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

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


About AndyBrown

Entries

 
Ludum Dare 24
 
Ludum Dare 22
 
Ludum Dare 21

AndyBrown's Trophies

Archive for the ‘LD #22’ Category

Uploaded current version

Posted by
Sunday, December 18th, 2011 3:44 pm

I’ve uploaded the current version!

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5699

Feel free to test it out. I’ll see if I can do anything else.. although honestly I’m pretty exhausted right now, so I’m not sure if I will be updating much.

Been working on this game since 11 am yesterday and it’s 3 pm now.

edit: Fixed a random mob issue that made it impossible to get certain items later on…. this also makes the game a bit easier.

edit2: Fixed another mistake.. forgot to save a file and it reverted so you couldn’t get loot from a certain action.

Progress Update

Posted by
Sunday, December 18th, 2011 2:05 pm

No image this time. I’ve been working on some polish, adding in a couple easter eggs, and fixing a few things.

I’ve got most of the game feature complete to where I want it for the LD. I’m also trying to work on some sounds now.

Time keeps on ticking

Posted by
Sunday, December 18th, 2011 11:44 am

Fourth enemey added in… what I didn’t tell you about the third? Maybe you’ll just have to play the game to run into that one :D

I also added a lot more crafting….  I’m thinking I should add in some sound here pretty soon.

Feeling a bit sleepy

Posted by
Sunday, December 18th, 2011 9:55 am

Added in a few more crafting recipes. Ran into an issue where crafting tables aren’t working again…. getting null responses from a argument that was giving me the correct thing before. I have no idea. I’m ignoring it for now as I’m starting to feel sleepy and can’t think perfectly straight. I also made it so jaguars only attack you at night… and the battle scene gets the night time effect as well now.

Jaguar

Posted by
Sunday, December 18th, 2011 8:58 am

Another Enemy… added a couple more items. Also fixed a crafting error I made for checking for work stations. It’s fixed now though… and needed for a new recipe!

Working on more enemies and items right now.

Ah. Refreshing Water!

Posted by
Sunday, December 18th, 2011 8:08 am

So now there is a nice pool of water to drink from. If you can find it.  I also added in the hit chance to combat, so all that’s left now is adding in more enemies, more items, crafting recipes, and narration.  Hopefully a few sounds too.  I’m rather surprised I got this much done really.. hopefully I can get the game to a somewhat enjoyable gameplay state before the dare is over.

12 hours left

Posted by
Sunday, December 18th, 2011 7:00 am

Combat is almost finished. You take turns attacking enemies and getting hit, enemies die and give loot when they have no health left, you die and go back to main menu when you run out of health. Enemies also have a chance to flee from you.  The only thing I want to add to combat is adding in enemy speed… so you need to use certain weapons to hit them.

I’ve also been working on adding in some narrative text that pops up as you play the game.  I plan on adding in some more narrative + adding in a few more enemies + more items. I would really like to add in a place-able campfire as well if I have the time.  I also realize that there is no sound in the game yet… I should really add in some sound.

Hammer Time

Posted by
Sunday, December 18th, 2011 5:52 am

Combat is coming along nicely. Damage is based on your equipped item + random chance + enemy defense.

I don’t plan on spending too much more time on combat, Just get it working then move on!

There is still a ton of stuff I would like to add in before the competition is over.

Battle System

Posted by
Sunday, December 18th, 2011 4:56 am

So I figured I would whip together a quick turn based battle system reusing graphics…  pretty standard thing here..

I’ll put in Attack /Item / Run commands. I don’t think anything else will be needed for now.

25 hours of progress

Posted by
Sunday, December 18th, 2011 3:56 am

 

Some minor events and such programmed into the game, other than that I mostly worked on prettying up the tiles a bit because the solid colors were bothering me…

I need to add in some dangers to the game now…  I’m thinking a quick random battle encounter system would work best for the time I have.

Crafting Station Operational

Posted by
Sunday, December 18th, 2011 2:43 am

Crafting menu now shows all items that you can currently craft with your current items / tools / crafting station.

Ok there is only one item to craft so far… but hey it’s all setup for future items anyways.

