I'm a games programmer in my free time, and study the rest of the time. I watched Notch write Metagun for LD18, and thought I should have a go!
Ludum Dare 27
Ludum Dare 25
Ludum Dare 24
Ludum Dare 21
Ludum Dare 19
I’ve finally finished.
I had to cut some big chunks out of the story I was working on at the end because it reached 10PM and I decided I couldn’t keep going long enough to finish the story.
I hope the game makes sense as big bits of it were written in a hurry while I was trying to avoid dozing off! I’ve listened to a huge quantity of Two Steps from Hell in the process of writing my game!
Just gonna post it before I sleep…
Things went quite slowly today, but once I got the extension to my engine for playing with a browser running everything sped up.
I now have an intro, the begginning of a story, my main character and a style sheet and my code has reached 1391 lines including the base code in the engine.
As it’s a text adventure I see no point in posting a usual screenshot so I’ll post the intro.
The HAV Totally Innocent II held position 200 feet due south of a well armed British Navy frigate.
Owner of the Totally Innocent, Captain Insidious Black, struck a confident pose on the foredeck.
“Men of the British Navy, I have bested nine of your ships in combat. In a race with only one winner, to come second is to come last. In this tenth sortie you will again come second!
I fight for the freedom of those repressed by you colonial zeal, and for glory! Will you justly surrender?”
Actually, it’s the gold that’s most important, but I’m not telling you that!
While the Innocent carried two large artillery guns, an unusual choice for such a small vessel, it’s supply of ammunition was nearly spent.
Only the small pivoting gun on the foredeck could be fired.
Captain Black’s confidence wasn’t unjustified though. His many pockets held his major advantage over the navy. Mostly in tin cans.
[try the inventory command]
I’m in and plan to write a text adventure.
My main aim will be to write an amusing, quirky story. I haven’t succesfully written a game with much of a story before, so this will be interesting.
- Mousepad (editor)
- Go (compiler)
- Mercurial (version control)
- MtPaint, GIMP (bitmap editors)
- Sun Vox (synthesizer)
I have two libraries I’ve written, feel free to use them:
- Interactive Fiction Library (engine for text adventures)
- Allegro 5 wrapper (backup incase I go for a conventional sort of game)
IFL is missing quite a few things, but is already 987 lines of code. The design should allow me to easily add support for multiplayer and a web interface. I’m developing on Linux so I’ll have to check whether it works on Windows. I know I need to fix support for CR/LF newlines.
Good luck people!
We’re almost at the dawn of another Ludum Dare! As a result I have question:
Does anyone like text adventures?
Because I do, and I’m planning to write one for LD27.
I want to know if:
- you’ll be prepared to play it
- you think it is possible to write an interesting text adventure (in two days)
- you think text adventures are still a viable genre
Answers in the comments please!
I’m thinking about focusing on story this time.
This fits the theme as I can keep the GUI and the code extremely simple. My plan is to write a simple web server based on the Go net/http packages so that players can just run the program and point their browser at http://localhost:port/ to play.
This approach will make distributing to different platforms and adding multiplayer quite easy.
The problem is that I have no idea how to write an intriguing story for a text adventure (or any kind story, thinking about it) so I’ll just have to guess and see what I’ve got after the first day. Any hints, pointers or tutorials would be very helpful!
Good luck to all of you!
I have a reasonably fun game. I think that’s a significant success!
The downside is that I’m getting stuck trying to package it up. For Windows I’ll distribute the .exe, three required .dll’s and all the assets (.png, .ogg). For Linux the best I can do is tell people to install Allegro 5.0.8, otherwise they probably won’t have all the dependencies the game needs. Static linking isn’t possible with the official Go compiler.
I’ve submitted what I have so far. I just hope enough people can get it working and vote on it.
Good luck to everbody still going!
I’m going to use my own Allegro wrapper with Go. The main problem is providing the dependencies. At the moment the best I can do for Linux is say that Allegro 5.0.8 has to be installed. Sorry everyone who doesn’t like installing extra packages.
I can’t compile for Mac, so Mac users will have to put up with not having binaries.
Good luck to everyone!
