Posts Tagged ‘progress’
RED – Day Two WIP
Hi there again!
Today we finished the assets and the most important parts of gameplay implementation, there’s one little thing that I liked to make, but ah well, things weren’t working out very nice, and since I managed to do the main thing that I wanted to implement, I think that’s ok for now…
So, first things first!
We have a logo! YEAH!
I really liked this logo, I think we managed to get something quite stylish, game related and minimalist, this one was made by me with the help of Hexels! An awesome software for drawing stuff with hexels, many thanks to @saint11 from miniboss for showing me this jewel!
Btw, for those who didn’t read the past WIP, RED stands for Red Eyes in the Dark!
About that thing that I managed to implement, here’s a look at it
Already know what it was?
Yup, I implemented a little system to make the AI predict the players movement before it called up the pathfinding algorithm, because it wasn’t very useful before, it was almost impossible for it to catch the player when it was just following its current position, so, to make the experience meaningful this was a must do!
In the case above, I just moved the player to the left and the AI aimed correctly according to the player’s linear velocity, but it also takes angular velocity into account when needed!
Next up are more aesthetic than functional things we made today, the first one we did was actually having the idea to take inspiration in minimalism quotes to inspire the level design of the stages, which we plan to make ten at most, maybe 9 and a final boss, maybe…
We really liked this font, for some reason it creates a dark atmosphere around it, we liked the idea of it being kind of typewritten, it’s like the kid (read the past WIP for story stuff) was making annotations of its experiences, really awesome!
We also finished the final UI of the gameplay scenarios, here it is
It will be possible to have more than one enemy at the same time, and they may have different sizes and speeds, it will be a really fun game to play and the challenge level is quite awesome!
The three blue bars up top are the battery level of you flashlight, they will go down fast, so you have to make it past the creatures fast, or else the lights go up and then the red eyes creatures will be unstoppable.
The little beam of light on the top right corner is the exit, the player’s objective is to get to it! I think we will have to make it more viewable, I think it is quite dark as it is now, more stuff for the last day!
For the last day we will be finally getting the sound stuff and effectively design the levels and stuff, I wish we had done a bit more today, but the event slowed us down a bit, as our workplace was used for the speedpaint session of our artist, Joao, that made this quite impressive piece there
Still unfinished as he told me to say here!
And here are we again, at our little booth, this time the whole crew getting in the frame!
From right to left: Joao, Pablo, Tiago (me =D)
Thanks a lot for your attention! Final updates and game ready tomorrow! Have a good Ludum Dare!
Progess…yep
Hello, everybody who care about this. This is my progress of my game, but I’m not sure if this is right with the theme, what I plan to do is that this Mr. Sphere shrank of size and now must fight a giant potato (because the Mr. Sphere is tiny, of course)
I think this game is going to be like an advanced platformer test
Cat down and some progress
Sunday, April 28th, 2013 11:57 amCombat system
Sunday, April 28th, 2013 8:29 amCalling it a night
Who says you can’t cook yourself a hearty meal in the middle of a grueling game jam?
So, I’ve come a looooong way, and actually had pretty much little to no stumbling blocks (okay, a few minor ones here and there, but nothing serious), which is =awesome=.
Here’s what I’ve got so far.
https://dl.dropboxusercontent.com/u/8332206/Temporary%20Links/MinimalistMayhem.swf
Pretty sure I have the cutest menu screen EVER.
Anyways, gameplay balance is still totally borked. You can’t die, you don’t have invincibility after getting hit, and the level is still a dummy test level. But it showcases the Jukebox destruction feature, which is SUPER COOL.
This is really shaping up well. I still need to do much more…maybe make another enemy or two, make another weapon or two, build out the levels, write out the instructions, and maybe write another song. It’s T minus…13.5 hours right now, which is scary because I know that like 6 or 7 of those hours are going to be spent sleeping. I’ll try to get a reasonable amount of sleep but I really can’t afford to sleep all day, I need to push through this…this can be so, so awesome.
–DDRKirby(ISQ)
LD26 Rogue Pirates Video Update 1/2
Hey guys, here is my halfway-ish video update on my progress so far. Now the crunch shall begin!
Looking good so far!
Still a lot of stuff to do, but man, we’re really looking good here:
https://dl.dropboxusercontent.com/u/8332206/Temporary%20Links/MinimalistMayhem.swf
My game balance sucks right now, but I’ve got screen flashes, enemy generators, multiple powerups, room clearing, all sorts of stuff!
A small preview
This time I’m spending more time in polishing than to actual gameplay. I don’t know why, I guess I just felt like it. That’s why I already have an intro and music, but only 2 puzzles! Still, I really like how it turned out.
Every other game for Ludum Dare I was making 2D flash games, and now that the theme is Minimalism, I make a 3D game… Ironic, huh?
Rocket Runner
Sunday, April 28th, 2013 12:50 amI had fully intended to not enter this Ludum Dare, mostly because I managed to convince myself that I should be doing other things. No idea what those other things were now, but I’ll probably remember them again afterwards.
Anyway, the theme is a bit bland; I decided to make a ‘runner’ game.
Here’s a screenshot:
The game goes on until a certain point, randomly generating platforms (There is one consistent platform at the bottom of the screen). The challenge factor will be the introduction of collectible items and lots of rockets to dodge (Thus the game’s name). I’m intending for there to be a tank or war-machine of some sort at the end that you have to destroy somehow. Still working out the details.
First playable version!
I finally have a semi-stable playable version.
You can download it: https://www.dropbox.com/s/g6f0smybzo9s0vq/JEB_001.zip
Wanna see the source? https://github.com/Bevilacqua/LD26
The collision detection is horrendous and i’m not sure how i am going to fix it but besides that all i have left is:
- More SoundFX
- Music
- More Levels
- JEB_001′s diary entries that will appear in between levels
- EndGame
- A few bugs
Maybe I’m in?

