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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘screenshot’

Super Animal Friendship Club

Posted by (twitter: @jarnik)
Sunday, December 18th, 2011 11:07 am

I had other things to attend this weekend, therefore I have set aside a few hours for LD. Thinking vaguely about the theme yesterday and coding now for about 4 hours, it’s my pleasure to introduce you Super Animal Friendship Club:

 

PLAY ONLINE

TODO:

  • sounds and music
  • difficulty

Adventures in Game Balancing

Posted by (twitter: @KitchsTweets)
Sunday, December 18th, 2011 8:30 am

I call it Hardcore mode… but I think it may be a little to difficult…

(The skull boxes kill you, by the way…)

 

Terminal Shot

Posted by (twitter: @frimkron)
Sunday, December 18th, 2011 6:13 am

I went to bed early and woke up late this morning, so not a great start to Sunday. I’ve started hurriedly putting my game’s content together now, after probably spending too much time getting utility functions in place. I just about have enough to show a screenshot now!

Now if you’ll excuse me I have about 6 hours work to catch up on!

Second Night – Second Screenshot

Posted by
Sunday, December 18th, 2011 2:57 am

I don’t feel like I’ve accomplished very much today… so I’m going to take the time to list what I’ve done. Maybe that will remind me.

  1. Finished the zoom feature (in and out via mouse wheel)
  2. Added HUD
  3. Added health / health bar
  4. Added health regeneration via pickups
  5. Added 5 additional inventory items along with HUD/counters
  6. Added important set piece
  7. Created Day/Night system (10 RL minutes = 24 hrs in game)
  8. Created dynamic lighting for night
  9. Constructed particle system
  10. Changed tree / rock sprites to be more cohesive with the rest of the tiles / objects
  11. Converted resource-hogging objects to static tiles
  12. Tweaked player collision system
  13. Adjusted layering system

I still have a LONG way to go if I’m going to implement all of the features on my design doc… especially if I’m going to make time for music/sfx… which is a MUST, imo. So here’s what I have left to do on the design doc…

  1. Create at LEAST 12 more inventory objects (code + sprite + counters + player variables)
  2. Create stamina system
  3. Create tool system (hammer, axe, fishing pole, etc)
  4. Create crafting system
  5.  Create randomly respawning resources for DAY+1 events
  6. Create title screen
  7. Create death/lose scenario
  8. Create winning scenario
  9. Draw a very crucial set piece
  10. Create SFX / Music
  11. Tie it all together with a story sequence?

Yeah… that ain’t happenin’. I need to find out what features to cut and FAST. Tomorrow needs to be an incredibly productive day if I’m actually going to pull this off. I’ve never really ‘finished’ a Ludum Dare before… all of my games end up as tech demos or incomplete nothingness with no end / purpose. I want this to be different.

I will leave you with the latest screenshot from my game, AB-ALONE

End of Day 2 Update

Posted by (twitter: @kennygoff)
Sunday, December 18th, 2011 12:58 am

So, after a good night’s sleep after the theme was announced, I scrapped my original crappy idea, and came up with a new one! Unfortunately, a final exam during the day, and a trip to NYC that took 4 hours slowed my progress and I’ve only just done any significant work tonight.

The premise is just to have a bunch of small rooms with variations of things that happen in life. The theme, alone, fits in with most of the rooms, such as repelling others, being completely alone, and even building (and breaking) relationships.

SOLITUDE: The starting room for every round.

All the rooms are randomly generated, and I’m currently spending the rest of the weekend just adding more and more types of rooms, to make each play-through unique.

For now I don’t what I’ll call the game, but I’m leaning towards Solitude (the name of the starting room), or Alone In A Crowd (another of the rooms).

With just 18 hours left, and the fact that it is almost 3:00 am here, I’m going to get some sleep, and tackle the rest of it tomorrow.

Knock – Work In Progress

Posted by
Saturday, December 17th, 2011 10:55 pm

Finally removed the Googled photo. The photo I’m using now was taken by me. Now I’m legal :)

 

Adding features, building the castle

Posted by (twitter: @Furyhunter)
Saturday, December 17th, 2011 10:00 pm

So far so good. I’m coding in new types of tiles and I’ve finally managed to get the light code working perfectly in all conditions. After I’m done implementing the various gimmicks, it’s time to start filling out the castle (and probably redo that character sprite, too cute lol).

Maybe I can program a cool distortion shader for the character sprite. Or use fog particles to indicate that he/she is ephemeral, like a ghost. And I’ve got plenty of time to make it all, after downing this Monster!

