Posts Tagged ‘breakfast’
Breakfast of Noms~! by Jod
After spending some time getting a basic game laid out, I decided to do some sound effects creation. Having a nicer microphone this time around, I decided I was going to make my own, instead of using something like bfxr. I managed to get a car horn sound by lowering the speed and pitch of a tin whistle played while holding the holes wrong, and I got some ambient car sounds by recording out my window.
And, I made a sound for when the deer moves by rubbing two potatoes together. Even if potatoes are not seen visually in my game, they are there in spirit! More sound effects will probably come at some point this weekend.
Also, thanks to my wonderful roommate Steven for the coffee, eggs, and sausage ensemble!
I just made this breakfast in 18 minutes flat, I think it was worth the time investment. Now, back to work!
Hi guys! You Americanii had a headstart, but now we Europeans can dig in!
08:45- Being awoken an SMS by my LD bud, Jod, who goes ‘Minimalistic, really?’
09:00- Groggily muttering ‘Minimalism, ain’t that a given for LD?’
09:05- Jod arrives with Muffins, Fruit and Cookies. Thank Jod!
09:15- Talking about stuff, Indievelopment and things.
09:30- Me taking picture of breakfast, not having thought about ideas yet.
Ok time to go idea-hunting! I put on Vangelis to minimalisticly inspire me.
Wasn’t needed but I wanted both so I won’t need to eat until late lunchtime
My game is going ok but at a bit of a slow pace, I had tooo much sleep last night as I got a headache in the evening and wanted to go sleep it off. Plus to top it off after getting up this morning I spent three hours trying to fix a bug that had a super simple fix Oh and my game only works as an exe not in html5 which is annoying.
I’m hoping soon all the scripting will be there so I can spend time on the art which I haven’t really touched yet except for making super quick placeholders. I’d really like it finished for the compo though and not the Jam
here is my task list :
1. build models :
1.8. street light
2. prepare sound effects
2.1. define sound track
2.2. record zombie sound
2.3. record kitten sound
2.4. record shotgun reload sound from nerf
2.5. find shotgun shooting open sound
2.6. find steps sound
2.7. create sound track
3. create user interaction
3.1. arrange in the scene the first city with some streets (copy real neighbour ?)
3.2. add camera to the character
3.3. move the character
3.4. define positions to generate zombies
3.5. define kitten positions
4. prepare actions
4.1. get weapon from kitten
4.2. display and count lifes
4.3. game over scene
4.4. shoot and kill zombies
4.5. count zombies killed
4.6. deliver letter
5. add main screen menu
6. add final score screen
lets do it !!
I’m awake, breakfasted and ready to start hammering out code again. This is my priority list for the next few hours:
- Player death
- First enemy weapon
- Ammo counter
- Flight pattern system
- Level scripting system
- See where we go from there
LD17 started on 3AM at my place, so I’m a bit behind, but I’ll try to catch up on the rest of LDers. I woke up at 7am, read the selected theme, then returned to bed and comfortably contemplated about the game until 9am. This is the result that my half-sleeping brain was able to produce:
Neat breakfast followed (in co-op with my better half):
And here is the initial design
This should be plenty fuel for my ambitions. I may look messy (my style of cooking), but you can believe me, It’s delicious. Yum yum.
I chugged a Shark this morning, and it really gave me a kick. I’m buzzing like a bee, which is probably a bad thing, gets hard to focus.
I’m going to sustain myself exclusively on these things during the compo:
So, exploration. Not sure what I’m going to do yet, but it’s probably going to be a platformer of some sort. Kinda want to do something ala Monty on the Run or Dizzy, but we’ll see.
Right now though I’ll go fix some bugs in slug: Mode switching corrupts the graphics, and mouse coordinates aren’t scaled right. Might add some new features too, though I suppose I should wait until I actually need them now that the compo has started and all. In fact, I’m not even sure I’m going to use slug at all, might try to go for a Flash game again instead. Time to make up my mind =]
Oh, and here’s some eggs I had for breakfast:
Had Shreddies for breakfast (no photo again – my family already think I’m a bit odd without me photographing my breakfast cereal). Then was busy until about 12:30, so it’s time to get cracking!
Priorities today: (which I may well completely ignore…)
- Let the player move! Left, right, jump.
- Let the player fire bullets, rather than them appearing from the centre of the screen! Hopefully with a mouse-click, if I can get that working within a reasonable amount of time. Shouldn’t be too hard though, hopefully.
- Have blocks interact with the player – ie, if they fall on your head you take damage.
- Killable dinosaur, really simple.
- Finish the level-scrolling code – I put a lot of it in already, but the level has so far been the same size as the screen.
- Better dinosaurs.
- Panic because I’m running out of time and still don’t have much of a game.
- Levels, and finishing-up – sounds, maybe extra frames in animations, etc.
This will probably last me way past noon tomorrow, when my 48 hours elapse. But oh well, that’s the way it is. I like this game enough that I’ll try to produce a snazzier version after the contest has ended.
So! Woke up at half 7 this morning, took a peek at the theme, and then went back to bed for a while to think about it. Caverns, eh?
Eventually got up properly and made bovril toast and 200ml of orange juice for breakfast! Yum! Liquified cow.
Been doing some brainstorming on the pad you can see to the left there – I’ve got an idea I rather like:
Alternative Club Tycoon: The Cavern Club
You own and run “The Cavern Club” – a struggling nightclub for the goth/metal/rock community of your town/city. It’s up to you to choose the tracks, price the drinks, and get everyone happy (well, keep the goths poetic, at least).
- The graphics will be gravy. It’s going to be a number crunching game, or at least a number balancing game.
- Any graphics I do make for it will be heavily stylised and hopefully ‘cute’. Look forward to cubic metal heads moshing!
- Music. Huh. I’m going to see if I can get away with being sneaky here, because there’s no way I can create ‘generic goth track number 17′ and ‘generic metal anthem 8′.
Oh, and I discovered that I can’t use the ‘play and charge’ cable to make an XBOX 360 pad work on the PC. Doh! I’ll be getting a wired controller some time today – but if it’s a sim game, mouse control seems best anyway!
Progress! I woke up around 6:30 this morning and squeezed in a couple hours of development before my stomach forced me to seek out food. Warning: placeholder art ahead.
Unfortunately for the player, shooting the advancing wall only makes it grow faster, and there is not as yet any way to beat it back. That’s next. I have no idea if this idea is actually going to work out to be any fun, so I’m focusing on gameplay today and I’ll worry about art tomorrow. Hopefully.
Also, breakfast! Words cannot describe my love for waffles.
I had breakfast, it was mostly toast. I would have posted an image, but you can just check out all the others, and you’ll get a good idea. Though there was a cupcake too. Nom nom.
Anyway, some ideas
You use an advancing wall of doom to crush cities. This could either be a puzzle game (use your wall in the most optimal way!), some sort of RTS (gather resources etc, expand your wall), or RPG-like, you only actually control one character, but it’ll need to go out and gather power to advance the wall. Or something.
Also had the idea of not crushing cities, but rather have two elements that fight, one being for example a jungle and another the desert. The edge would be the ‘wall’, and both strive to doom the other. Would probably work best as some sort of RTS.
Then there’s of course the tower defense sort of thing, but it’d be wall defense. Could sort of work from either side — either you build the wall (wall defense!), or you need to defend against the wall.
And there’s a lot of ‘run away from the wall’ kind of games, but I’m not interested in those because I don’t usually find that kind of games fun.
Don’t yet know what I’ll do, the RTS ones sounds most fun, but would probably require a little bit too much work. So I’ll ponder some more.