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Ludum Dare 26 — April 26-29th, 2013
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Posts Tagged ‘progress update’

Gameplay!

Posted by (twitter: @mostley)
Sunday, April 28th, 2013 9:29 am
Broke all the pots?

Broke all the pots?

 

Finally some gameplay: Check It Out

kitch is dying… a lot.

Posted by (twitter: @KitchsTweets)
Saturday, April 27th, 2013 10:40 pm

Off to bed… but managed to cause quite a bit of damage tonight.

LD26SS6

The Good.

The game fits in with the minimalism theme very well, while still being somewhat complex and interesting (at least by  my standards).  Game is feature complete.  I’m very happy with it’s state this far in.  All of the gameplay features are in, level control and difficulty are implemented, and even the menu states are complete.   Spent a bit of time on audio this evening, and while it’s rough… it’s more ambitious than anything i’ve tried in a Ludum Dare before and i believe with a little polish, it will be quite the little go-getter (or a massive failure).

The Bad.

The game runs in two difficulty modes currently.  Really frickin easy, and “Oh for the love of everything that is good, please make it stop” hard.  I see this screen a little more than I’d like

LD26SS7

The Plan For Tommorow

  • The combination of the bullets firing, and cells exploding creates chords.  The sound files need to be just right for this to work, and they are not right now.  It’s not BAD, it’s just not good.   This will hopefully be a quick fix tommorow
  •  I want the game to be difficult… but the kind of difficult that can be appreciated by the person that is playing the game for 30 seconds before they rate it.  Currently we’re at the “rage quit and send death threats to the developer’s family” level of difficulty.  The balance hammer needs to come out.

 

Story and Sound

Posted by (twitter: @mostley)
Saturday, April 27th, 2013 4:36 pm

5 hours later it does do sound! And there’s some kind of story *erm*

 

You can smash pots! what do you want more?!??

…I should probably start putting some level design in there…

oh and enemies, weeeell…

 

New Update: Check It Out

 

Great Idea !!11! Lets Play ZELDA

Great Idea !!11!
Lets Play
ZELDA

 

Break all the Pots!

Posted by (twitter: @mostley)
Saturday, April 27th, 2013 11:22 am

BREAK ALL THE POTS!

 

 

New Version online, now with an extra portion pot smashing!

Check it out: http://shdev.de/wasabi 

 

 

Progress! First Screenshot

Posted by (twitter: @Phantom_Green)
Saturday, April 27th, 2013 2:19 am

After screwing around with color palettes for WAAAAAY too long, I finally have something visible.

I have a wonderful idea, but I have no clue if I can make it work.

I may end up submitting to the jam because I really don’t have much time this weekend.

OH WELL…

FIRST SCREENSHOT!

LD26-FirstScreen

Watch out for Ghosts!

Posted by (twitter: @camdensegal)
Sunday, December 16th, 2012 12:51 am

Ghost

Now I just have to make it more of a game…

I created a thing!

Posted by (twitter: @ryroper)
Sunday, August 26th, 2012 3:30 pm

My entry was pretty much done about 2 hours ago, I’ve just been polishing since then.

I’m very pleased with what I accomplished this year!

Anyway, my entry: Game-Age: A visual evolution of gaming

 

Working on new graphics

Posted by (twitter: @sirGustav)
Sunday, August 26th, 2012 3:06 am
new graphics

new graphics

I’m trying out a new look on my games. Thanks to artrage it’s pretty easy to get a artsy look. It’s a shame that the character pictures doesn’t look as good when scaled down (from artrage images) as the level do. Oh well…

Lots of breakfast

Posted by (twitter: @Catmoo)
Sunday, August 26th, 2012 2:19 am

Wasn’t needed but I wanted both so I won’t need to eat until late lunchtime :D

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 :(

Update!

Posted by (twitter: @ryroper)
Saturday, August 25th, 2012 9:35 pm

So I have 4 levels completed. I’m not going to post a link to the game till it’s done I think, but Im encouraged by what I have so far.

I wasn’t sure how I was going to end it, but I think I just came up with a solid idea and I think it’s both doable and going to work well.

So in the end I should have a 5 level completed game, I guess we will see tomorrow.

 

Also, for the record Construct 2 is amazing for prototyping and doing little 2d projects like this.

Game of food

Posted by (twitter: @fifif0x)
Saturday, August 25th, 2012 12:59 pm

Alright, so today, I started making a roguelike in C / Javascript (Emscripten) and went pretty far, but realized it had nothing to do with the theme, so I started again in haXe / NME / HaxePunk, but since I had never used it, it was quite impossible for me to do anything, so I went back to my usual tools: C++ / SFML2, and started making a “Game of Life”-inspired game.

