Posts Tagged ‘screenshot’
Wow, time’s flying. My friend I finally named our game, entitling it “Melody’s Long Ladder Home.” Hooray!
Today we fought our first major issues (first serious frame rate drops and than later items disappearing) and got through them both OK. We finished laying out the map and play pieces this morning and than spent a huge chunk of the rest of the day proving to ourselves that our game was beatable. It took us hours of play testing and countless revisions but we did it. Here’s a quick pic from the game to wrap this up.
Well, as nice as we can, anyway.
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:
This is a very simple game. Your goal is to connect two worlds together by expanding or shrinking wormholes. Mostly expanding. The score is based on how many wormholes you used. The more wormholes, the less your score.
Here is a animated GIF showing the simple mechanic of the game:
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”.
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.
Finally some movement and basic IA. Imps are running after us !
We switsched from SDL to SFML, and it’s waaaaaaay easier to use.
By the way, lunch is a great moment to think about gameplay.
DarksteelPenguin, ioa42/Coldman07, tchassin
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.
Haven’t done an update yet, so I decided to finally do one at the halfway point! Adding some pictures of my progress so far!
Image One: First level! woo! Image two shows what the end of a level looks like. Image three has enemies added! Yay enemies! And level four shows a puzzle element used to unlock the door at the end of each level.
What I’m working on next is getting an intro scene so that it’s understandable how/why these are two connected worlds! Having a blast in my first Ludum Dare!
So, day one is over.
Coming up with an idea was pretty easy.
Coding the prototype was a piece of cake. Unity <3
Arriving at a graphical style was a friggin’ struggle. Went in a bunch of directions before I arrived here. All in all, I think it looks pretty good right now.
Was supposed to have a white cat as the main character.
Drew and animated it but everything fell apart when I was trying to get the idle/run/jump animations to fade seamlessly between each other.
I couldn’t figure out the BlendTree stuff in Unity in a reasonable amount of time, so I gave up. </3
So now, the main character is a glowing white box.
The gameplay is nothing revolutionary, a mix between portal, vvvvvv, and ibb and obb I guess.
Hope to be able to make up for it with gamefeel and atmosphere.
Most of the time have been spent on graphics and tuning the movement.
Really need to get going with level design.
But that will have to wait for tomorrow!
Hope you like it. Feedback is appreciated!
Hannes out. Peace.