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About Surrealix

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Employs uber-cheap construction workers
Awarded by sgstair on April 20, 2008

Surrealix's Archive

26th Hour Update

Posted by
Saturday, April 19th, 2008 7:36 pm

I was planning on posting this 2 hours ago, but it took a little longer than I expected to get it working. This is the 2 hallways and parlour, generated differently each time.  A number of rooms branch off the hallways (not visible here), in one of which the murder takes place.

I’m devoting the next few hours to implementing the timeline – sorting out who goes where, when.

Food Photo

Posted by
Saturday, April 19th, 2008 6:59 pm

A late lunch on day 2 (Sunday), we picked up pizza to maximize coding time.
Triorph on the bottom left, I’m on the right.

The butler did it

Posted by
Saturday, April 19th, 2008 5:55 am

After being otherwise occupied for several hours and eating tea, it was good to get back to work on the whodunnit. In the last few hours I’ve not written any code, nor drawn any art, but I have produced a prodigal amount of waste paper. The end result is that the algorithms which drive the scenarios (it’s dynamically generated each time) seem to be working – at least on paper.

The camera’s gone walkabouts, so pictures of the mess will be up later. Tomorrow is implementing everything, but for now I’m off to bed.

It’s alive!

Posted by
Friday, April 18th, 2008 11:00 pm

and kicking. It also runs.

I’ve decided upon a type of who-dunnit-mystery-game (minimal clues), though I’ve yet to pin down the details. I’m going for a very minimalist art style (obviously), but also a fairly minimalistic puzzle style gameplay. More updates as I figure things out.

Anyhow, here’s what’s on screen after hour 5.

and kicking

Workspace

Posted by
Friday, April 18th, 2008 4:50 pm

To add to the conglomeration of photos, here’s my workspace for the moment.

Workspace, the first.

The Introduction Thing

Posted by
Tuesday, April 15th, 2008 12:37 am

So I’m planning on entering LD for the first time. I’ve wanted to do this for a while, but awkward times (for those of us in New Zealand) have put a dampener on the last few. Not this time though!

I’m going to use C++ & OpenSceneGraph, and probably openAL for sound. My previous games were developed in VisualBasic & DirectX, so things may be a little interesting. Experience wise, I’m studying my final year of Engineering, and have been programming for ages. I rarely manage to finish anything I start, but with any luck I’ll contain feature creep enough to write something playable during the competition. LD11 here we come.


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