Posts Tagged ‘screenshot’
So, recently I got bored and got an idea of creating a new game. First idea: MMO. Then “well, I’ll need to write both server and client and deal with networking stuff”. Goes out.
Second idea: make something small. And, after an hour here’s it:
HP and MP are hardcoded and unchangable, but hey, that’s alpha
Then decided to move forward. Already got mapping stuff (currently hardcoded table of integers, to be replaced with files), working walls (with deleted ghost-mode :] ) and with some nice green grass. Doesn’t it look beautiful?
Hey, this is my first game without using Game Maker or any other stuff, don’t blame me
It’s confirmed to be working on Debian, Cygwin and WinXP. Tested it through SSH on my phone, too :
If you feel interested, have a look into sources hosted on my GitHub. You’re welcome to drop your hates below, too!
PS: Maybe it’ll go for next 48h, who knows..
I’ve finally had some time to sit down and write this. It’s also my first Ludum Dare, so I wasn’t even aware I should do this until just the other day.
So I created C:\\Bluescreen. The game turned out surprisingly well and I’m actually pretty happy with it. It’s one of my better games, only because I believe it’s completely bug free and I didn’t try to pack a thousand ridiculous features into it (though I’ll admit at the end feature creep started to show up.)
So when the theme was announced I wasn’t really surprised and I was actually kind of rooting for 10 Seconds. But once I realized it was official, I had absolutely no ideas in my head. Luckily I was stuck at work (undercover loss prevention agent) so I had plenty of time to walk around and get my imagination going. Finally I had an idea.
The idea spawned from a situation one of my developer friends had just recently gone through. He updated a new driver for his graphics card and suddenly his pc bluescreened on restart. After restarting several times he learned that he had approximately 10 seconds to delete the new updated driver before his pc shut down. Eventually he got it after a dozen tries. So I decided that because this kind of thing happens often, I’d use it as part of my theme.
So the original idea was to have a reflection of some nerdy kid in the screen who was constantly downloading viruses which you had to destroy before they bluescreened the computer. Due to time, the reflection didn’t make it into the game, and due to the 1980′s theme downloading turned into installing software. The software that contained the virus ended up being “Busty Cops II” and at the top of the installation screen in tiny font you could see the Paladin Virus Hunter Software (which you’d know about if you read the readme.txt from the title screen) warning you that the software contained malicious files. Of course…. you install the pixelly goodness anyway and the game begins.
So I used Stencyl to code the game. I’ve been learning C# in my downtime, but I knew I’d never be able to create anything worthy of LD in 48 hours with my knowledge so far. So I went back to what I know. Stencyl is really easy to use once you know the basics of logic and what each logic block does. For a prototyping engine it does wonders for game jams. As soon as I had the outline for the game I started writing the pseudo code in my head while I was at work. By the time I finished art and was ready to start coding, I had the entire game written out already. The only thing I had difficulties with was adding the power button to the PC. I added multiple copies because I changed tactics halfway through and it was causing the PC to shut off and turn back on immediately which was a very frustrating 20 minutes.
I think the only part that was really challenging for me other than time constraints was the music. I’ve never actually created my own music for games before. I usually have a friend do it, or borrow it from a website. So after multiple hours of attempting to create something using various softwares I decided to find a random music generator. Finally I went with Sfxr for sound effects and Wolfram Tones for the music. It turned out pretty good for randomly generated music.
After the planning stage I went immediately to art. I hate using placeholder art because I call myself a game artist. Creating sloppy boxes for placeholders is too difficult for me to do when I can just create the finished product with just a little more effort. When I decided that I was going to mix pixel and vector art in the same game I got really excited. I’ve used both in games before, but never together. I decided to make the computer as realistic as possible (given my lack of vector skills) and then use the 80′s theme for pixel art, which was ridiculously easy since I only had to settle on one color…. green.
The fact that the game came out bug-free (to the best of my knowledge) within less than 12 hours of actual work makes me ecstatic. Bug testing and fixing is the worst part of game dev to me.
I’m thrilled with how it turned out and at all the good feedback I’ve had. Usually I get a lot of “Why didn’t you do this?” or “This part is too difficult”, etc. But I really haven’t had any negative feedback that made me cringe while hearing it.
Thanks for reading! Go play the game!
Hello! I just uploaded the timelapse for my entry “Defense of the Zorion!” Check it out!
If you haven’t already, play the game here!