Here we go again…
- HTML5 – runs in you browser and doesn’t need a plugin. Breaks in many browsers.
- Flash – runs in your browser but requires a common plugin.
- Unity – runs in your browser but is fairly new. It might support Linux by now.
- Java – can run in your browser but not everyone installs the plugin.
- Python – has to be downloaded and requires the Python package to be installed. Can be packed into an executable instead.
- Lua [love2d] – has to be downloaded and requires the Love2D package to be installed. Can be packed into an executable instead.
- Other interpreted programs – all sorts of things that have to be downloaded and require a special software to be installed.
- Executables – binaries that don’t need an interpreter. Have to be downloaded and are platform dependent.
I just remembered my statistics from earlier. Time for the final ones:
[Items on this side are the commands I used]
Number of lines: 1253
wc -l src/*.as
Source files: 13
Modified lines: 14201
Commits to repository: 90
hg log -l 1
Reverted changes: 2
Size of repository: 14MB
The source code added to my submission contains my Mercurial repository, so anyone who knows how to use mercurial can download my source and see how the game changed during the course of the last two days.
The game is finished, although there are some things I would have liked to add. I wanted to add another enemy, so the game is very short. I didn’t add sound because it would most likely have ruined the feel of the game.
I don’t want to write a long postmortem, but I do want to write something…
- The style is distict and consistent
- I think the game is as polished as it could be
- I finished the important elements
- I’ve had a lot of fun
- I didn’t add audio
- The game is missing a lot of content
- I wasn’t as efficient as I should have been
Starting to worry about how much time I have, but the first enemy is working!
I thought it would be interesting to post some stats about my source code so far:
[Items on this side are the commands I used]
Number of lines: 531
wc -l src/*.as
Source files: 10
Modified lines: 12537
Commits to repository: 35
hg log -l 1
Reverted changes: 1
Size of repository: 4.4MB
Now to begin day 2 with a decent breakfast! Good luck everyone!
I made a fairly good start, although it took a long time to think of an idea that would fit the theme while staying fun. The result thus far is about a dwarf fighting a pig. No one said it needed to make sense!
An interrupted afternoon cost me time, but I think I can still achieve what I set out to.
Things didn’t go as planned, so we haven’t spent as much time adding to the game as I hoped, but hopefully my colleage, Alexbrainbox, will be able to continue working on it after I leave for holiday tommorrow.
I suspect LD 24 will be easier for both of us because we won’t be interrupted by other things. I look forward to it!
A number of features have been added, including a winning. Sadly the game isn’t very interesting yet as some important stuff is still missing. The graphics look nicer though.
Mercurial has proved its worth several times already, with 30 revisions and 12 863 lines changed.
I’m working with a friend on this one, but we have some significant time constraints.
We’re using Flex to build a Flash game with the Flash Punk library, with Mercurial for version control shared between a Linux PC and a Windows PC.
After about four or five hours work, including setting up version control, we have some basic functionality; menus, collision, physics, weapons. Version control reports 20 revisions so far, aparently that’s 12 449 lines of changes!
It’s hardly worth posting a screenshot at this point, but I think the game is playable, save one feature and a win condition.
There’s no way I’m going to finish in time, so I’ve given up.
Trying to complete what would be hard with all 48 hours in much less isn’t a good idea, especially when you haven’t slept enough. I’m too tired and the engine too buggy to do the Jam, so that’s it.
Good luck all, I’ll enjoy seeing what people come up with, I’m already amazed by Notch’s WIP.
Unexpected real life things have galumphed most of day one and a chunk of day two. I still want to enter so I’m going as fast as possible. I have the core engine for a vertical shooter, some ideas, a new version of Blender and very little time!
I spent most of last night learning why planning how the code will work is so important, with the result that I didn’t get much done and produced lots of bugs. I’ve reduced the number of features I want to implement, but I think the bugs are going to make things difficult. Oops.
There’s no point uploading a build, there’s nothing to see.
I submitted Maze++. I’m quite pleased with it. I’m pretty tired.
Trying to avoid producing something the same old maze escape game while writing a maze escape game may not have been a good move, but I’ll wait for comments. If I’m lucky the extra features will keep this game interesting, despite it needing more work.