Archive for the ‘LD #05 – Random – 2004’ Category
I’m in (first time)
Friday, December 16th, 2011 6:17 pmI will use SharpDevelop C#, .Net 2.0
hope, this is not a problem, cause 2.0 is preinstalled in Windows XP Service Pack 3 and newer versions (Vista/7) if I’m not mistaken
for content creation I will use:
mspaint for sprites (if there will be any)
mtpaint (not sure)
photoshop (not sure)
cooledit for sounds
reaper for music (if there will be any)
Journal #6. Or #7.
17:46
Ice drawing is almost complete. The ear-clipping algo had mega bugs. Now optimisation (dropped to 5 fps…)
18:11
Ice drawing is *really* done. Or at least I hope, because it’s starting to piss me off.
19:56
Bullets have sprite and particules. So cool.
22:11
Eating. Have starting producing sprites and arranging the interface of the game. It is taking too long. TOO. LONG.

Mmm, pizza ham-pineapple, an apple, and some of the best chocolate in the world. I am now ready for the last 7 hours. With Queen as musical background I can win this compo. Definitely.
Uh, did this thing just start?
Uh oh, for some reason I thought the 15th was next week. Finals sure got me mixed up. I can’t believe December is half over already. Anyway, we’ll see if I can even come up with an idea for this, let alone code anything!
Ok, I should probably come up with something I can actually accomplish, versus the over ambitious ideas I usually do. Some kind of puzzle game should do it. But it has to be somewhat unique or I won’t care enough to finish.
Hmm, I’ll think about it for a few hours and see if I can come up with anything. If I have any good ideas, then I can begin mad coding time
ButtonLands
Buttonlands was for the LD#5 contest, “Random Levels”. This was an RPG style game based on “Buttonmen” from Cheapass Games. My favorite part of this was the random map generator, which generated really nice looking results.

I also had a lot of fun with the character and location descriptions for this one.
Playable Buttonlands is here:
Random Dungeon Exploration
Random Dungeon Exploration is the result of trying to push the Random theme as far as possible. It got random levels, random enemies, random quests (well, a little bit random!), random items, random player names, and random events. I guess it could have been even more random, but time was a limiting factor.
As for the actual gameplay, it’s fairly simple step based dungeon crawling. And a ‘town’ screen where you can shop and select dungeons. It felt pretty solid, but there were a lot of balancing issues that you’d notice once you reached some higher levels.
The game was well received, placing second in the ‘Fun’ and ‘Production’ categories, and also getting the ‘Best In Show’ UBER prize.
You can get the slightly improved post compo version, or the compo version. Both are for Windows and OpenGL.
Sokobomb
Monday, November 26th, 2007 1:23 pmWe cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes
The original entry with random levels are here
The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.
Here are screens from compo entry:
First random generated level. Note to self: improve difficulty.
Dr Zoolak in a mean mood. Random-generated level.
A visit to cubicle hell, random style.
Here comes post compo screens:
Soko showcasing the latest in weapon sprite fashion.
Refraction in action.
Who farted?
Better put your shades on, those are real hardshadows.
No smoke without fire. Creeping features abound!
Pathfinding up and running, so are the conveyor belts.


