Posts Tagged ‘unfinished’
So, I just published “Venture Ville!” from Visual Studio up to azure at:
Be sure to log-in and check it out!
Also, in the spirit of Ludum Dare’s whole Latin thing that it has going on, we gave our team a motto — wasn’t able to really double check it as apparently, my friend’s who get Latin are out of town. — But Google Translate’s cool with it, so I’ll leave it at that.
I’d throw the source up somewhere, but it’s like 40 MB… maybe my Google Drive? I didn’t see anywhere on the LD site where I could upload it.
Also, I Chronolapsed everything, so I’ll be cutting that this week and hopefully YouTube’d by Friday.
So, I did not complete anything for this Ludum Dare. Maybe next time.
What Went Wrong
- Could not come up with a good idea for the theme
- Sick with a persistent headache all weekend
- Debugging quirks in Unity took longer than expected
What Went Right
- I liked what I made
- The character controls feel good
- The animation is kind of nice
- I think it could have been kind of fun if I had a few more days
I just submitted my totally unfinished text adventure. I just simply ran out of time to implement the story I had planned out. Bit of a pity.
I’m currently working on the windows port.
I’ve polished up what I had, though it’s exceptionally short. I found tarting up the background an excellent displacement activity to avoid actually writing content. Play “White Flag” here.
I’ll let it rest a few days, then add to it. The dialogue system was intended to have internal variables, but I ran out of time – only managed to spend about 12 hours total on this, much of which was learning Stencyl and ActionScript. It’s been good fun though, and I’ve got a good solid template to build a more advanced system on…
I 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.
After losing several hours of work due to a hard drive hiccup ( annoyingly while I was backing up the code to SVN at the time ) I won’t be able to finish this within the 48 hours.. I can’t even release anything just now as it’s currently very broken.
The code I lost was most of the refactored state machine – which worked properly! So I’ve been having to rewrite that again, and it’s not pretty.. specially seeing as it’s not working as well as it was.
I shall be continuing this throughout the week when I get back from work, so I’m hoping to have it finished by the end of the week.. though if I was to restart it, I’d be writing an actual pixel detection routine as this tilecheck system is just hideous!
Once it’s done, I’ll write up a post mortem of what went right, and what shot me in the bum.
Here’s a picture of it’s current state ( clicky for full screen ):
That’s 256 Quirks running around a screen area of 1024×768.. it’s now got a dynamic playfield so if you set the config file to any ( reasonable ) resolution, it’ll create a playfield big enough for you.
That’s it just now.. as a warm up to LD15, it’s highlighted a few issues that I’ll need to resolve to take part properly… but it’s been fun anyway
Apologies that I couldn’t finish in time, but I’ve had a lot of good feedback from this so far, so I’ll try get it done throughout the week.
I just wanted to try something out and its my first time here at LD. Tried to Mashup galcon with minimalism, which I hope is legal.. Its incomplete though, it has a broken AI which I removed from the entry here.
Still not convinced whether I should post this or not. Maybe next time It’ll be better.
what didn’t make it to the game?
the AI Player sound/music, more levels and ending screens, options and obviously better graphics..
you can try it here..
The concept was trapped in a mine with a lazer to trigger sticks of TNT to explode and clear boulders, take out enemies and handy mirror/crystals to bounce the lazer around corners. Oh yeah you were was supposed to have a light like the first escape from Anathema.
It’s been good fun so far and I will finish it off and update, just to see if it will be fun to play!
- Level loading from image
- Player moving on map, collision with objects
- Lazer triggering dynamite fuse
- Energy reducing
- HUD working
- Lighting of tiles, brightness
- Dynamite exploding and clearing boulders
- Lazer/map collision
- Lazer mirror interaction
- Head torch lighting up envirnment
- Throwing Dynamite
- Exit working
- More levels…ect
I spent most of the evening trying to get sprites to work in mode 7, but I haven’t yet been able to figure out how to position them correctly in 3D. There’s no way I can make anything playable out of this in the remaining time, so I’m giving up. In case you want to try it anyway: http://www.wieringsoftware.nl/ld/ld13.html
I still intend to finish this game sometime (or make something else with it).
My game won’t be done on time unfortunately, so I’m pulling out of LD13. Who dares… loses, as it were. I might try to give the next one a shot, and this time I’ll try something a bit more realistic! I knew 3D was a bad idea! Haha. I’m going to see if I can keep working on my game though and see if I can finish it off over the next seven days or so.
I thought about doing a quick 2-3 hour game to be able to still contribute, but I’m already pretty tired so I decided against it. I did get as far as making a screen mock-up though, haha.
Sorry to be on the unsuccessful side of the participants. It was a really fun weekend nevertheless!
I’ve quit a few times since last night, but I never close Eclipse and I continue to sit at the computer. I’m fairly certain that I won’t get done, and if I do manage to get most of the things implemented, it isn’t going to be fun for long.
The main part that is missing is the curves in the road. I had an idea on how to implement them in sprites, but it’s time consuming and I wasted about six hours yesterday fussing with stupid projection equations. I have those pretty much figured out, so it shouldn’t be a problem next time, but this time it was valuable time wasted.
I may give it some more time, but likely nothing submitted for me this time around.
Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…
I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…
I tried thinking out of the box and failed miserably.
The theme was growth, I thought of the idea of crystal growth and pretty much made an incomprehensible game with crystals in it. Hardly anyone figured out how to play the sodding thing. The final insult was that I ran out of time so you could build yourself an army but had no-one to fight.
The bright side was I was quite pleased with the overall look and User interface. It’s a basic RTS engine with minimap and group selection, resource collection etc.
Some of the development was stalled due to me not knowing how to debug. I wrote the game In Blitz max, having downloaded the demo version on the thursday before the compo. I didn’t figure out how the debugger worked (or even that it had one) until sunday.
Insanity was my entry to LD4. The topic was “infection”. My idea was somewhat far-fetched and only in the story – the home town of Ian the janitor is befallen by an infection of insanity – so he has to beat up all the scientists at his workplace to find the cause of the infection and a cure.
Since I messed up the base engine (tried to somehow stuff the 3D into 2D), I wasn’t able to finish. There’s just one level with place holder graphics, but the level can’t be won and so the story never reaches its conclusion.