When i went into this, my first LD, i wanted to learn some new tools (PIXI.js) and did not want to tie myself to a certain type of game, so i did not prepare myself at all, i just checked briefly what tools are out there, and that was it.
Even though i still think it is good to keep an open mind/options, boy was that a bad idea.
As i was starting from scratch, only with this one library which is more a canvas wrapper, i had to do everything myself during this 48h, the collision detection (hm, uh, how about using Box2d for js instead) the player movements in space (same there) game mechanics and logic (hm, why not using a Game Library or at least a Framework), sound, hm, yes, lets just reinvent a sound library too (didn’t happen, not enough time).
So when i tried to dig up my high-school geometry knowledge at 3 in the morning to calculate the movement of my objects and the rotation of the planet, i went crazy. Noooot a good idea to wing it at 3 in the morning after long hours of programming before.
So next time, i definately will use more tools and libraries, because, why reinvent the wheel when we are here to make games…
So if anybody reads this and thinks of participating for the first time in LD28, prepare yourselfs, it does not mean you don’t really make the game in 48h, it just means you know your tools.
Oh, and if you want to see what i ended up with, feel free to check my entry (barely) to LD27
(Spoiler gameplay video)
I present to you, Legend of Troll
This game took me 3 whole days, only managed to implement one of the 10 levels I planned, and injured my index finger.
But it was SO worth it! I’m so proud
Stay tuned for more levels, and a post-mortem /making of. I promise you it’s worth your while.
If you haven’t voted for my game yet:
Chicken Snatch is my second LD entry. I made run run amoeba last year, skipped a couple LDs and now a year later my LD rash was itching!
What was different this year? I was ready! I knew to dream big and focus little. I knew to stock up on things like coffee, deodorant and granola bars. I knew that having no friction in a platform game kinda sucked.
What else was different? It seemed like the whole universe was trying to stop me or tell me to start a country music jam instead. My car’s engine blew immediately after 1300$ of repairs and my hardrive went on my main dev box!!
Lets get to the good stuff..
So I log into IRC and what happens as soon as I log in?
BAM theme in your face! 10 seconds?! why does space never win???
So I high tail it with my artist and Q.A. girlfriend to the coffee shop with the same notepad from last year.
We drink coffee/tea, we talk, we drink, we talk… it comes down to a traffic light administration simulator OR a fox and chicken platformer. hint: this post is not called traffic (game)jam – the inside coupe ~ I just made that up!
Our system is pretty good. I do all the sprite/tile/design/code and she does the fine art, concept art, story boards and QA testing as I update builds. We use trello https://trello.com/b/mLVA6FOS/chicken-snatch to keep organized slightly and she reports bugs and updates stuff on there.
We stay up until 4am and have a rough prototype we release to our friends online
Sunday I wake up super early, finish the tilesets and add a dog.
We break, run some errands that are totally FAIL (more on that later) and then come back and finish the game up. I crank music and design the level and she finishes the congratulation artwork.
So lets postmortem a little
What went well?
- I used a framework and code base I’m real experienced in so there were not many bugs
- The game controls felt good and the game play concept was really fun from the beginning
- The Art created for the title and end level screens was beautiful
- My friend in Florida hooked me up with music I requested on time
- The game actually worked in IE9+
- I was able to make the game freshly installing Linux mint wiping my entire system
- people helped me. On twitter, on steam on irc and everything in between. suggestions, code problems, you name it. Community is good, ludum dare community is amazing. seriously go buy some coffee and pretend I did it thanking you.
- using trello to work on things https://trello.com/b/mLVA6FOS/chicken-snatch
What did not go well..
- So remember I dropped windows? well I needed visual studio to change the mime support on my hosts web.config for ogg support for html5 audio… I ended up switching my host to Linux which left the public site down for a few hours and I had no public QA from the friends
- I didn’t implement the ending level screen until really late Sunday night and it introduced a bug… the player kept re-spawning and exploding AFTER you beat the game. BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox. I had to work in a few hours and here is this omgAWEFUL bug staring me in the face..
- I added some lighting effects as seen above in the dog image.. they just did not work. I wanted the game to have a night feel but the lighting just made it look weird and took away the retro coin-op feel I was going for.
- Sunday I left for 3 hours to go look at a truck I was going to buy at a dealership AND IT DIDN’T START… SERIOUSLY?!!? I called ahead and said I was coming a day in advance and the damn thing doesn’t start when I get there… WOW I could be working on my game instead of wasting my time in Chardon, OH with a truck I can’t even test drive… (I’m still mad about this).
