modifications since the last time I used this but they are all uploaded to the site. Hopefully that fits within the rules, I’ll try and double check the rules if I do end up entering and worst case just throw it into the Jam instead.
See all you sweaty geeks on the other side. Remember food and happiness are actually required to make games. Sleep maybe also is…
I would like to make something but will only have a few hours on the weekend.
I’ll be using Flashpunk, plus a little add-on library called FlashPunkGameDay which basically has a few handy tools + preloader + the font class from my older add-on “ParsePunk”:
I also have written two songs for it! But I can’t upload mp3s… You’ll just hafta play it when it’s done, hmn?
Decent progress since this AM. I’m more certain about how the gameplay will be structured, I have flocking and angular velocity/momentum for the whales (luckily it turns out I don’t really have to do collision for them!) and I’m starting to look at some behaviors for the pod.
You’re going to be a glowing intelligence that is worshipped, leading a pod of whales on some strange planet. You can fly from whale to whale, who’s backs are slightly emerged (think of them as sentient moving islands). You can commune with them, designate as leader, and so forth.
Each whale will have it’s own personality and your goal is to try and get them through five stages.
Is this progress?
Last night I did some planning and some programming, but it’s not a complete plan, just a start. And the programming part wasn’t super far along…
So let’s see where we are in a few hours!
Get it now at HERE, mate.
I’m going to rob a train this weekend, basically.
Sorry I won’t be able to enter Ludum Dare, unless I’m captured by the Sheriff and have to spend the weekend in the county jail. And if that happens, I’d still rather get my banjo pickin’ on, but the Sheriff tends to steal her (lousynogood) so if that’s the case, and I have a computer in the cell, well then MAYBE I’ll enter.
Here’s a picture of a train for you.
You can see my entry here:
I’ll do an updated version later on this week, fix some things that need fixing and add a few features that are missing. Maybe I’ll build a fullscale (?) flash game based on this, and sell it for iPhone. Then move to bermuda.
POSTMORTEM – What went right:
- Rule system for the crew was/is awesome.
- Flixel is great! Perfect for a compo like this, although I didn’t use too much of it…
- I thought for awhile about the theme, and made a short design document with my ideas which was a great help.
- It’s like, -40′C in my city which is really, really cold and was helpful in finding inspiration for exploring the icy north.
What went wrong:
- As usual I didn’t give myself enough time to polish it up at the end. I spent some time on features that were cut or I didn’t finish, but it could have benefited a lot from just a bit more playing.
- Developing on Windows wasn’t quite what I am used to. But I got quite used to FlashDevelop. I’d like to move this over to Eclipse/Linux but figuring out how to build the AS3 stuff is just a bit tricky.
This was fun, thanks guys!
Here we are, 6 hours has done me a lot of good. Actually I had a worse headache last night.
Time to work some magic, 9 hours remain or so which sounds like more than it is… This is my favorite or least favorite part of the competition because you have to cut features out if you want to finish. Heheh!
Well, the rule system for crew is working, I still need to work out the rule system for the weather because it doesn’t appear to be working.
- dynamic weather (a snap, actually!)
- fix rule system for weather, seems to be broken
- make sure rule system works for crew intelligence, etc.
- add “camping” play state NIX IT
- add “shore leave” logic NIX IT
- sell ship and retire at lisboa
- return to england and get a score
- death conditions
- some nice graphics for weather, etc.
- descriptions for the berths, camps
- sound effects, music? why is this always last for me? =)
Quite a bit I guess, but the game is really working well! I’ll probably nix it. I have some nice ideas for making good weather graphics, would work well with sound effects there. At this point I should nix the shore leave, provisioning, and camping stuff.
Whew, I’m too tired to think!
I’m super happy with where my game is headed, so I don’t want to waste too much time here. Really there’s not much to show in screens but here’s what needs to be done:
- Finish weather system. The basic weather system is in place but needs additional work.
- Weather match system. So I can write events that tie to weather events.
- Crew match system. Is JUST done.
- Crew rule system. This is basically the “heart” of the game, but it depends on a lot of other things being in place first, which I only now attained. Basically, what happens is that as the voyage goes on the crew respond to each other, the conditions, etc. You can make choices as captain that will affect them positively or negatively. You can even put them in shackles, make them walk the plank, etc. The rule system has two parts, one is a match and the other is an event. The event says how to change crew members that match.
- Similar to the above, there needs to be a global event system. These might not be written with such streamlined rules as with the crew system, but will respond to crew state, etc.
After this each day cycle would go something like this:
- Sail onward!
- Update weather.
- Flash the global event rules.
- Flash crew rules.
- Update provisions.
So for instance, there might be a storm that happens during the event rules, that will set the “wet” state for crew members. Then we flash the crew rules and it says that any crew member who is wet is sad, and cold. As well, there is a crew rule that says any crew who is “wet” loses that tag (the rules happen in order but apply to all crew). Or maybe “wet1″ => “wet0″ => “” so they take two days to dry off. You get the idea.
The point of this game is that the mission should end in DISASTER. Hahaha. Amazing.
- ate a sammich
- ate some lovely croissants that wife made (ate 4, plus some jam and margarine)
- lots of game logic in place, whew!
Here’s a screenie showing the crew system.
Hopefully the crew system I envisioned isn’t too complicated. I’m going to be simplifying things on the “cargo” side, to compensate for the added complexity I’ve got with crew members.
Clarification on the earlier screenshot. The world map was taken from Wikipedia, and won’t be used in-game. Actually, you don’t even HAVE a map; you just set a course. However the game in effort to be slightly realistic will track your course on the map, so if you change course after three days the distances/times will be about right. So the map is actually just for my debugging purposes. La la la!
Here we are! What I’ve done so far:
- Thought about what I want to do (at hockey game last night)
- Created a design document (after I got home)
- Slept (too long but not long enough)
- Made love to flixel (today)
- Got a Screenshot!
Unlike previous competitions, this time I know exactly what I’m doing from the start; I’ve put together a design document which is something I haven’t done before. I’m excited to see how this turns out.