Posts Tagged ‘sleep’
Harder than it seems!!!
So for this my first Ludum Dare compo, 16 hour and a half hours or so left and very little in the way of progress. Yeah I definitely won’t be finished without some miracle code. And a substantial jolt of energy.
I wasn’t as prepared as I thought I was, that’s for sure. Not giving up yet and hopefully will have something to show for my time spent. I was able at the very least, to come up with a game idea, work out tons of design notes for a promising framework which I will definitely improve upon before the next compo and have it released and ready to go.
But there is still time for me to at get something done, so wish me luck.
G’Night all see you in 4 hours hopefully.
Sort of a Game
Sunday, May 1st, 2011 8:19 pmI sort of got some kind of playable thing together by the deadline – more or less.
It was nowhere near what I wanted it to be; no audio, no real gameplay other than a quick boss fight, no titles, no ending… But I guess the graphics could be a lot worse.
I’m going to work on my game more tomorrow and probably enter it as a jam entry, too. I’ve also got to edit my timelapse together. But now, sleep.
Naptime News
Well… I can’t fight it any longer. I’ve got to take a nap. Hopefully ~3 hours will be enough to let me get up and go for the 12 I’ll have left to finish? I’ve been continuing with the good progress though! I’ve got scrolling ground and rocks spawning now. Next step’ll be to add collisions with obstacles and the edges of the screen. Then it’ll be time for enemies and attacking! Hooray! (Oh, and the status bar thing) The end is getting towards being in sight! I’ll post a video as soon as I can A: figure out how to and B: have enemies + combat.
Maybe I’ve already fallen asleep in my chair, and the progress is just a dream…
Day 1
It’s been.. 9 hours! I’ve amassed 500+ screenshots and settled on something achievable! But this is just a milestone..
I have myself a temporary menu/state handler, and a good deal of prototype code – I spent 2 hours after the theme was announced brainstorming and had a lot of ideas to balance out! Here are some ideas which came out that I rejected:
- Implication of danger/attack (intense atmosphere)
- Items of power (balanced gameplay is important to me)
- Paranoia
- Emotional independence
- Clones
- Dying if alone
- Wildcard: honeytraps
Here are the idea I’m adopting:
- Survival
- Trails (tracking or tracing paths)
- Distractions/focus
- Context sensitivity
- Separation
I made some concept art with some distorted perspective which I’m growing fond of.. I think an extra dimension will bring it more to life?
Either way – sleep is next on my agenda.

Sleep.
Cavernous
I was expecting burrowing to win for some reason so it came as a bit of a shock when the theme announced from the voting was caverns. I think it will take some careful thought and inspiration for me to find a game that I’ll enjoy doing that won’t just be a clone of so many of the other cavern themed games it seems I’ve played in the past and even recently with games like Spelunky in the popular collective conscious. I’m pretty tired from a long day so I might just retire early and sleep for a bit on the theme. My subconscious works fairly well on game themes so I’m hoping if I relax and brainstorm a little as I drift off to sleep I’ll have some inspiration. Good luck everyone, LD15 has begun!
Sleep

The compo starts at 5am here in Europe… I intented to sleep a bit before getting to work, but I couldn’t close the eye. Too much excitement I guess… However, managing sleep is probably an important part of the competition. Working tired gives bad results.
Time to sleep
Idea is ready.
Opengl code for graphics is ready (i do windows .exe totally in linux
).
Time to sleep now, when i wake up i just implement the idea and be happy about it, maybe even add sounds if time permits
Hopefully catching some zzz’s will heal up cold I caught just in time for LD11…
Wish me luck, if I succed you will have a kick-ass game
Sleep
Friday, April 18th, 2008 4:36 amHeli bowling
Saturday, December 15th, 2007 2:49 pmFarseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.
Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!







