Posts Tagged ‘prototype’
I’m Jeff, and here is the game I worked with a co-worker called Stealth Man: And the Magical Stopwatch. It’s a stealth heist game, were you have a stopwatch that can pause time.
Code / Art / Level Design – Jeff Eastman
Art – Richard Atlansky
- Learned a few new tricks in optimizing Game Maker.
- First Ludum Dare!
- First Ludum Dare…
- Too much time on creating AI, that wasn’t needed for simple game.
- Creating traps required a lot of trial and error in testing.
- Cameras were a pain to change.
-Didn’t have enough to implement Richard’s work.
If you have any questions, feedback, blackmail, be sure to send a tweet to me @Jeff_Eastman!
Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.
Like I had plenty of ideas, but with regards, implementing them.
You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.
Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.
This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.
It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.
This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.
So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.
Oh well. I’ll be back for the next one. Cheers
Alpha 2 release of 10 Seconds of Light is out!
Now with 300% more awesomeness (2 more levels)
Finishing the main features today, tomorrow: tutorial level, menu and music!
The first alpha is finished!
Very small and simple level but most of the game mechanics are in place (although some not visible).
Use WASD to control the ball. Use left ctrl or left mouse button to switch on the light.
But beware! You’ve only got 10 seconds of power! Try to reach the end.
Play it now: http://david-arndt.de/games/10secondsoflight/
Here’s a dev screen:
After thinking a bit more about ideas for the Theme, I decided to go with a very simple gameplay mechanic:
You are a fair king, who decided to divide the land between two warring lords. You drag your mouse (or your finger) to draw a line on the land. The goal of the game is to, simply, try to divide the valuable land as closely between the two lords as possible.
This might look trivial, and maybe it is, but now I have plenty of time for polish, music, and a number of levels. If I have the time, I might add an extra mechanic or two to the game.
After 38hs, I have something actually resembling a game. Wakka Wakka Wakka sounds are in! Even though the AI is pretty dumb, the game provides a decent challenge. If you could try it and let me know what you think regarding difficulty levels and controls, I would be eternally grateful! Also tell me what you think of the sounds!
Now where do we go from here? First I need to fix the shitty (literally!) intro screen, and also add a high score screen (including music for both – the game screen sounds fine as is). After that, some way to ramp up the difficulty (speed up pacman, increase power pellet time, different maps?). If there is enough time after that, I will try to fix the Java applet, that somehow stopped working after I added sounds to the game . IF, very IF there is still any time left, I will try to put into the AI. But that is not likely.
So, I’ve spend almost 6 hours today trying to get the pathfinding working for my PACMAN game, fighting lots of strange code bugs (and one eclipse bug). Then, when I get everything right, I realize that the way I was approaching the problem was fundamentally wrong!
See, I was picking one of the closest pellets, and trying to find a path around the monsters to it. If there was a monster between Pac and the pellet, this algorithm won’t find another closer pellet in the other direction!
In short, whenever pacman sees a monster between him and the pellet he wants, he freezes.
The solution is to instead implement a BFS, returning when I find the first pellet available (should have seen that all along ). But since I’ve spent SO much time tweaking the AI already, I will put this on the backburner, and work a bit on the sound effects (Wakka wakka wakka!), and the graphics. After I’m done with a somewhat more polished look to my game, I will concentrate on the AI again.
Here are the links, if you want to play with dumb pacman:
Links to play:
25 hours into the dare, this is what I have achieved. The game now has a definitely “Pacman-y” look to it, with the new maze tiles. I’ve improved the ghosts’ look a little too. The main difference this time is the power pellet. Pacman can now kill your ghosts, who will become confused and erratic during the duration of the power pellet. The map in this prototype is a test map that should allow you to see the different options (victory, losing, having your ghosts eaten by pacman, etc).
You select ghosts using 1-4, and you move with ASDW or the arrow keys. If anyone could provide feedback regarding the responsiveness of the controls, it would be much appreciated!
Now to dive into some basic AI for Pacman and the ghosts!
15 hours into the Dare, and this is what I got to show for my efforts:
The basic mechanics are in place: you can move your ghost, and you can switch among ghosts. If pacman eats all the pellets you lose (and go back to the main screen). If you manage to catch Pacman, he dies, and you win (and go back to the main screen). There are a few mechanics that I have yet to implement (power pellets, scoring, ramping difficulty), but the game is mostly feature complete now. Now it is the time to add actual art, sound, and balance to the game, and this is my plan for sunday.
Here are the links to the prototype:
Gotta post something to keep me motivated:
Basic player control is working, as well as collision between the ghosts and the map. Implemented some very simple AI controllers that will always “move forward” in a random direction.
Next in the queue:
- Make a “traditional” maze
- Implement a simple pacman
- Implement ghosts killing the pacman, and an intro/resetting screen
- Implement coins/coin-pacman interaction/losing screen
- Implement power pellets
That should be the basic. After that, its up for balancing/AI, and polish.
Play the game (1-4 switch ghosts, arrowkeys, awsd move selected ghost):
LINUX USERS: please let me know if the java applet runs for you! If not, the Fat Jar should run anyway. Thanks!
Coffee Count: 4
(I’d thought it’ll be a lot higher)
Not too bad a day today. This is my first Ludum Dare. It’s been challenging, and very interesting. It’s hard not to go onto the site and check on everyone else’s varying stages of progression. I’d thought I’d share too.
