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Second meal of the day

Posted by
Saturday, August 21st, 2010 5:39 pm

Progress is going well, the animation system is fully setup, the renderer is fully setup, I know that the sound system will take no time at all because of the preparation I did (see my initial post to a link to the framework I started with).

Right now I have zero assets, I do have placeholders for my animations, but they look like this:
Imageshack Gallery of some dodgy artwork

This is enough for testing the basics of the animation stack; I can confirm that when a creature is hit it plays its orange “pain” animation and then continues with the white “idle” or green “walk” animation, and that when it dies it plays the red “death” animation and then freezes on the last frame.

I’ll do some screenshots when ive done the HUD. I need a readout of the stats of what you currently have selected, and a row of buttons, one for each ability of the selected character, as well as a readout of mission objectives.

My second meal of the day is not as elaborate; boiled brown rice, chilli con carne out of a can, and my typical addition of grated cheese.


I added a ton of chilli powder though, because the stuff out of a tin is never spicy enough for my liking. Actually, this meal was so good, I ate it while still writing this post.

Lunch time / progress report

Posted by
Saturday, August 21st, 2010 7:25 am

HI!

The last 12 hours have been rather productive – although I slept for 5 of them.

The engine is half done – I have yet to add animations, and picking, but animations are prototyped as a skeleton. I’m going to go with frame by frame animation, using multiple cells in one texture.
Here is what i had for lunch:
What I had for lunch

Its salad, with various leaves (the salad part is not important) with basil and chilli marinaded, pan seared salmon, a mustard and vinegar dressing of my own creation, a dollop of ceaser sauce, and a grating of chedadar cheese. I asked in the shop if they had salmon which was in the shape of an L and a D but they told me I would have to cut it myself, so I didnt bother.

Here is my desk:
My Desk
The monitor on the left is the one which im recording, the one on the right is currently dedicated to IRC (still a time sink even when you arent chatting :( )

[edit] fixed images. Stupid imageshack.

Necromancer

Posted by
Friday, August 20th, 2010 7:14 pm

For a while now I’ve wanted to do a prototype RTS; i had this idea in my head for a very simple Baldaurs gate style RTS / RPG thing.

The protagonist is a necromancer! The player has only one attack of his own; the neck break. You have to creep up behind an enemy and break their neck. Very simple really. However, once you have a  corpse in your posession, you have the ability to resurrect that corpse to do your bidding, absorb the corpse to recharge your health, or divide the corpse’s energy between your other minions. The more minions you have, the less powerful each minion will be; when a minion dies, it cannot be resurrected again.

The levels will be tile based, viewed from a top down perspective, and all enemies will be viewed top down; enemies are either resurrected as zombies (who retain the abilities of the creature they were in life) or skeletons, which  are tough melee soldiers, but do not have the abilities of the creature they were in life.

I’ll take this basic set of gameplay mechanics and flesh it out as im working; my first task will be to get the renderer and animations working.

What I will be starting with, plus a few last minute amendments

Posted by
Friday, August 20th, 2010 3:29 pm

Hello again,

I’ve prepared the VS solution which I will be starting with, which includes the few bits of code of my own which I’ll be using. It can be accessed here,

http://members.gamedev.net/speciesunknown/LudemDare18-Copy.zip

I  have made my own build of tinyXML where the only difference is that everything is in a namespace (I have namespace OCD) but I’m classifying that as a third party lib which does not need to be announced.

If you open the zip and look at it, you will see a very crude framework – a bit of sound stuff, a bit of graphics stuff (i really hate dealing with low level stuff for shaders and textures, hence class Shader and class Texture).  I have done some basic cleanup of these libs (they are taken from another project) by removing dependencies on that project.  A few have already tried to build this in g++. You wont have any luck, its dirty msvc++ specific code. I promise to do an open source g++ compatible port at a later date.

I would be delighted if anybody used this crude framework for themselves, but it does rely on fmod, sdl, tinyxml and a few others which I’ve not included.

My first entry

Posted by
Friday, August 20th, 2010 7:10 am

Hi,

This is going to be my first entry; here is where I declare in advance what libs and stuff im going to be using. Anything which I have written myself I will submit as a .zip file, alongside the bare-bones VS project I will be starting out with. (just a .sln with a single .proj which has the linker and build settings already done, but no code in it yet)

Graphics: OpenGL along with my very crude but functional 3d maths lib, and my wrapper class for loading a shader.
Image Loading: SOIL plus my Texture class which is a thin wrapper around it.
Sound: FMOD along with my simple wrapper code. (3 classes). I’ll use Sfxr for the sound; no music unless I have lots of time left, in which case I’ll use Musagi
Input / Window Creation: SDL. No need for wrapper libs here, I’ll make them on the fly.
Font Rendering: SDL_ttf plus my own “brute force” wrapper lib which basically just shoves text on the screen and takes around 1ms to do it…

For the graphics I’m targeting OpenGL 2.1 level hardware, which means I’ll be using fragment and vertex shaders, although probably nothing fancy this time around.

For sound, I have created a basic sound lib which wraps up FMOD’s context creation code, allowing me to create contexts and play sounds with only a few LOC.

One thing I am going to do, and I did ask if this was acceptable in the channel on afternet, is to create myself a VS project with all the third party stuff already setup in the linker / include settings. I wont add my own code to this until I have started, but I will include that code in the zip.

I wont be using any source control for this; it seems pointless for a 48 hour coding binge, I’ll just periodically backup the entire folder the project is in.

All my graphics will be drawn in paintbrush, because I’m so hardcore. Also I have no art skills and so the stylistic “paintbrush art” style is excusable.


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