- Firefox hates audio. I don’t know why but I just am done messing with Firefox and it’s problem with my .ogg sounds.
- Everyone is making awesome gifs on their blog posts and I can’t seem to find a way to do this without some dumb website stamp. (I don’t own photoshop CS)
- If you do beat the game then it will ask you to press space to replay. this actually reloads the page because I was having a major issue removing the existing entities from the game. the chicken counter would double (based on how many chicken entities are in existent). and the player wouldn’t reload properly.
- I ran out of time as usual so I didn’t……
- tweak the jumping from a press once to a press and hold. This prevents players from using skilled jumps and releasing to have more control.
- have time to make a fox cutout appear in when you enter the fox hole. This would have added more to the play and experience.
- fix a bug that if you die jumping, you will respawn with the same velocity you die with. It’s kinda fun but will piss you off in a speed run.
- get Firefox working.. but I didn’t have time to mess with the audio. stick with chrome or safari for optimal experience please.
- make the fox drop the chicken on death instead of respawning with it in it’s mouth.
- get the game on kongregate
- get the game on newgrounds
- get the game everywhere I could get the game
- Linux mint (dev OS) apache2, php http://cinnamon.linuxmint.com/ OS
- ImpactJS http://impactjs.com/ - game framework
- Impact++ http://collinhover.github.io/impactplusplus/ - extends game framework and removes a LOT of boilerplate writing
- Gimp http://www.gimp.org/ - this is what I paint tiles with
- Wine/Graphics Gale http://www.winehq.org/ | http://www.humanbalance.net/gale/us/ - Old habits die hard. I love gale for spriting.
- Sublime Text 2 http://www.sublimetext.com/2 the editor that will change your life
- SFXR http://www.drpetter.se/project_sfxr.html I love this thing
- Audacity http://audacity.sourceforge.net/ Because html5 is a standard… (joke ha ha)
- Mikey uses his own software for the awesome beats. you can contact him here: https://twitter.com/MikeyGTweeting
- Trillian uses her own art programs for the main screen it was gimp or CS4 probably. ask questions on the game page and I will get answers.
A Very Special Thanks to:
- My first fan Matt Tippens @matt_tippins
- @i8bugs one of my best friends far away
- @collinhover I can’t thank you enough for what you do for the impact community and my games
- @Orlai for never holding back
- 507th Aristoi aka mochnant Good ideas are hard to find
- @bryan_on_rails thanks for letting me spam you all weekend
- John Zeller, Sorry I blue screened you, switch to linux
So anyway this was a blast and I did like 10 times better than last year!
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
Dream Team started as an idea to form a group of proven Ludum Dare vets and game jamming badasses in an effort to create world peace. In a weird sort of way, we accomplished that goal. With 7 combined Ludum Dare medals and 15 total competitions between us, we combined our efforts to create one large, frightening mass of game design ooey gooey goodness. We hope you like it!
So what exactly IS EcoStar vs Aeronox?
The evil Aeronox forces have sent our planet into hyper orbit, sending us spiraling out of control and fast forwarding our years at breakneck speed! You may think this is just another shooter, but that’s where our interpretation of the theme comes into play. The seasons change every 10 seconds, and it alters the entire world around you… the sights, the sounds, the foes, and even the power of your own ship. Each season has a corresponding elemental power that is absorbed and unleashed by EcoStar’s stellar charge blast. Combined with elemental enemies and shields, this creates a shoot-em-up unlike any other… where the focus isn’t always on shooting the fastest… but on making the RIGHT shot a the RIGHT time.
Play it! – EcoStar vs Aeronox
And please be sure to read the included HOW TO PLAY document for an explanation of the rules and controls. We also have Xbox 360 gamepad support, and we highly suggest that control scheme if you want to win!
We’ll be back at a later date to discuss what went right, what went wrong, and to deliver a radical post-compo version. In the meantime, we’re going to get some much needed rest. Ditto worked on squashing two game breaking bugs after the initial submission (Sweden vs U.S.A. decimals & commas? Really?!) and SonnyBone stayed awake for 36 hours and is now typing this sentence. He is going slightly crazy and is starting to refer to himself in the third person. He sure is attractive and very smart. XXXOOO
Ludum Dare 27 has been my first ever Ludum Dare competition.
I was not sure of what was going to happen, if I were capable of finishing a game in under 48 hours, if I would have felt stressed or relaxed, et cetera.
