Posts Tagged ‘progress’
I don’t think I can make anything else today and so my “Two Worlds” game is out. Yay. It’s even playable and fun (sometimes). You can check it on compo page.
In a few words – it’s a text-based strategy about two worlds, connected through the Portal. One has food, another has fuel and they trade with each other each month. But their resources aren’t infinite, so one Realm will fall at the end. You can choose a Realm to play with (and actually you can control the other realm if you want – buttons are clickable). Also there is an “automate” function – it will produce some goods and select trade option for both Realms – you just need to enable it and click on “Open Portal” button. Also there is a restart button in the top-right corner. Have fun
Music is finished and added into the game.
Here is the current title screen for your enjoyment:
For the first 12 hours I didn’t have a solid idea to work on. I went through the themes, did a little research and learned some Blender basics. Then I fell into my old ways and started working on a game idea I’ve had in the back of my head for quite some time (over a year!). As such it’s quite complex and I’ve no chance of hitting the Compo deadline. Even the Jam time frame might not be enough to craft any kind of compelling gameplay.
The simulation is coming together though and you don’t just need to take my word for it either. Behold the power of the Gif (pronounced with a G just so you know…)
Been keeping a bit of a fast pace with the coding side of things. My models and views are royally mixed together and the simulation does freeze pretty bad when things get serious. I can’t wait to start refactoring and optimizing!
Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!
The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.
“De Yuang” Anne Wijning – Programmer
Jere “Turtana” Jalonen – 3D modeller
I am stoked about how this game is looking. the screenshot is just the starting area. but the level itself is a very good size. All of the mechanics are in place except for the enemy spawner which I will write when I get me a little rest. I am a bit worn out after Tiled decided it wanted to crash 1000 times and one time lost the entire level, finally got it made though. Hopefully I have time before the Jam ends to squeeze in a little bit more detail, but either way I am happy with it.
AUDIO! which should be the icing on the cake for my favorite creation.
just remember, “Those who play in the realm of lost souls are probably already half-dead”.
Once again, we’ve utilised our lovely Minecraft community (mostly children, we run a family-friendly server) to help us build our game assets for our LD jam. We’ve decided to make a Zaxxon-like Shmup with six levels, two enemy ship types per level and one boss fight at the end of each level. All game assets were built inside Minecraft, then exported through Blender, stripped of textures, and finally plonked into Unity for the actual game-making.
Amazingly we wrangled 20 – 30 super excited kiddies into building our levels and sticking to our build rules (mostly), and got all of the building done in one day. Now for the most time-consuming bit; putting it all into a game.
You’re the pilot of a little spaceship flying through space. Your ship gets caught up in a time-space anomaly and shatters, leaving you in one smaller version of your ship with the rest of your ship parts scattered across different dimensions. In order to recover your ship parts, you need to fly through the dimensions (connected via portals), shoot down the enemies, and recover each part – and each part will add to your ships’ abilities and let you complete the final stages of each dimension.
Here’s an early early version of our ‘castle’ level;
And a couple of Vines of the almost complete Ocean level;
Heya everyone. My team’s game for the 72 hour jam is coming along very nicely. We have the map over half finished, the graphics mostly in place and the music is sounding good. Here’s a quick look into our project, as being developed in Stencyl.
Like I said last time, ladders are a prominent feature in our game. It’s also nice to see how far we’ve come since yesterday in the little details.
We’d love to get some play test opinions on our latest build. We’re also going to start live streaming again today at approximately 11:30 AM EST on http://www.twitch.tv/alphasim, so stop by and say heya sometime.
Lots of progress today. In short:
- Player is done, and is no longer a blue block
- Enemies now spawn regularly from an evil purple portal
- There is now a background
- Falling off the level is now impossible
- 90% of the SFX is completed and integrated
Not terribly much left to do yet. I also don’t even care if I do great – I’d just be happy successfully submitting something decent to the compo!
I have spent all of today getting over my aural creative block! This video is meant to show off the audio in my game. Tell me what you think about it, I’m not quite sold on the sound effects.
Also, try to see if you can start spotting which enemies are dreams and which aren’t! (Hint, some turn faster than others).
Originally published on my personal blog, including playable test.
Wow. My brain is fried. The theme for this Ludum Dare, Connected Worlds, is a tough one. I spent a lot of today just brainstorming ideas. I’m still not sure I’ve chosen a good one, but I need to make something. My idea: a platforming game with two parallel worlds, one on the bottom of the screen and one on the top. You’re a spaceman exploring these worlds, and you can choose which world’s gravity is the one affecting you at any given time.
I’ve still got lots of stuff to add. I want to put in obstacles and puzzles that require the player to take advantage of switching between worlds’ gravity. And, of course, I’ll have to program in the ability to die. I still haven’t decided what Mr. Spaceman’s goal is, but I’ll figure it out. I think I can finish at least one playable level in time to submit it tomorrow night.
The hardest part of Ludum Dare so far was coming up with a game that fits this awful theme. Seriously, I hate this theme. But as a creative professional, I respect the power of arbitrary constraints to fuel innovative solutions. And I certainly wouldn’t have tried to program a dual-gravity game mechanic otherwise.
Game is called ‘Untangle’ and you can browse my code here
Sadly it’s nothing special yet. I spend all day on brainstorming my idea, creating simple prototype that allows to move around (blank for now) tile map, and shoot towards mouse. I wanted to create my first shooter for Ludum Dare, but I faced a wall with drawing tile map: for some reason it’s soo damn slow, and I strugled for nearly 6 hour to find way to fix it. I hope tomorrow will bring solution, but to be honest I start to worry if I made it in time.
I’m afraid that if I don’t find good solution I’ll have to scale down my map
~> Moving around,
~> Rotating player and shooting towards mouse pointer – I’m really glad I learned how to do it!
~> Simple tile map loaded from text file (all tiles are stored as 2 chars: first is tile type, and second is world of it’s origin).
Things to add:
~> Simple graph worlds map, that shows connections between tangled worlds.
~> Morphing level according to connections.
~> Breaking connections.
Some cuts I’ll probably have to do:
~> Cut down game to 1 level consisting of three worlds (water world, fire world and… we’ll see, maybe grass one).
Good luck everyone on 2nd day, and good night! I need some sleep!
Wow, is Ludum Dare really half over already? I guess it is. I think I’m 70% finished with my game, which is good, because I’ll only have a few hours to work tomorrow.
My game is an arcade mashup of Pong, Breakout (also known by many other names), and Space Invaders. It all happens at once, and while each part is simple alone, playing three games at the same time requires serious focus! What am I calling this game?