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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘game progress’

And its up

Posted by (twitter: @Mariehane)
Monday, August 22nd, 2011 12:17 pm

The menu for our game

Almost finished!

We’ve got the mechanics working and now we just need to utilize said mechanics in some sweet levels.

What we have so far:

  • Running
  • Wallrunning
  • Walljumping
  • Sawblades
  • Sliding
  • Ramps
  • Crushers
  • Flying enemys
  • Glass which breaks
  • Particles
  • Checkpoints
  • Health
  • Slowmo/bullettime
  • AI
  • Background tiles
  • HUD effects

Standing in the gunfire of some drones, surrounded by sawblades.

You control with the arrow keys, Z and X. You jump higher the faster you run, if jump while running towards a wall you will run up it, and if you press up while wallrunning you will jump off the wall.

If you press Z you will turn on slowmo/quicktime which drains the yellow meter in the lower-left. It will make you run faster, make bullets show trails, and makes it easier to avoid stuff.

link to game: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=4909

Day 1 – Game Progress

Posted by
Saturday, August 9th, 2008 5:02 pm

Local time: 02:58 AM

We woke up to see the theme voting results, and “The Tower” was not what we had expected. But in a hurry we turned an old idea, to fit the theme. Some kind of a smashup game, a clone of the SNES game “Super Smash TV”. You are in control of a random muscular character, and you’re goal is to kill all the enemies on the current floor of the tower, without dying, and then proceed to the next floor, with more and heavier enemies. We are planning an arcade mode, so you will be alive untill you are extremely outnumbered.

We began making a fast title screen to match the theme of our game, which looks a lot like the old gaming consoles Gameboy and SNES.

Title screen

To give it some kind of relevance to the theme, The Tower, we made a cut-scene of our character moving on to the next floor in an elevator. This sequence, will be played every time you conquer a floor and move on to the next.

The Cut-scene

After the cut-scene you arrive to the actual game. A floor, that actual looks more like an arena, where you have to kill all enemies around you. The gates will open randomly, and spawn more zombies. If there’s enough time, we will add other enemies than just those zombies on the screenshot below.

Screenshot 1

We also managed to create sounds for the title screen, the cut-scene, floor doors open/close, weapon shooting and bullets hitting the wall. Besides that we created the animation of a zombie dying.

Zombie dying animation

There’s still a lot of work to do.

  • Zombie AI
  • Zombie spawn system
  • Balancing the game, adjust hitboxes
  • Music

We are now going to bed, and looking forward to continue tomorrow morning. An upcoming journal of day 2, and probably a few comments and pictures of our workspaces and lunches will be posted later. Goodnight!


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