For the competition, I decided to use C++11, SFML, and my own framework, SSV, which is free, open-source, and always looking for contributions/critique.
My development environment was Arch Linux x64, using QTCreator as my IDE, and Sublime Text 3 as my text editor.
The development machine uses an Intel Core i7 processor, NVidia GTX275 and 10GB of DDR3 RAM.
My goal was producing a game that was worth playing in under 48 hours, with native Win32 and native GNU/Linux x86 binaries.
I’m very happy to have reached that goal, and I’d like to share my thoughts about the whole development process.
I worked on the game for about 30-32 hours. I slept, worked on a video for a friend’s birthday, and relaxed for 1-2 hours (played some Spelunky and browsed the internet).
The first thing that surprised me is that I felt constantly stressed. I do not know if everyone feels like this, but I couldn’t stop thinking about the deadline, about the end result.
I have to say that, as far as personal feelings go, I didn’t dislike the 48-hour deadline development process, but I didn’t find it fun either.
However, after finishing, I felt a great sense of satisfaction and reward, which kind of made up for the stressful coding hours.
The second thing that surprised me is that my framework, the SSV framework, was up for the task of creating a game from scratch.
It literally took less than an hour to get a prototype where I could walk around.
A big effort in SSV was put into development of SSVSCollision, a header-only pseudo-physics library intended for retro-style games.
It handles collisions very differently from all other engines out there, and, while not suitable for realistic physics simulations, it is great for retro-style games, where physical bodies do not interact much with each other, but have infinite stability and very precise collision resolution. Here’s a video of it’s performance.
It also lacks all sort of issues that would arise with a realistic physics engine, such as the common error where bodies get stuck between tiles in tile-based worlds.
Anyway, I also created a player sprite, which I had to divide in two parts (arms and body) to avoid repeating unnecessary frames. I used Pinta for the task, a Paint.NET clone for GNU/Linux.
I’m not an artist, and that is obvious by looking at the poor end result of the player sprite. I used the same tool to create all other graphics in-game.
I dealt with sounds by using sfxr, the free, open-source sound generator advertised on the LD website itself.
For music, I used LMMS, a GNU/Linux production software with an UI similar to Fruity Loops. I’m not a musician either, so the end result was poor here too.
The game concept was actually created after the prototype version. I had no idea what I was going to make. I just made stuff and tested stuff.
Then I had the idea of this cool throwing mechanic, where suddenly turning your character would increase the force of the throw.
This is where stuff started getting interesting. I had to deal with my peculiar physics engine in order to allow the player to grab/throw/release blocks.
It went pretty smoothly.
This is what the first grabbing prototype looked like. I also had added the number on the crates but had no idea how to use those yet.
I also had no idea how to use the crates yet.
Then I combined the throwing concept/mechanic with a time-based constraint (10 seconds theme), and had the idea to make the game into a reflex-based, time-based puzzle platformer.
I designed some game elements and threw some test levels together. But I didn’t have time to create a level editor, or to write a JSON level specification. So what did I do?
Tab based in-code level editing. Dear god.
Yep, I used tabs, newlines and spacing to re-create the structure of the level in the IDE itself, so that I could have a rough idea of where I was placing elements.
After making some levels, I created a menu screen, which was very easy thanks to the SSVMenuSystem module of the SSV framework. And that’s pretty much it.
There is a problem with level 5, which is almost impossible because I forgot a game element. But it is actually possible, even if insanely hard.
I’ll judge the game myself, now:
Innovation: I’d say the game is not unoriginal. The turn-based/jump-based throwing mechanic is pretty fun to use, and the game elements, while simple on their own, can be combined to create some interesting puzzles.
Fun: This is a very subjective point. The game is not easy, and can be very frustrating at times. Honestly, I find hardcore games pretty fun – I enjoyed playing my game, even if trying the fifth level for one-hundred times got frustrating quickly.
Theme: My interpretation of the theme is not very original, but I think the 10-seconds constraint that resets works well here.
Graphics: I’m not an artist, and it really shows. The sprites are of poor quality. I tried to redeem myself by creating variations of tiles that appear randomly and maintaining a simple flat look for the game.
Audio: Sfxr is a godsend. I love retro sound effects, and they work well here, I think. Music, on the other hand, is not catchy or memorable, and it’s just a simple loop. It was my first time ever producing music. Here I tried to redeem myself by adding a no-sound and a no-music option to the main menu.
