Posts Tagged ‘dinner’
So while working away (not done any art yet so there isn’t really much I can show that looks nice) I had a spot of dinner which is a five bean soup that’s been bubbling away in the slow cooker since yesterday evening with a nice crusty bread roll.
Followed by a naughty massive London cheesecake and with that I’m about to explode while writing up lots of different variable combinations
I’ll probably be snacking on the soup for the rest of LD.
Well I’m back at my home after a fun day of in person game development with two other LDers over in a Portsmouth NH cafe. It was so cool to meetup and work in person a bit and share game progress and talk shop a bit. Plus it was great to get the odd looks of people while I photographed my lunch and while we talked about our game mechanics.
Stopped by my favorite Indian Restaurant and picked up some Chicken Tikka Masala and Vegetable Pakora. Time to enjoy this feast and then get back to the game dev!
As the remnants of Hurricane Danny thrash against the windows on it’s way out to sea I’ve finished with my dinner and half-finished with my beer. Been working on the game now since 5am EST and it is now almost 8pm. I had way too much coffee a few hours ago and in some attempt to bring my nervous system’s ballast back in line I’m having a Corona.
The game is going well so far. Angry Caverns is starting to be fun and I’m starting to refine some of the ideas and mechanics with all the time I’ve spent playing it. I hope I can get a bunch more finished tonight before I have to crash though. As soon as I start nearing this point in the competition (usually about 15 hours of dev in) I start getting a little loopy and distracted. If I can just stay focused for as long as possible I can lay the ground work for a productive day tomorrow. Well.. back to the game dev!
In just over an hour, including player movement. Not too bad. (Although I’ve spent like 10 minutes on this post. Gah!) I’m going to have a dinner break now, and then spend my remaining 2 hours on actual gameplay.
I know, I know, it’s ugly as sin. My artistic skills are, uh, minimal
ist. The character at least definitely needs work.
The gameplay currently consists of moving left and right until you get bored. A Sokoban-ish clone with gravity is the planned gameplay. E.T.’s Ugly Twin here will be able to lift blocks above his head and place them down, either to make his way to the exit (by building piles / filling in holes) or to crush monsters. Because, as everyone’s favourite anti-games
lawyer idiot knows, no game is complete without at least a little bit of ultra-violence
Minimalism is present in at least the following ways:
- Colour palette (totally monochrome, baby!)
- My artistic skills
- Pixels (all sprites are 12×12 pixel art)
- Squinting required (the sprites are resized up to 48×48 pixels so that they’re visible to the human eye)
There are others, but I’ll leave them up to you to guess!