Looks like you spent a lot more time on the visuals and animation! I like the little people. Shame they had to starve - it looks like you were that close to getting the gameplay running. (Add a food resource counter, cows on the ground, a kitchen room for preparing the squashed cows, and get the fortress moving, and away you go!)
You get a 4 for innovation and theme, though. :)
Just a note - if it takes you 3 hours to get one sprite on screen, you may want to consider fixing up a library on top of your chosen engine beforehand, like I did.
rob says ...
It's a shame you didn't finish, Frimkron. This looks like it would have been really fun.
agj says ...
Awww. It looks like it was shaping up.
Hempuli says ...
Quite hard to rate this one, but the idea was very cool!
ondrew says ...
I really like the idea of Wall of Doom simulator :). Shame you couldn't finish.
georgek says ...
Would like to see a completed version of this, looks interesting.
Endurion says ...
The idea sounds nifty, and the start looks promising!
noonat says ...
Aww I wish there were more! I love filling a room with guys just to watch them die bwahaha. Great animations.
greencow says ...
looks like a metaphor for the office.
Deepflame says ...
Graphics look pretty cute, shame you didn't have the time to make it to the finished product.
Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category
Well it looks like the only advancing wall of doom in my case was the deadline which, unfortunately, has caught up with me. I’ve not managed to finish anything even resembling a complete game this time
Final screenshot:
My idea this time round was definately too ambitious for the timescale. I was trying to make a simulator game, which because of the nature of the thing, just isn’t playable until all the components of the game are in place.
What I was trying to do was create a rolling-wall-of-death-fortress simulator with an ecosystem of employees to keep happy in order to drive the fortress forward and crush larger and larger settlements under its treads as the game goes on. What I’ve actually ended up with is a system where you can place rooms and people and watch the people die very quickly due to the lack of food. You must place tracks to support additional rooms.
Here’s the zip with source, screenshot and windows executable:
Note: python 2.6 and pygame are required to compile the source.
I’d really like to go back to the game and finish it some time – I felt that I managed to keep on top of the code quite well, in terms of keeping it managable and not like a big ball of mud. I guess clean code doesn’t get the job done on time Hopefully I’ll be able to find the time to work on this some more at a later date.
That is, after I’ve finished playing all the awesome-looking entries that have caught my eye over the last 2 days
A sidebar, A scroll window, some trees and a collection of houses.
Its progress, I suppose, but I’m a long way off the game I had in mind: a rolling-fortress-of-evil simulator, where you must manage your staff, purchase rooms, etc in order to keep the “wall of doom” crushing everything in its path.
Hopefully I’ll get the actual fortress part in there soon…
I’ve actually been drawing lots of graphics so far and am only just starting to write the code. My idea’s a bit ambitious and I needed a fair amount of graphics down before I could start to make them into something.
Good morning! Well I guess this is a pretty late start even for us GMT’ers…
“Advancing Wall of Doom”?!
Last night when “Yo Dawg” was in the top 5, I started planning for the worst case scenario and actually came up with a pretty good idea for it – some kind of Warioware mini-game affair where our protagonist must race against the clock to make a game with a “Yo Dawg” theme and halfway through realises that he can make a game about making a game about making a game about…
But anyway, I sort of have an idea for the Advancing Wall theme. I’m about to start scribbling on paper and flesh out the design.
So, here are my weapons of choice this time around:
Python 2.6 – such an awesome language
PyGame – really does take the “C++” out of game development
pythonutils – a library I have lying around with some basic utility classes
Eclipse IDE with PyDev plugin – people tell me to learn Emacs but having written Java for so long I just can’t part with my IDE
Graphics Gale – best thing I know of for creating animated sprites
GIMP – for any CG artwork I might need
GoldWave – for editing sound effects
Cakewalk Sonar – if I actually get time to rustle up some music for this one
SFXR – Dr Petter’s incredible sound generator tool – like MsPaint for sound effects