Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

  • Judging Ends: in 1 day, 12 hours, 10 minutes, 10 seconds
  • Play and Rate Games | View All Games | Edit | View My Entry
    Twitter | #ludumdare on irc.afternet.org

    [ Warmup Weekend | Real World Gatherings | Tools | Ludum Deals (yep, we got it) ]


    About NMcCoy

    Entries

     
    Ludum Dare 24
     
    Ludum Dare 23
     
    Ludum Dare 22
     
    October Challenge 2011
     
    Ludum Dare 21
     
    Ludum Dare 20
     
    Ludum Dare 19
     
    Ludum Dare 18
     
    Ludum Dare 17

    NMcCoy's Trophies

    Archive for the ‘LD #18 – Enemies as Weapons – 2010’ Category

    Grabitas: FINISHED!

    Posted by
    Sunday, August 22nd, 2010 7:00 pm

    screenshot
    Got the game finished, complete with enemies that actually shoot. Check it out. I didn’t have quite as much time as I would’ve liked to tune the difficulty curve, but it seems to be close enough to what it ought to be.

    Grabitas: progress report 07

    Posted by
    Sunday, August 22nd, 2010 5:43 pm

    screenshot
    Scoring and difficulty progression done. Almost there

    Grabitas: progress report 06

    Posted by
    Sunday, August 22nd, 2010 4:46 pm

    screenshot
    Two hours to go, and I have added background music and eye candy. Still no scoring or enemy bullets.

    I really need to work on setting priorities.

    Grabitas: progress report 04 and 05 because I forgot to publish rather than preview

    Posted by
    Sunday, August 22nd, 2010 2:11 pm

    screenshot
    Improved grabbing, added sounds, enemies turn red when they’re damaged. All in all some decent progress.

    All right, 7 hours left. Finally, this is the kind of pressure that I can work under. :D


    screenshot
    Player now takes damage when colliding with enemies. Added some kludgey code to avoid wonky behavior. Almost playable.

    5 hours remaining. Need to implement scoring, write music, and add more enemy types.

    Grabitas: progress report 03

    Posted by
    Saturday, August 21st, 2010 10:46 pm

    screenshot
    Implemented enemy grabbing, flinging, and damaging. Now we’re actually getting somewhere. Still debating how exactly bullets are going to work.

    Grabitas: progress report 02

    Posted by
    Saturday, August 21st, 2010 9:51 pm

    screenshot
    Starting to implement enemy behavior. Not a lot of progress, but it’s something.

    This is actually going to be an actual game with actual gameplay, I promise.

    Grabitas: Progress report 01

    Posted by
    Saturday, August 21st, 2010 4:41 pm

    screenshot
    So I’ve been slacking off brainstorming design ideas for a while now, and have settled on something like a fast-paced arena shooter. And a title. Right now I have tentative player movement implemented, and… that’s about it.

    So thoughts:

    Posted by
    Friday, August 20th, 2010 10:58 pm

    I’ve got some ideas coming together of specific mechanics I want to play with. My inclination is to wrap those in an action/platformer game, but platformer engines with good solid physics are kind of a pain to write. Maybe it’ll turn into more of a beat-em-up.

    Enemies as Weapons!

    Posted by
    Friday, August 20th, 2010 7:19 pm

    Sweet. This is one of my favorite themes in games, so I’m pretty excited about what I could do with this. Time for a bit of brainstorming, then some feasibility assessment to narrow down designs.

    Inspiration on the topic of Enemies as Weapons: TUMIKI Fighters (adding on), Pokemon (capturing), Kirby (absorbing abilities – or more pertinently, wielding directly in Kirby 64), Rayhound (redirecting attacks), Mischief Makers (enemies as projectiles).

    Framework use declaration

    Posted by
    Tuesday, August 17th, 2010 3:14 pm

    I’ll be using this Processing project skeleton – the same one that I use for my weekly games – as a basis for my LD #18 compo entry. Mostly, it’s just so I don’t need to reimplement things like a main loop and particle effects for every game I make.

    Other tools that are likely to feature prominently include sfxr, PXTone, Audacity, and possibly The GIMP if I bother making a game with graphics this time.


    All posts, images, and comments are owned by their creators.

    [cache: storing page]