Posts Tagged ‘progress’
I decided to try Ludum Dare. Normally I wouldn’t because my son has soccer tournaments and this weekend is National Cup. He couldn’t play because of an MCL injury so instead of sitting around watching hockey, I’m creating a game, taking my daughter to Michaels and the library, going for walks with my son for physical therapy, cooking lunch and dinner AND finally coding and watching hockey (Go Kings!).
At first I was thinking is not sure a goos idea to participate. I only have about 23 hours left. I’m starting very late. I have two ideas with minimal sketches and no code written yet. Then I thought, hell, it’s like being back a Disney making last minute games for the launch for Disney Daily Blast & Disney XD where I only had hours from concept to live.
What I’ll be using
- Phaser 2.0.2
- Visual Studio Web
- Coffee to keep me awake
Starting right now I’ll be posting updates to my @sputnikgames on twitter. I’ll also be posting a link to the game as it progresses.
Let’s see what happens…
The movement rules are:
- When the head isn’t resting on the floor or another snake part, the head will move downwards.
- When the snake isn’t touching the floor anywhere, the whole snake falls down.
Well, I’ve managed to get the basic controls working. Now I just need to actually make the game mechanics and it’ll be done.
The controls as they stand right now are;
Arrow keys, Enter, Escape (Intro screen is skippable with Escape)
Rebindable – Both Keyboard and Joystick (Uses button/stick layout of the 360 controller when telling you what an input is bound to)
Digging in the game is done by holding the dig key and pointing in a direction with the movement keys, right now you can’t move and dig at the same time.
Getting better. Right-side code is mostly done, though the text-box is still useless.
Back to the drawing board. I’ve no idea what to do with the left side just yet.
After some extreme pain trying to fix my broken rendering, I’ve made some decent progress!
I decided to interpret the theme as the simile of a swan being graceful on the top, but frantically paddling beneath the surface where you can’t see it, and am making essentially “QWOP with swans”.
Remind me never to make a jam game using box2d again, blegh.
So, almost a day into the compo and I’ve gotten myself done with the basic game looks. Going rather well I’d say then.
I’ve still got to add proper physics, proper digging, resource management, buildings, etc, etc, etc. But it’s still going rather well I’d say.
Plus, I’ve somehow managed to actually make the game look okay, which I’m the most surprised about. I was expecting it to look horrible at this point, and all it does is look unpolished.
You can watch me creating it on my twitch page, though I’ll be breaking for some food right after this post. Look back in an hour and I’ll be back, hard at work again.
So my progress for LD #29…
Still struggling on thinking about the stable concept for the game.
Also, I am planning to incorporate with one of 1GAM theme.
Also, I will use the same game engine(?) like my previous 2 games, so no programming at all but also no frame-update so I need to carefully choose the concept under the no frame-update limit.
Also, if I can finish this game, it will be the 3rd game I made in month April 2014.
Also, this is my first time posting a post in Ludum Dare \ :v /
I documented my brainstorming session over on my site; you can read that meandering brain spew here.
Then I got down to coding. I just have a bit of rendering down, no interactivity or notion of game world yet. Loosely inspired by a combination of Minesweeper and SpaceChem, I present to you hex-grid cells with channels: