Ludum Dare 24
Ludum Dare 22
Ludum Dare 21
Archive for the ‘LD #22’ Category
I’ve uploaded the current version!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.