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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 6 days, 2 hours, 42 minutes, 56 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 6 days, 2 hours, 42 minutes, 57 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About kosinus (twitter: @ko_si_nus)

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    Done and done!

    Posted by (twitter: @ko_si_nus)
    Sunday, December 18th, 2011 4:06 pm

    My compo entry: ‘Out’

    I would’ve liked to spend some more time on level design before compo deadline. But I’m pretty happy with the game itself, which I think is quite something for my doing. :)

    I’m looking forward to all your entries! Good night!

    Final entry, gameplay shot

    Quick progress update on Out.

    Posted by (twitter: @ko_si_nus)
    Sunday, December 18th, 2011 12:30 pm

    Just ‘Out’ is what I decided to call it. I figured, the brief story here is that you’re trapped alone in a building whose security systems have activated, and you’re trying to get out. Fun!

    A lot of gameplay is coming together. I have a player, input handling, charges that can be planted and triggered to disable sentries, sentries that move around and detect you causing a loss and level reset. The biggest problem I foresee is level design, but I may have at least something playable real soon now!

    Player, charges and a disabled sentry.

    Easy going progress update

    Posted by (twitter: @ko_si_nus)
    Saturday, December 17th, 2011 5:21 pm

    Theme seems easy enough, but actually building something is a different thing altogether. :)

    Despite attempting previous LDs, this is the first time I’m posting. I’m going about this casually, and doubt I’ve spent more than 5 hours in total this first day. Here’s where I’m at:

    Basic level, with sentries, and occlusion.

    The idea is a top down arcade game, where you have to sneak past sentries to plant charges, then disable all of them in one shot. Basic occlusion is in place, as well as a game loop and instructions for the sentries to follow. Yes, they move. But still a lot to go, of course.

    Tech I’m using is just plain HTML Canvas 2D, driven by CoffeeScript. (No libraries.) The build process is a sprinkle of Node.js, Connect, Browserify and UglifyJS, but the result runs in any modern browser. Heck, the thing is not even half a KLOC at the moment.

    I’m happy, and it’s fun. We are here to have fun, right? ;)


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