I also made it so you can activate on the ground anywhere and it will tell you the time when you look and let you access crafting menu without a station (for basic crafting recipes). There is also the issue of not knowing what resources you are using when crafting stuff…  I don’t think I’m going to worry about that right this moment though.. as I wan’t to get some more content into the game.

Crafting Progress

Posted by
Sunday, December 18th, 2011 1:47 am

I have the recipe system, and crafting mechanics done. It checks your inventory for items and returns a list of all recipes that you can currently craft.

I just need to tie it all into a menu now that lets you select recipes you have materials for.

Vines

Posted by
Sunday, December 18th, 2011 12:44 am

 

Large trees now come covered in vines. The vines get removed from the tree if you forage the tree.  I’ve setup the recipe system I will be using for the crafting system… now I need to tie it into a menu that lets you select from available recipes and then craft said items.

Oh. I almost forgot. I added in a main menu (press space to start with a black screen).  But that was just added in because I also made it so you can die from three different deaths now! Hooray!… well technically you can’t die of hunger before dying of thirst right now…. so make that two deaths.

Hourly Progress Report

Posted by
Saturday, December 17th, 2011 11:49 pm

I had some business I had to attend to, so I didn’t get very much done this hour, but here is a screen shot of the new tree in game, will be adding vines to it next and continuing with crafting system.

Tree

Posted by
Saturday, December 17th, 2011 11:04 pm

Well. I wanted another tree that I could add on some vines to get some basic materials for crafting before I really start programming the system. I did prepare the crafting framework a little though.

Not really happy with this tree, but it will do for now. I’ll add some vines on and then call it good. Then I’ll add in some more items, and really start on the crafting system.

Thoughts on crafting

Posted by
Saturday, December 17th, 2011 9:52 pm

Inventory system is taken care of.. now I can have items with longer names. I’ll probably have to put in scrolling of some sort later.. or a storage system with boxes maybe?  That wouldn’t be that hard to pull off.

Right well. I don’t care for the combine two items crafting system… It’s just too tedious and full of failed attempts that disappoint you.

so I’ve decided to go with the workbench craft menu that shows all items you can currently craft. I think I can pull it off in time with the other ideas I wan’t to put in.

Loading Areas Complete

Posted by
Saturday, December 17th, 2011 8:52 pm

I’ve got it loading areas mechanics all in place now. It remembers object that are there, how many resources they have left, and if you take a stone, it’s removed from the world for good.   I also added in a little plant so that I could get an excuse to post another screenshot :D

Next up? I wan’t to change inventory to two rows instead of three. After that? I kind of want to get some sort of crafting figured out…  Maybe just a combine system where you can use whatever is in your hands with other items? That might be the best way to do it considering the time restraints.

Seventeen Hours of work

Posted by
Saturday, December 17th, 2011 7:54 pm

Well, I advanced even less this hour. Mostly spent some time trying to use a method that didn’t work. Trying to squeeze the memory usage and saved data usage down for intractable objects so I don’t end up with huge saved files when I get the game saving.  I’ll skip out on posting a screenshot this time since there is nothing new in this update.  I did manage to get it all working how I want though, so from here I can start re-factoring the current items and then make the map randomly place them on the island.  A couple other changes I want to do is make the inventory only have two rows.. as current names of items is too long for three rows. And I want to add in some sort of grid for detecting if an area is occupied… that would be used for placing buildings like shelters / workstations etc.

Slowly Advancing

Posted by
Saturday, December 17th, 2011 6:54 pm

 

Not really anything to show here. I do have the island generating a bunch of areas, with beaches around all of the edges, making it a real island now and walking to the edge of a screen advances to the next area.

I need to change how I store / add objects like trees / bushes etc since they each have their own resources.. I need to keep references of how much resources they have left for when I move from one area to the next.

Memory Issues

Posted by
Saturday, December 17th, 2011 5:49 pm

 

Didn’t get all that much done progress wise this hour, I had to spend a bit of time writing out some functions to store my map data as vectors of Booleans / ints instead of me being lazy and storing the data as flashpunk grids / tilemap data. I didn’t realize they took up so much memory.  I did finish the rest of the beach generation code though, so now I can move onto making the section changing code work.  Storing the objects might end up being tricky memory wise as well… and take me some time writing code to store less data and load it when loading a map.


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

[cache: storing page]