Mood: I tried to create a simple story/world around the game. Basically, you’re working for this company, 10corp, in a futuristic (I guess) setting where getting a job is very hard. In order to survive, you have to work for this company, even if they terminate slow workers to maximize their profits. I used in-game messages (broadcasts from 10corp) to give the feeling of the player being observed and judged during its tasks.
Overall: Overall, I am satisfied with the end result. I’m still not sure if the game is worth improving, but as a less-than-48-hour product, I’m happy with how it came out.
I really hope you enjoyed my entry and this postmortem. Thanks for reading!
Greetings Earth peoples.
For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?
We certainly hope so.
Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#. Source available.
Play on web or desktop. Soon for Android!
Please procure the
diversion game here:
Hi darers and jammites!
LD27 was my third time to enter Ludum Dare, and my first time to enter the compo. In my insanity, I decided to make a platformer, and by some crazy streak of cosmic luck (and hard prioritization), I was able to finish it on time.
Please give it a go, rate and let me know what you think. I hope you will enjoy it.
What went well
- The theme: I originally hated it, but in the end, I think it worked out pretty well.
- Git: It’s a lifesaver. Don’t do any kind of development without source control!
- Preparation: I set up a Github repo during friday evening with a pre-configured IntelliJ project, empty game template and “branded” HTML page. This allowed me to dive straight into the project. Compare to LD26 where I spent an hour configuring IntelliJ to run a debug web server with PHP support and getting the level editor working.
- Pro Motion: Pro Motion is an amazing tool for creating pixel art and tile maps. I couldn’t have pulled off the graphics without it.
- Impact: ImpactJS just feels right to me as a game engine, and the bundled level editor and deployment tool is great.
- Feedback: My friend Irubataru and wonderful people on IRC gave me feedback and motivation to keep going. I couldn’t have done it without you. <3
- Sleep: I got my full eight hours between Saturday and Sunday.
- Water: I had one Starbucks coffee. Apart from that, I just drank water.
- Art: I had a crazy art sprint during the Sunday evening. I can’t believe how much the feel of the game changed. At some point, the characters also became cats.
What didn’t go well
- The theme: While I ultimately think it benefited the game, I spent a long time agonizing over what to do before getting started. I need to do some off-line work on brainstorming techniques.
- The controls: Ultimately, the jumping turned out a bit floaty, but I had already come too far with the level work to do anything about it.
- Timekeeping: All of my self-imposed deadlines slipped. I intended to finish levels by noon on Sunday; finished at six. Intended to have art done by six, finished art at midnight (CET), etc.
- Music and sound: I just didn’t have time. They had to go.
- The purrtraits: They don’t mesh too well with the rest of the art style, but I still think they make the game more lively.
- Community involvement: I was active on IRC throughout the event, but failed to do blog posts, live stream and post real-life pictures. Hopefully next time.
- OS juggling: I did my primary development on Ubuntu, but had to reboot to Windows for the art parts. The push-reboot-pull routine was cumbersome and highly unnecessary.
- My mouse: At the day of Ludum Dare, my mouse suddenly picked up a bad habit of registering two clicks unless I held the mouse button down. This was highly annoying.
- Food: I didn’t eat regularly. Next time I will be setting fixed eating times.
- Getting up: I got up pretty late (past noon) on both days. I could probably have done more if I’d gotten up when intended.
After spending the evening sleeping, it’s time to check out some of your work. Congratulations to everyone who finished. I’m looking forward to seeing how you tackled the theme.
Go on, click him. You know you want to:
This was my third LD and I can say that has been the best.
Why? because think I created a good game in less than 48 hours, but even so, I’m not happy with the fact that I made it using Game Maker. Ok, the use of Game Maker isn’t anything bad, don’t get me wrong, but I was learning java and libgdx since three-four month ago and wanted check my knowledge in this LD.
Why I not used libgdx then?, I had not time, this was a weekend very evenful and the priority was create a good game.
Well, here is my Post Mortem:
What went good?:
- Graphics and gameplay since the first day
The gameplay was very easy to program, only a basic platformer with an stealth system, in that if the enemy is looking right and the player is near of his right, he kill the player instantly.
And the graphics palette is of 6-7 colours in total, what made more easy the process of design.
- I’m learning a lot about GML functions
This was my second time using Game Maker and I was a bit lost. Even so I kept forward and I learned a lot of thing about it
What went bad?:
- Bugs, a lots of bugs
I thought that my game had less quantity of bugs, but no, so I spent all the day today to fix it.
