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

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Posts Tagged ‘progress update’

Second Night – Second Screenshot

Posted by
Sunday, December 18th, 2011 2:57 am

I don’t feel like I’ve accomplished very much today… so I’m going to take the time to list what I’ve done. Maybe that will remind me.

  1. Finished the zoom feature (in and out via mouse wheel)
  2. Added HUD
  3. Added health / health bar
  4. Added health regeneration via pickups
  5. Added 5 additional inventory items along with HUD/counters
  6. Added important set piece
  7. Created Day/Night system (10 RL minutes = 24 hrs in game)
  8. Created dynamic lighting for night
  9. Constructed particle system
  10. Changed tree / rock sprites to be more cohesive with the rest of the tiles / objects
  11. Converted resource-hogging objects to static tiles
  12. Tweaked player collision system
  13. Adjusted layering system

I still have a LONG way to go if I’m going to implement all of the features on my design doc… especially if I’m going to make time for music/sfx… which is a MUST, imo. So here’s what I have left to do on the design doc…

  1. Create at LEAST 12 more inventory objects (code + sprite + counters + player variables)
  2. Create stamina system
  3. Create tool system (hammer, axe, fishing pole, etc)
  4. Create crafting system
  5.  Create randomly respawning resources for DAY+1 events
  6. Create title screen
  7. Create death/lose scenario
  8. Create winning scenario
  9. Draw a very crucial set piece
  10. Create SFX / Music
  11. Tie it all together with a story sequence?

Yeah… that ain’t happenin’. I need to find out what features to cut and FAST. Tomorrow needs to be an incredibly productive day if I’m actually going to pull this off. I’ve never really ‘finished’ a Ludum Dare before… all of my games end up as tech demos or incomplete nothingness with no end / purpose. I want this to be different.

I will leave you with the latest screenshot from my game, AB-ALONE

First Night Complete: AB-ALONE

Posted by
Saturday, December 17th, 2011 3:25 am

After an incredibly long night of arting and idea-ing… I’ve come up with my idea.

Presenting: AB-ALONE

So what is it? I’m not sure, yet… but I have a dang good idea. The main character is partially animated, and the set pieces are partially drawn. The code is partially started, and my mind is partially blown. It’s late. I’m tired. SEE YOU ALL TOMORROW!

The urth level editor…

Posted by
Monday, October 17th, 2011 6:07 am

…Is operational and online, and located here:

http://software.o-o.ro/urth-level-editor/

Lord Kitchener Wants You*

YOU!

 To make levels!


But seriously, I’d appreciate feedback on the monster.

You can currently make and test levels and save them online. Loading other levels will become available in the next few days for testing purposes.

______________________

*Lord Kitchener doesn’t really want that, but I do :D

jamming without end

Posted by
Monday, August 22nd, 2011 4:45 am

everything finished …exept for the leveldesign

now this is what i call a gooooooooood level..makes you wanna play it..right? right? right?

after this will be bugfixing time :)

progress.

Posted by (twitter: @hurrito)
Sunday, August 21st, 2011 11:11 am

Continuing on my artwork quest, this is Zita. She says hello also.

36 hours in!

Posted by (twitter: @ExciteMike)
Sunday, August 21st, 2011 6:53 am

Level Transitions!

Robots!

Splodeys! (that look crappy in stills but I like how it looks in motion)

Death!

It just got to a point where it is fully playable (minus the “you win” screen), but it has only one level, only one type of enemy and no audio. Working on all that now!

slowly but steady

Posted by
Sunday, August 21st, 2011 2:12 am

after around 3 hours of correcting collision detection.. stuff finally works.

still have to do all the map stuff and graphics and sound and and and…

darn….this is kinda discouraging :)

Explore, or Flowers?

Posted by (twitter: @MimicWing)
Saturday, August 20th, 2011 6:31 am

So, after fiddling around with a bunch of ideas (some of which I’ve noted for another day…) I did indeed settle for a text adventure.

Whoop.

What do you choose ladies & gentlemen?

And what are you escaping from?

What do you choose?

Now we are getting somewhere

Posted by
Saturday, August 20th, 2011 6:29 am

after some work on enemy behaviour and ai the game suddenly makes more sense..

even when it doesn’t look like it yet :)

 

progress??

Posted by
Saturday, August 20th, 2011 12:43 am

soooo… finished the codebase at last

now on for some serious gameprogramming.

 

i wondered why everybody starts with the titlescreen.. so for reasons of peer-group-pressure

awesome…………..not

 

 

Naptime News

Posted by
Sunday, May 1st, 2011 3:58 am

Well… I can’t fight it any longer.  I’ve got to take a nap.  Hopefully ~3 hours will be enough to let me get up and go for the 12 I’ll have left to finish?  I’ve been continuing with the good progress though!  I’ve got scrolling ground and rocks spawning now.  Next step’ll be to add collisions with obstacles  and the edges of the screen.  Then it’ll be time for enemies and attacking!  Hooray!  (Oh, and the status bar thing) The end is getting towards being in sight!  I’ll post a video as soon as I can A: figure out how to and B: have enemies + combat.

Maybe I’ve already fallen asleep in my chair, and the progress is just a dream…

Frog Rescue: End of Day 2

Posted by (twitter: @DigiJerm)
Sunday, December 7th, 2008 5:35 am

So my game is now almost playable, you can set up roadblocks (only 5 at a time) to stop the cars from running over the frogs. Unfortunately you can’t really see your score at the moment because I haven’t drawn sprites for all digits yet. A work-in-progress version can be downloaded here (Requires Windows and DirectX 9).

There are more progress logs available at http://homepages.ihug.co.nz/~moores8/ld13/index.html.


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