About tSwitch (twitter: @drewSwitch)
Ludum Dare 26
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22
Archive for the ‘LD #23’ Category
Had a lunch with the family, relaxed a little bit. I’ve got instructions and story in the game right now, and it’s undergoing testing!
I should be submitting the game around 7 or 8pm EST, or earlier assuming nothing to fix.
With 11 hours remaining, I have just finished the logic for story mode. All I should need at this point is to come up with the story slides and string them all togther, then make an instructions screen!
Looking forward to submission!
Well, I managed to find the bug and crush it, turns out I wrote an infinite loop that I was too tired or stupid to see. It’s fixed now.
On my plate remaning – story slides (5 of them), story levels (5 of them, basically survival gameplay but with an actual ending), instructions page.
Then I’m done.
It’s pretty sweet knowing that you can go from nothing to a game this complete in just two days. Rapid development at its finest.
I look forward to seeing what everyone else has as well!
I’m not sure it’s a memory leak anymore, the hang happens anywhere between 42,000K and 53,000K used, and I have just about everything being created via a recycling method.
Sound is auto-destroyed as well.
I’m looking through my logic again, maybe it’s somewhere in there.
Sprung a memory leak, in the middle of plugging it up.
I’ve added sound effects, no real visual update…unless you can see sounds, in which case I’ll see what I can do.
Next up is the game over condition management and such, then I’ll figure out how I want to handle story mode, and the instructions screen.
I should be finishing on time!
In light of this, I give you a limerick.
I’d have to say that this is tough / making games in two days is quite rough / but if you stick to it / I’m sure you can do it / so don’t settle for just enough!
I found a massive bug.
I can’t even recreate it or locate it reliably.
I’ve fleshed out the survival mode gameplay more, it now gets harder as you continue to survive waves. Hopefully it gets hard enough for some of you sadists out there.
The waves of falling debris alternate left and right, and sometimes both sides. You get a nice warning letting you know which side to worry about as well.
Story mode will feature much the same gameplay, though each ‘level’ will be a preset number of waves, and I’m planning short slides of story in between the five levels. It should be easier than survival mode, and add some character to this Tiny world.
Nothing new graphically to show off, I’m just refining gameplay at this point. The drops will spawn on either side of the house, and rarely there will be full island waves. I’m going to work up a graphical indicator telling you which side you should be on after I get some food.
A little less productive than my 2pm update, as I had to work out kinks with the spear system. I’ve normalized their speed, fixed up their rotation a bit, and added a custom cursor that shows you the angle at which your spear will go when thrown!
Next up, title and game over screens, and then I’ll start working on the win/loss logic, and scoring.
So I took a quick 30 minute break for lunch, had a bagel with some rich people cream cheese on it (read: cream cheese with canned crab mixed in).
No real new screenshot this hour, but I did clean up the meteor drop so that two meteors don’t drop in the same x column unless one of them is already on screen, so that the OH SNAP! Indicators™ are more accurate. My next update is to give them each a small indicator showing how many meters above the island that the meteor still is. This should allow players to easily know which meteors to prioritize.
Ok, so the OH SNAP! Indicators™ are in, as are the gibs. I’ve yet to put in a short burst animation when the meteor hits a tile, that’s next in line. The OH SNAP! Indicators™ show you where the meteor is to fall, and if it’s off the screen, it hangs out at the edge of the screen so you know there’s one in that direction. I’m probably going to make it a little bit clearer, like pointing to the left or right, but it’s fine for now.
The gibs are little orbs atm, and they move with physics, and a limited lifespan it’s neat
Next up, I’m going to put in the other island dwellers, and have them running around all haywire because the sky wants to kill them. Might also put a parallax BG in there as well.