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Dave Caldwell has survived!
Well, sorta, anyway. I had no time whatsoever to do enemy AI. So I just skipped that. A pity, I guess.
But at least I got to name all 76 rooms! Which is just as awesome, if you’d ask me.
I also kept the random names, which I fully integrated into the game’s story.
All in all, I’m pretty pleased with it. You know, as far as my tired head can process the advanced calculations required to determine how pleased I am with it. God, even my hands are tired. “No more typing!“, they scream.
At any rate, I’m gonna enjoy a solid 4 hours of sleep before enduring 8 hours of college. Yay me!
The Imahara is taking shape.
With 3 hours left, the game is working out pretty nicely.
I’ve expanded the size of the HMS Imahara, the space ship where the game takes place, by a threefold. Also, the game now features a title card, some settings, semi-adjustable controls, intro “cinematic” and victory-conditions. And a conscient computer called Simon.
There are two things I need to add before calling it quits.
As mentioned before, the alien AI does nothing more than wander around. Which is ok, as it turns out – I caught it lurking for food from inside the escape pods -, but it’s not in line with the “we’re being hunted”-feel I’m trying to create.
And I also want to give each little room in the game a different name (e.g. “forward engine room”, “D. Linn’s cabin”, etc). This serves no real purpose, but I believe it would look awesome and therefore it needs to be implemented
.
Yay, graph theory!

So in order to get my enemy AI working, I’ll need to get my hands dirty on some graph theory. Yay! /sarcasm
Since GameMaker isn’t gonna be al that helpful, I’ll code my AI in C instead. (Which, I know, seems a bit redundant, but what can I say, I just like GM.)
Or!, I could just skip AI for a bit and focus on other parts of the game, such as a goal, a victory screen, a game over screen, etc.
By the way, the graph in the picture doesn’t actually represent my level. My entire game will be one level, and in the current planning, it’s gonna be huge. You could say, the size of a small planet. (= little world, get it? Haha, see, I’m not crazy.)
At any rate, let’s get back to work!
“Eric Higgins has been devoured.”

So, day 1 is over. And I’ve actually managed to make some progress!
Things I’ve done today:
- Develop idea.
- Make abstract graphics and UI.
- Names and death-messages.
- Player movement.
- Crude enemy movement.
Which leaves me with quite some thing to do tomorrow:
- Enemy AI.
- Game start and intro, including setting / story.

- Game over screen.
- A way to beat the game.
- Audio.
- Building the spaceship.
My game, Five Kosmonauts, is about five kosmonauts in a spaceship. The ship is under attack by aliens (obviously). It’s a turnbased game involving running out of oxygen and getting eaten. If you’d like, give it a try and let me know what you think.
(Click here to take a closer look at screenshot 1 and screenshot 2.)
Sleep tight, ludum darers, and good luck tomorrow!
Good morning, ludum-darers.
Good morning!
Just woke up because the cat was jumping on my face, eager to find out what the theme is. (Me, that is. My cats are only eager to get me to the kitchen and feed them.)
First thought:… hmm… Well, I guess I’ll need some breakfast to get started and then the ideas will start flowing. I hope. After finishing some homework, though. And yes, feeding my cats. (To be honest, they’re the only thing keeping me sane.)
Good luck and have fun, everybody!