Since I haven’t got anything to show yet, have a look at what I’m eating! :D

Kinda distracting from LD :)

Progress!

Posted by (twitter: @sirGustav)
Saturday, August 25th, 2012 10:25 am

first screen

So far I’ve stolen the graphics (and sounds) from my old ludum dare entry and I intend to update it when I got some actual gameplay. At the moment you can run around, jump and avoid stars. Nothing happens when you collide with them or fall outside – yet, but that will happen soon I hope.

lunch

lunch: eggs with creamed smoked roe and hot chocolate

Quick update

Posted by (twitter: @ryroper)
Friday, August 24th, 2012 11:28 pm

I think it’s almost time for bed. I am 5 hours from the time I’ve started and I’ve completed 2 levels and started on a third. I have a good idea where I want to go with my game to finish it. I think its definitely doable by the end of compo, even without spending full time on it.

I think I’ll take my tablet and go lay down and try to create some pixel art while I try to go to sleep.

 

More graphics in game

Posted by (twitter: @sirGustav)
Sunday, April 22nd, 2012 12:30 pm

Finally most level assets are into the game, next up sound, music and the actual game level instead of the test level I now have.

Assets in game

 

ZUNZANDA – Starshines Added

Posted by (twitter: @Phantom_Green)
Saturday, April 21st, 2012 10:52 pm

I’ve managed to add an energy pickup to the game. I had plans to do several versions and sizes, but time is short and this is all I can do. They are randomly generated somewhere in the sky and randomly find a home on the ground. If they fall into a hole or miss the terrain entirely, they’re lost forever!

CODING ERROR!!! SPAWN RATE TOO HIGH!
ABORT ABORT ABORT

End of Day 1 – ZUNZANDA Progress Report

Posted by (twitter: @Phantom_Green)
Saturday, April 21st, 2012 7:25 pm

Well, I spent a lot of time working on the core mechanic, and now I have to find a way to make it FUN. Right now, it just feels like a tech demo.

I added two enemy types… they will hunt down the player and occasionally pause to destruct the terrain.

They basically work the same, but one is faster than the other. I will add another of the same type that is even faster AND has a larger destruction radius.

So this is what I spent most of my time on… THE TERRAIN GRID SYSTEM of ZUNZANDA:

The white blocks represent negative space. If you step into these areas, you will fall into the unknown. The other tiles change dynamically based on the neighboring tiles. If a section of ground is destroyed, then the tiles surrounding the new negative space will change form.

The white areas will obviously be invisible in the final game, as seen in the first screen that I posted.

Now I just have to figure out how to handle game progression and make it fun… then add SFX and music. I think I’m gonna have to cut a lot of features out, as usual. I had so many rad ideas and the terrain system just took too long.

AH WELL.

I ain’t goin to sleep, yet. I’ll be up for the next 10 hours or so… then I’ll get about 4 hours of sleep and finish it all up tomorrow afternoon/evening.

ZUNZANDA – Destructible Terrain Test

Posted by (twitter: @Phantom_Green)
Saturday, April 21st, 2012 2:55 pm

Here’s a comparison shot of an example of the terrain before and after destruction in ZUNZANDA.


LOTS OF WORK TO DO TODAY! Slept for waaaay too long and now I’m gonna be in a rush to finish this… although I’m still sorta torn on a few things. Not sure where to take it because I have 2 great ideas, but they both contain serious challenges. LUDUM DARE!!!

First Glimpse of ZUNZANDA

Posted by (twitter: @Phantom_Green)
Saturday, April 21st, 2012 6:56 am

So… I fell asleep and woke up 2 hours after the theme was revealed. Whoops. Didn’t plan that.
I’ve been working on the game ever since, and now it’s 10 AM. Didn’t plan that, either.

So here’s what I have so far…

I spent most of my time developing the world tiles and the … un … way that the tiles ‘work’.
The environment is destructible, and the world will reform itself after tiles are destroyed.
The core gameplay will be focused around the destruction and regeneration of these tiles.
Basic character movement is working, and the main character has a walking animation for all 4 directions.

My next move is to create the special abilities of the main character, then I’ll work on the enemies and the overall structure and flow of the game that will lead to some sort of endgame.

Then… SFX and MUSIC.

HOPEFULLY.

See ya’ll suckaz when I wake up… ugh.

Second Night – Second Screenshot

Posted by (twitter: @Phantom_Green)
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 (twitter: @Phantom_Green)
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!


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