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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.


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