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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘gameplay’

Gameplay Done

Posted by Frimkron
Sunday, December 13th, 2009 1:57 pm

Cool. With 5 hours to go, I’ve completed the gameplay for my entry. It’s extremely basic – you just have to collect all the treasures from a giant labyrinth – but I’ve got my title screen and ending screens in there and everything. Here’s a screenshot demonstrating my line-of-sight stuff:

shot2

Now I need to get started replacing all the placeholder graphics. Ack! Then again, maybe I should just call the game “Title Screen”…

If I get all that done, I’ll add some sound effects and then think about extra polish. But at this point, I’m not going to be adding any more gameplay elements.

Angry Caverns – now with Cavemen

Posted by HybridMind
Saturday, August 29th, 2009 7:54 pm

ok Ok.. so they are still rather stick figure like.. BUT they switch comically between running and walking and change directions too.  You can watch a gameplay video of version 0.2 here.

screenshot-v02

At this point I’ve implemented 2 different enemies (bats & cavemen), 2 different weapons (stalactites & geysers), a combo system, tracking of stats like base level score, bonus score, and reporting back on a level over screen.

Many things still to do of course but my plan is still holding so far of trying to get the bulk of all implementation finished before generating levels and upgrading the graphics.

You can play version 2.0 here in your browser too.

Glaucon and the cave – screen1

Posted by athanazio
Saturday, August 29th, 2009 9:08 am

aha, the char is moving around with the light folowing =)

glaucon_and_the_cave_screen1

Gameplay

Posted by jsb
Sunday, April 19th, 2009 9:51 am

Yay. Rescue the escaping villagers from the AWOD. Rudimentary AI works, there is already one losing condition and I got a particle system ready. Finally some results.

Prost!

Gameplay! Sort of. And meh.

Posted by jolle
Sunday, April 19th, 2009 8:45 am

I was going to post this maybe two hours ago, but some stuff turned up.

You can build stuff, and the stuff do things, but you can’t win, there’s no enemies that actually attack, it’s not balanced, there’s no levels, and it all feels sort of meh.

I could probably turn it into a pretty bad game with two hours of work (it’s pretty much all I’ve got left), but I’m not all that supportive of bad games. I’ll probably just post a non-entry.

Advancing Development of Gameplay

Posted by Redbone
Saturday, April 18th, 2009 10:35 am

Photobucket

Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don’t get hit by falling cans.

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