Posts Tagged ‘progress update’
Second Night – Second Screenshot
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.
- Finished the zoom feature (in and out via mouse wheel)
- Added HUD
- Added health / health bar
- Added health regeneration via pickups
- Added 5 additional inventory items along with HUD/counters
- Added important set piece
- Created Day/Night system (10 RL minutes = 24 hrs in game)
- Created dynamic lighting for night
- Constructed particle system
- Changed tree / rock sprites to be more cohesive with the rest of the tiles / objects
- Converted resource-hogging objects to static tiles
- Tweaked player collision system
- 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…
- Create at LEAST 12 more inventory objects (code + sprite + counters + player variables)
- Create stamina system
- Create tool system (hammer, axe, fishing pole, etc)
- Create crafting system
- Create randomly respawning resources for DAY+1 events
- Create title screen
- Create death/lose scenario
- Create winning scenario
- Draw a very crucial set piece
- Create SFX / Music
- 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
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…
…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
progress.
Sunday, August 21st, 2011 11:11 amslowly but steady
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
Naptime News
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
Sunday, December 7th, 2008 5:35 amSo 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.