I think now the game works properly, however, it surely has some bugs that need to be fixed, so if you find one, please let me know.
- Few levels
As I say before, I had not enough time for dedicate to the ludum (only the nights) so the levels was reduced in number, only three of six planned in the start.
- In my opinion, bad theme
Seriously, what kind of theme is 10 seconds? I hate be a hater (excuse the repetition), but was one of the worst themes in the votation, “Death is useful” or “You must leave it behind” would have been a lot better.
10 seconds is nearly to obligate to create a game that hurries you and I hate that type of games :/.
At least have been better than “minimalism” ¬¬
- My english level is ridiculous
Yes, and because it I commit some typos on the game. I would apologize to all the people who is leaving their eyes on this text. Seriously, sorry.
Thanks for read!
AUDIO, ART, PROGRAMMING
IT’S ALL STARTING TO PILE UP!
We’ve already had to cut corners to save some time, but will we have to cut planned ideas? It’s the final day and we’re gonna give it all we got!
We will announce the name of the game and our implementation of the theme in a later update.
No time during this weekend.. real life,
I only had 6-8 hours I spent working with Away3D and Flash Builder. My plan was to make a FPS-like game… I may work tomorrow a little and submit a Jam “game”… If I receive enough hearts in this post .
This is what I have so far: simple FPS camera ( a la Wolfenstein 3D), blocks and slide-collision,
Click image to play, move with arrows (shift to strafe).
So, I’m finished with my entry: ‘Grig Saves Time’ and I gotta say: I’M FEELING AWESOME!
This has probably been the most fun Ludum Dare I have done, and I feel like I got a lot accomplished. The best news is this: I know I can do it better next time!
That’s right, I dedicated a lot to the development, but the platforming code could have easily been taken from basecode. I’ve done velocity, collision, and keyboard input almost exactly the same in a few other games, and decided I should just put all that into a library and use it as base code for future platforming. The point is, it was not outside my comfort zone, and I spent a lot of time just working out the odds and ends of how I wanted to portray the story. It took the whole weekend, however I did break for dinner and time with my sweetheart last night, and for church today. I slept a total of 14 out of the 48 hours. It’s possible that I make something even more amazing next time.
The storyboards are probably my favorite! It felt good to have a heavier narrative, even in a 48-hour game. Heavier, as in, more than one screen to explain the story, the premise, the reason why our fantasy creature is even going around jumping and attacking.
Livestreaming on twitch.tv: This was the first time I have ever used livestreaming, and it definitely had an impact on my computer. Compile times went through the roof, and I had to deal with wearing headphones to get rid of echo. The friends stopping by to chat was great, though. I stick with the fact that I move around the house a lot, as probably a reason not to keep doing that. Eventually, I can get a computer that can handle livestreaming and compiling and listening to playlist on youtube all at the same time.
So, I want to say thank you to all the friends who sent kind words about my progress, and to those who spent time with me on the stream. This has been, as predicted, the best Ludum Dare I’ve done. Thanks!
My game is fully playable and, so far as I can see right now, bug free! As you can see in this screenshot, though, I need to put the scoring into the game itself – right now it just shows up in the console. Also still like to redo my temp art… there might be time for it. Also more sounds? That’s low priority. Probably won’t happen.
So I ended up going to sleep at 4-ish last night and not getting back to work until 9-ish. Just over 10 hours remaining now, and there’s a lot of code left to write. On the down side, the way I code takes a while to get to a point where it’s possible to really test or see much of anything. On the up side, once I get to that point, things can come together really quickly! Hooray robustness!
In the past half-hour or so I’ve finally hit that point! My parts draw on the screen, and I’ve got about half of the user input handled. Now all that’s left to implement is the actual game rules for how to attach rocket parts, and then to figure out how to score the game. I’ll also need some way to display the final score, which will be a burden since I haven’t prepared anything for that. That comes last though. Play first, scoreboard last.
Here’s a screenshot of my game with the timer going and my lovely programmer art properly rendering to the screen. What you can’t tell from this is that I’ve also added a few basic sound effects! Yay for that!
My game is a working thing with a beginning, a middle, and an end. It needs balance and a score display and a way to reset when you lose. It will have at least two of these things by submission time. :/ But right now? Right now, I am following my coding brain into that great purple abyss we call dreaming.
P.S. — Oh, #!@&… What am I naming it?!