So far I have spend the following.
9am – 2pm Thinking about game ideas and setting up computers.
2 – 8pm Programming with small breaks.
11pm – 1:30am – Programming with no breaks
That’s 5 hours just thinking about Evolution… I didn’t expect that I would spend so long thinking when I began the contest. This is a difficult topic I think, mostly because it’s hard to think of something achievable in the time.
After today, I’m not sure if I’ve picked the correct one… still seems really difficult. But we’ll see how we’ll get on.
So, we have lots of little creatures. Press 1 -6 to generate them. The idea is that they inherit from the more stronger evolution. However, there are also some very bad strong mutations that can kill you.
The idea was to have a lemmings style game where you have to navigate get all the creatures to the exit… Quite a lot to go.
Online demo here:
Well, I finally got the breeding mechanic and interface down (although it still lacks prettyfying). These kittens have a simple diploid chromossome, which mimics our real world’s crossover and mutation mechanics pretty closely – I’m happy about that.
Now I will rest a bit, and then start to implement the shop where you can buy some things to help your kittens (like food so they don’t starve), and buyers so you can make some money.
Here is the link with the fat-jar. At this moment, it is just the breeding screen – but you can have some fun already! That is, until the food end and all kittens die!
Here is playable build v04 to check out. Use arrow keys to start the level and move around. Avoid everything silver/metal. Get to the SAFE-T zone marked in stripes. Each hit on silver/metal costs 1 second penalty on your clock. Simple score idea will just be to complete the levels in quickest time. I’ll design multiple risk/reward paths along the way. Having way too much fun with Unity!
Look out, here you have the third and final prototype of the game,
you can see in the video, it contains procedural sounds and the selected char can “collect” other characters in the same “road” line that ends up in the house of the planet.
Here, i start drawing the current level of the house, so you can know it
In the next video I’ll show you the full version of the game
In the past hours I solved a bug with a super sensitive input, and worked on adding NPCs that can potentially try to follow you. The result is a cat (or is it a gecco? my drawing sucks), that will move between some points in his schedule, stop and rest from time to time. Don’t get too close to the kitten And if you value your ears, don’t EVER let the kitten catch you! (I will fix that tomorrow).
Although outwardly it may look like little has changed, the kitten has been programmed in such a way that adding new NPCs now is relatively simple. While these are not ALL the features that I wanted in my game, there is enough backdrop to allow me to actually start adding some content. After 18 hours, I’m much behind from last LD, but at least I’m doing some progress.
Time to catch a few ZZZzzs, and see you tomorrow!
(Prototype here, same place as before, actually)
13 hours into the dare, it took me WAY too long to post the first prototype
What happened is: I wanted to improve on my LD22 game, so I started to think too much about how to implement a non-tiled top down navigation engine. Result: I panicked a little and lost a lot of time. After a while, I realized that the extra features that I want to add in this game are already a ton of extra work, and trying new data structures now would be waaay more than I could bite. KISS.
Anyway, here is the first prototype! You can move around, you can do a few things, and, most importantly, you can DIE.
You can control your ant-like-winged-faerie with the arrow keys, and press “space” to interact with the environment. Right now you can only interact with the ladder, the anthill, the fruity bush and the queen. You can also pause pressing ESC.
Now for dinner, and then to add a moving enemy!
I wanted to put a dog in boots into my LD entry. But because I’ve found a fellow teammate @PetrAugustin, I didn’t want to spoil our jam entry with my crap, so I’ve decided to make a simple warm-up exercise with Box2D and haXe.
Flash, click to play: (just a silly toy for now, can’t seem to get the legs fixed to achieve a proper sideway movement )
I like the idea and would like to expand it later – to let the dog jump over obstacles, get powerups to make his body longer in order to get over crevices, mouth-beam powerup, stomping on things… Lost of crazy ideas.
After 24hs, I managed to mostly complete my game engine. There are a few features missing, but I got all the mechanisms that I need to make my game:
- Controls are all in.
- Victory and Defeat conditions are in.
- Level Selection and Unlocking are in.
- Reading levels from text files is in.
- Placeholder graphics and animations are in.
This means that tomorrow I can mostly concentrate on adding levels to make the game fun/challenging, and adding bells and whistles like images and sounds. I feel hopeful that, for someone who has never made a video game before, I will not embarrass myself
My code, on the other had, is a complete mess. Hardcoded stuff all around, hacks to make the player and the world talk to each other. Very few comments. Objects and world tiles mashed together. Ugh Ugh. I must say that these first 24hrs of LD were great for me to learn some lessons in programming.
Anyway, here is the game. There is no content, but you can get a feel of how it works. You are an explorer, who has to find your way out of mazes. You can do it by yourself, or help people stuck in the maze. Some of them will give you powers, but they will also get in your way, and eat your food. Sometimes it is better to go alone…
PS: If anyone could give me some hints of what exactly I should put in my manifest to make java skip all (or some) of those nasty warnings, I would be very very happy
Unfortunately, lacking any of the graphics, sounds, or narrative kind of reveals my game to have precious little game in it. Here’s hoping the rest adds something it’s missing right now, or I can think of a neat and quickly implemented little mechanic to spice things up a little.
You can get access to the prototype HERE!