Posts Tagged ‘awesome’
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
Oh right, have a link to my entry!
My game is fully playable and, so far as I can see right now, bug free! As you can see in this screenshot, though, I need to put the scoring into the game itself – right now it just shows up in the console. Also still like to redo my temp art… there might be time for it. Also more sounds? That’s low priority. Probably won’t happen.
So I ended up going to sleep at 4-ish last night and not getting back to work until 9-ish. Just over 10 hours remaining now, and there’s a lot of code left to write. On the down side, the way I code takes a while to get to a point where it’s possible to really test or see much of anything. On the up side, once I get to that point, things can come together really quickly! Hooray robustness!
In the past half-hour or so I’ve finally hit that point! My parts draw on the screen, and I’ve got about half of the user input handled. Now all that’s left to implement is the actual game rules for how to attach rocket parts, and then to figure out how to score the game. I’ll also need some way to display the final score, which will be a burden since I haven’t prepared anything for that. That comes last though. Play first, scoreboard last.
Here’s a screenshot of my game with the timer going and my lovely programmer art properly rendering to the screen. What you can’t tell from this is that I’ve also added a few basic sound effects! Yay for that!
Sooo… yeah. I went to bed last night and slept. I slept a whoooole lot. I then spent a while today sitting around pondering the theme. And another while just playing Minecraft. Finally, about an hour ago I started actual code and art work on my submission! My self-direction question now is: How long do I have to work before I end up sleeping again? Maybe I can somehow pull off 25 hours of straight work?
Anyway! My game is called Breakdown Countdown! The back-story goes something like this:
The greatest accomplishment in the history of our people is only seconds away! We’re finally going into space, to explore the great unknown! The countdown timer ticks away… Media from all over the globe has swarmed to our space center. T-minus 24 hours… The World President has arrived to watch the launch in person! T-minus 1 hour… Our brave astronauts are sealed away in their capsule. T-minus 10 minutes… The fuel lines are removed, the hatched are locked, all systems are go. T-minus 1 minute… WHAT’S THIS?! Through some cartoonish twist of fate, our mighty space-faring ship has suddenly collapsed into pieces on the launch pad! It’s too late to stop the ignition sequence! Quick, send the engineers in the put it back together as best they can! It’s all riding on their skills now! T-minus 10 seconds…
Minimally. Or maybe a bit more than that. Seems like the theme is getting a lot of flack, but it was actually my top choice! I don’t know what I hope to make yet, though. Probably just going to brainstorm tonight and get to work in the morning. Good luck all!
You can try it out at http://ionprogramming.com/LD48/LD25/index.php
The game is nowhere near complete but we have a world getting generated. (Placeholder Graphics)
Dr. Horrible the game should be made and it fits the theme, just saying…
Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface. Still haven’t really worked much on actual content though Let me run through real quick and list off everything that is currently working…
Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…
What are the key things still missing, mechanics-wise? Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with. We’ll see how much I can get done with ~3 hours remaining. A lot of stuff I could try to show you, but… no screenshot for now. Sorry!
Well, today got off to a rough start. Low energy, lots of distractions… Still, I’m making progress. I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me. Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.
Next up, exp gain, item drops, and the whole inventory system! Eek! That’s a lot for roughly 7 hours. GO GO GO!
Also, have a screenshot of a functioning battle:
I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out. I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.
But actually, first thing’s first. Screenshot and sleep. I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well! Good night, LD Crew, and good luck!
So, we’re half way there already, huh? Alright, I can live with that. I got hung up for a while and didn’t make much progress for since the last update. I’ve got the transition into battle ready. I generate the enemy’s evomemes and deal with pre- and post-battle dialog. Battle itself should be hard to implement… it’s mostly some numbers games, right? Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow. I still wanna get all the main mechanics done tonight if possible. We’ll see what happens. I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.
Also, next time I’ll have a screenshot, I promise!
Just trying to build a habit of checking in every few hours. Still plodding along, but no major breakthroughs yet. I’m building up the infrastructure for my critters – I’m calling them Evomemes. Figured out what stats they’ll have… working on figuring out formulas for leveling them up… then I’ll put a couple attacks in, and build up a combat system.
Did I mention in the last update, I can’t remember… my goal is to get ALL of the game mechanics working and tested TONIGHT, which’ll leave me all day tomorrow to fill out the game with actual content! One of my personal goals for this LD is to get enough content that I can personally consider it a “Full Game”, or close to it. Usually with LD you end up with one or two tiny levels, and that’s it. I want more! I want full RPG goodness! I’m not honestly expecting something on that scale this weekend, but I’m at least striving to push my game in that direction. GO GO GO!!!
Hopefully by the next update I’ll be able to show you a stat screen and/or a battle screen!
Another short update – Making slow but steady-ish progress. I’ve got the very basics of displaying and moving between rooms working. I would post screenshots, but… it’s a text based game! I figure there’s only so much of that sort of thing anyone can handle, so I’ll wait until I have a lot to show until I use up your patience. Next step is to allow for rooms to add context-based commands to the prompt, such as talking to a person in the room, or battling something, or… whatever? After that, it’ll be time to tackle actually creating the ‘mons and building the inventory, status, and battle systems! Eek!
Gooood morning, Ludum Dare!!!~
So, my first act of last night, after the unveiling of the theme, was to go to sleep. Sign of being old? Perhaps. Nonetheless, I’m awake now and the juices of creativity are percolating up into my brains.
For those just tuning in, my self-made restriction for this LD is to use a base install of Python and NOTHING ELSE! I’ll be sticking with very simple programming techniques as well. The idea behind this is to show my students that you can make a fun game with only a couple weeks of programming know-how. I guess that means my game better be fun!
So what am I making then? Well, text-based, for sure. Evolution, hmm?
Well, my first idea, and the one I’m sticking with, is something at least loosely based off of Pokemon. I know from a quick scan of other people’s posts that this is by no means a unique idea, nor would I expect it to be… but it’s something I think my kids can relate to even in text form.
Now… how to translate the traveling, and collecting of ‘mon into a non-tedious text game? We’ll see… I’ve gotta start somewhere though!
So, quick story: I’m now a high school teacher! Today was my first class ever! Hooray! What am I teaching, you may ask? Why Game Design, of course! Now, my class will only have met two times come this weekend, so I doubt any of my students will be able to participate, but I wanted to use LD24 as an opportunity to show that how much you can do even with only the TINIEST amount of programming know-how and time. That being said; here’s the tools I’ll be using this weekend:
NOTHING ELSE WHATSOEVER!
That’s right! No external libraries, not even PyGame. No Sound. No graphics. I’ll also ONLY use the most basic techniques in programming; those I expect to cover in the first two weeks of class. This means the only programming constructs I’ll use are:
Basic text/number I/O, basic math and conditional structures, basic if/else, simple variables types (INT/STRING/maybe FLOAT), basic looping structures (For… maybe WHILE). I may through in an “import random”… and then two 2nd-week concepts I may use for sanity’s sake; simple function declarations and lists.
My goal is to create a fun, text-based game in 48 that can show my students what sorts of power is at your fingertips even with only a few hours of programming experience if you are creative about it. Once they’ve covered all the topics I mentioned above, I’ll give them 2 weeks to create a game of their own, and we’ll see what they can come up with