 

Alone with myself

Posted by
Saturday, December 17th, 2011 9:21 pm

null

Going pretty well.

Not alone after all

Posted by (twitter: @codexus)
Saturday, December 17th, 2011 9:11 pm

Braaaaaains!

So I finally have my zombie all rigged and ready for animations. I lost a lot of time in Topogun doing the low-res version from the ZBrush high-res sculpt. It was the first time I used Topogun and it was a really slow process :/ Also I had some problems with the Rigify auto-rigging thing in Blender, I’m not sure what happened but last LD it worked right away. Unfortunately I have not used it since then and I must have done something wrong this time. All sorted now but I’m far from having a game done. It already looks like I’ll have to do the jam instead of the compo.

 

 

Kitchs Saturday

Posted by (twitter: @KitchsTweets)
Saturday, December 17th, 2011 9:02 pm

26 ours in and I’m ahead of schedule.

Meant to spend sunday working on music, sound, menus and what not… but got a big chunk taken out of that today.

Have lots of balancing to do…  Right now, it’s kind of boring just shooting the crap out of a big green blob…

At least now it tries to kill you..

 

and kittens…

Progress report after 24h

Posted by (twitter: @Kableado)
Saturday, December 17th, 2011 7:46 pm

I think i have finished with almost all the gameplay elements. Now I’m planning the rest of the graphics and starting with the sounds.  So now the status is:

  • Player –  Gameplay done – Graphics pending - Sounds pending.
  • Columns - done!
  • Floor - pending. (fix border tiles)
  • Barrel – done! - Sounds pending.
  • Spikes Hole – done!
  • Spikes Hole filling with Barrels – done! – Effect pending
  • Lava Hole – done!
  • Arrow Shooters – Gameplay done! - Graphics pending. Sounds pending.
  • Arrows – Gameplay done! - Graphics pending
  • Boulder Dropper – Canceled.
  • Boulder – Canceled.
  • Save Points – done! - Graphics pendingSounds pending.
  • Exit Point – done! – Graphics pendingSounds pending.
  • Menu - pending.
  • Intro screen – pending.
  • Game Over screen – pending.
  • Ending Screen – pending.
Here is another screenshot:

I have put the Alpha1 for testing purposes here:

Lonley Ruins – Alpha1. This version is for windows and linux.

24 Hours Down

Posted by (twitter: @incobalt)
Saturday, December 17th, 2011 7:17 pm

After 24 hours, I have something that resembles the whole of the game.  The remaining hours will just be for polish and adding features.  Really happy with myself at this point :D

 

The latest demo can be found here.

 

 

Knock.

Posted by
Saturday, December 17th, 2011 6:30 pm

Inspired by the shortest short-story ever written, by Fredric Brown.

The last man on Earth sat alone in a room. There was a knock on the door…

First day

Posted by (twitter: @kumber1)
Saturday, December 17th, 2011 5:50 pm

Closing my first day. The mechanics are in place, it is slightly playable. Tomorrow I’ll finish the entities and I will concentrate on the graphics and levels.

Hope everyone is doing well too.

Good night to everyone!

Pic or it didn’t happen

Posted by (twitter: @Gib)
Saturday, December 17th, 2011 5:06 pm

SCREENSHOTS ! Kinda.


I can’t decide myself on a style for the character, so I’ll eventually draw him as a big dumb blob. Damn, character design is such a pain.

 

An official title!

Posted by (twitter: @IamJacic)
Saturday, December 17th, 2011 3:14 pm

My game is officially known as “EpiCat”. Why is it official just now? Because I started the title screen!

Tiles Stuff

Posted by
Saturday, December 17th, 2011 2:57 pm

null

There’s a controllable character, but it’s not shown here.

Nameless Game

Posted by (twitter: @galman33)
Saturday, December 17th, 2011 1:02 pm

Wow!

Our game looks very cool!

We still have to add some more levels, platform types and graphics, But the main gameplay is fully working!

Play The Game Here

Watch The Live Stream

Please Help Us Choosing A Name For The Game!

Alone? First Screenshot

Posted by (twitter: @codexus)
Saturday, December 17th, 2011 1:00 pm

Are you sure there is no one there?

Slow progress on the environment…

Modeled in Modo, textures with Photoshop and FilterForge, rendered in Unity

Progress report after 17h

Posted by (twitter: @Kableado)
Saturday, December 17th, 2011 12:14 pm

I guess the first bad impresion about the theme was unfounded. After some thinking I found a feasible idea. I think the coding is going smoothly, even after some struggles with the typical problems of coding in C. The art is coming in nicely as well. Here is the first screenshot.

 


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