Lava? Cubes? Minimal!
I wasn’t really sure if I’d be making anything this weekend. I’ve spent most of my time watching others on Twitch.
Surprise!
I’ll be adding a 2nd player and some particles. Not really sure if I’ll get to a titlescreen or anything. I need to clean up my website too. Forgive the ugliness at TrentSterling.com
2nd Screenshot – PROGRESS?

I am definitely NOT on schedule. The way that I am implementing the theme is really crucial here… and if I can’t make it work, then I will miss the theme entirely. Jam? Compo? We’ll see what kind of time I have left…
First playable version
Saturday, April 27th, 2013 7:34 pmFinally finished the five first levels. Still not much of a puzzle, but it’s something.
Move with the arrows, jump with ‘x’ (if you have the powerup) and restart with ‘r’ .
Any feedback would be greatly appreciated!
Thanks! =D
Night of the First Day
So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:

All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.

If you want to try it out, there are two builds available here:
Windows 32-Bit build
Linux 64-Bit build
There are a couple of command line switches you can use:
-f Fullsceen
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume
Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.
Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.
If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.
Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.
This is Ace, reporting to bed.
MSG The Game The Set The Match
I’m making so much progress it’s CRAZY.
More on my blog, nothing playable yet.
http://bastiandantilus.com/2013/04/msg/
Overly Detailed Stickman
Get ready to start hating this damn Stickman
This is my work so far! lets keep the pace!
https://dl.dropboxusercontent.com/u/19806202/ODS/index.html
Best,
Tiago
Awesome chiptune music.
Yeah. That’s right.
https://dl.dropboxusercontent.com/u/8332206/Temporary%20Links/MinimalistMayhem.swf
Not the finalized version, but you get the idea.
Obligatory “End of day 1 progress update”
So, now I have been awake for 22 hours (but sadly only worked about 15 hours). Still I gotta get some sleep now.
My game will be about Music and Sounds and Epileptic Colors (not yet implemented), and a guy who wants to escape minimalism (or boredom)
YES, it will be a platformer. YES, I’m far behind schedule (well, if I would participate in the compo instead of the jam). YES, tommorow I will also have other things to do. And YES, many things went wrong. Thank you for asking.
(If somebody would know, how to speed up music with OpenAL/Slick2D without having to restart it, that would be awesome)
good night



















