Posts Tagged ‘LD #24’
Now that I’ve rated over 100 entries, I wanted to compile a list of some of my favorite underplayed (under 50 ratings) games from that list. Here they are, in no particular order (click the titles or images to go to the entry page) …
A flu virus tries to take over an office building, and must contend with managers, doctors .. and the dreaded janitor.
Brother amoebas fight for control of their inheritance, an eggplant farm.
A thoroughly appealing game both visually and aurally.
A game I wish I was much better at so I could experience the later parts. See if you can get farther than me (you probably can).
It may have little to do with the theme, but it’s fun to play and has a great title.
A robot befriends a flower and has to protect it from danger.
A mental patient has to keep his sanity up in order to escape.
The Wright Brothers take on aliens as they perfect their aerial technology.
That’s all for now; I hope you enjoy playing these games as much as I did!
For the theme evolution I made a game with beetle teams fighting each other.
Please play it here !
The player control none of the team but he can bid for one of them. If he win the other team evolve and he have to switch his favorite team or persist on the first one for the next fight. Until he fails.
What a fantastic 3 days!!! Thank you LD! Congrats to everyone who entered, we make the community awesome.
I’m too dead to do a post-mortem right now, but it’s coming
Until then, here’s the 3-day timelapse of the art development for our game, Arcane Dungeons ( aka Evil Lord vs Angel for the salvation or perdition of a hero’s soul)
I edited out almost half the boring time inside Fruity loops, because I was just humming music to myself and that never makes for compelling viewing.
Eplilogue–The Book of Lives
We made a game called Living Tales, where you write the book of evoloution. It’s a sandbox-like game where you add objects by writing their names; and you see them appear and move around and interact on one page while the story of them is written on the other page.
The Ludum Dare version: Living Tales on Ludum Dare
The Kongregate version: Living Tales on Kongregate
What went right:
I’m proud of the work i did and i feel like i worked hard and did my best
We had fun!
I enjoyed collaborating with kkednekadnez. It was my first collaboration and it was pretty fun
I was able to upload to Kongregate
While i loathe Stencyl, using it DOES mean we could enter the Kongregate contest…and i got all my kongregate freinds to play it!
What went wrong:
a 9-hour time difference can be a real pain in the ass when trying to collaborate with someone to make a game…
OMG dont get me started on Stencyl…it wouldnt let us share the file, it made the game lag, it made weird bugs…
Ludum Dare doesn’t allow collaboration credit…
…which means i don’t get to rate any games
Not enough time to add all the features we wanted
We were going to have giant mushrooms, dominating slug predators, and a giant pacman that ate everything, and more interactions among the objects that existed
We’re planning to make a post-compo version with a few more features
<- well, I animated this little guy. He is traversing the dungeon in a lemming-like fashion, so I crafted the following animations: walking, climbing, falling and attacking. More may be needed, but I think we’re good. The one on the left is the attack animation.
I also finalized the card format. Pictured here>
Nathan did all sorts of coding, and we have an alpha version that, as far as I can tell, knows all the cards and can deal the first hand. This is quite huge.
I’m getting down to business fleshing out the dungeon graphics. It’s going to be big tileable chunks of dungeon, in 3 layers so we can have some parallax.
After that I need to make the artwork for the cards themselves, based on their description.
Being a professional illustrator, I know that this job would be insane (30 cards), but that’s why I love LD !
I’m sorry to all the awesome people and your awesome entries, I just haven’t had time to comment.
Thanks for viewing
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:
And thanks to some bodge fixes they’re biting me in the bum as they’re causing other issues I still really need to start on my art for the game too! Plus I should start showing my game more as currently it’s all food, food, food.
At least my lunch is tasty, some of my homemade pulled pork accompanied by some beans from my soup and a crusty roll
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
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!
This is a sneak peek at the game I’m making with kddekadenz! Actually its a FAKE sneak peek since he has the code and I don’t; I put the objects together in Game Maker like they would appear in the game.
All of this is made with Game Maker’s sprite editor (yes, that’s right)
since 10:30 this morning most of these are animated too. And theres more that I couldn’t fit in there, too
kddekadenz is doing some pretty cool stuff with the game engine, too!
edit: lol fixed your name, sorry about that
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!
Lots of brainstorming!
We’re making a game in a new genre. It’s a mixture of lemmings, tower defense and a pVp collectible card game. The game is about indirect control of a hero. You play as either a force of good or a force of evil, and are trying to help or hinder said hero from reaching the other end of a dungeon.
A reverse lemmings game was an idea I had last year but never fear, all graphics and the very gameplay concept are being redone.
The theme of evolution recurs in the game. Firstly, the indirectly controlled hero keeps his/her positive and negative statuses like attack upgrades and slow/poison effects till the end. It’s the character evolution of RPG characters and I like to imagine the hero surviving or dying, having lived an adventure.
Secondly, the dungeon itself evolves. There are three slots on the floor, each of which can be filled up by evil traps and magical aids. Even if you replay the level, it will never be the same dungeon.
Thirdly, spells, traps and effects can evolve into something else. A spike trap plus a fire upgrade create an evolved flaming spike trap.
Finally, and most interestingly for me (it’s the first time I’ve attempted it at least) is that the music evolves. It’s not completely incidental, made up of tiny little phrases that come together in a perfect whole. I don’t have the time. But, the main theme is made up of a symphonic instrumental part and a separate piece of percussion and general mayhem, that can fade in and out at will, making the action more intense at specific points in the game.
And then there’s the battle theme which will come up when the tough gets going.
We spent all morning planning the game, the cards and their effects, the algorithm of the gameplay (Nathan did almost all the actual card game design, thanks dude)
I spent my day composing and performing the music. Tomorrow it’s graphics time for me and coding time for Nate.
Let’s hope we can balance the gameplay in time
This promises to be fun, tell your friends!
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!
Seems like the simulation part of my LD#24 entry is going ok.
Next up is working on the interaction part. And sprite animations. And background. And music.
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.
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!
Well actually now it’s a bit late for lunch as it’s almost 2, but it was still my lunch as it’s a Saturday I thought I’d pop to the market in town and get some nice warm food from the thai food market stall and be a bit lazy I haven’t tried their big meals yet with noodles and rice but their spring rolls and satay chicken are yummy!
Plus I popped by the bread stall too and bought some naughty cakes, just look at the size of this one!
But I just can’t resist cakes with a custard filling, also got a london cheesecake and eccles cake for munching on at some other point over the weekend
Although now lunch is over and I’ve managed to eat nearly half the cake I’ll get back onto work