Posts Tagged ‘wip’
Sorry I have not posted any update yet… I’m soloing the jam here’s a little screenshot teaser:
On the todo list for today: more levels, sounds, music, better character animation and some props and more varied textures to make the levels prettier.
Ok, so I have not posted a screenshot before. Mostly because I got started very slowly at first and focused on the programming first which I think is really a mistake for me. I only get interested in my game once I see something shiny on the screen. Also I can rush the code, ugly code doesn’t matter but I can’t rush the graphics. Though I admit I did once again lose a few hours on subpixel details that nobody will ever see (played with the dDo beta a bit, but you’d need to see the character really close to see that)
Anyway I have obviously decided to target the jam which allowed me to use photo textures from cgtextures.com which was a great help for the buildings. But there is a lot to do on this game before it can be released, can I do it all tomorrow? Probably not :/
I knew that I wasn’t going to finish this game in 48h. I tried anyway so that I have a chance to finish in 72
So here’s a new screenshot showing the main character and the rabbit!
Here’s a progress shot of level generation (main play area is constant, extra ‘bits’ are randomly placed. The WIP GUI has been hidden.
Enemies will approach from the upper-right, and the player (Purple cube), will attempt to prevent them from reaching the sparkling barrier separating them.
More will be explained over the next 13 hours. but some teasers are:
- The play area follows the “Parallel Worlds” theme.
- The player has cat allies (3 max, not 1000…but we just need 334 players….)
- The cats evolve both through active and passive means.
So as usual I’ve started something way too big and I’m spending all my time playing with texture tools and things like that. So no game yet but I have a floating head. How cool is that?
Behind the doors are supposed to be the game areas, they don’t exist yet. Also I’ll probably need to abandon my 3rd person idea to save time on the main character even though i already lost some making the camera and controls for it. There is a good chance I’ll have to submit in the jam category.
Here is the progress of my game : Game Console Story.
As this name implies, the game will talk about the evolution of the game consoles.
It is a “grow game” : you start with the Atari 2600 then you do grow this console using technological advances on it. The goal is to achieve the best console ever.
I made the organization chart, a bit of code and 2 little assets :
Almost 48 hours after the beginning of the Ludum Dare, we have found a name for our game :
Super Tiny Adventure
Here is a screenshot of our Game :
We still have a lot of things to do :
- Create a definitive level.
- Write the dialogs of the last quests.
- We need to implement the interactions with the world.
- Remake some Graphics.
- Implement the dialogs and the variables related to the quests.
But we have a lot of thing done :
- Found a name.
- Coded the dialogs.
- Wrote the most part of the dialogs
- Drawn the sprites of the NPCs
- Voted in the french elections.
For the second time, we are in ! And we henceforth have a name for our Jam Team : getRandomName() ! NB : Our previous participation.
Here is the setup :
- Eldaryze as programmer and sound designer
- Enimal as game designer and level designer
- Oxydam as game designer and level designer
This is the actual state of development, after almost one day of work.
As you can see :
- We are using Flash – with the famous flixel framework.
- It’s a one screen game without scrolling. All will be in the 800×512 window.
- It’s a 3/4 view rpg – even if the perspective isn’t always regular. The small 3×2 black rectangle is the player.
- Some graphics need to be remade.
- We have to implement the NPCs and the interactions with the world.
- We should enhance the game with chiptune music.
- Find a name !
That’s all for today. Good luck everyone !
I hope, I am doing this the right way with the screenshots ??
Ok, so I’m making my game in Unity3d and it’s about a giant person trying to navigate around a city. The player will be able to choose which way to play the game by simply destroying everything or navigating carefully. When the player destroys a building the player loses points, and the points go up the whole time so a player aiming for negative points has to be stay productive to keep the points down. In contrast, a player aiming for positive points will try to hit as few buildings as possible and carefully navigate through the city. Every time the player gets to a destination the player gets a point bonus.
Here’s what I have now! I’m going for a pixelly-low res 3d kind of style because texture painting goes much faster that way and I can get a visually appealing game in a shorter amount of time.
“Tiny World”… I have to admit at first I was at loss. I only had one idea : a tiny planet with a man running/jumping around it but wasn’t satisfied with that. And with thinking, other ideas came, and I remembered a game concept I had last year about nuclear fission and atoms and neutrons and chamber of reactions, etc… So I thought “that’s my tiny world! The worlds of little particules trapped in a chamber of chimical & physic reactions.
Here is the plot : A mad scientist decided to take revenge on the whole scientist community. He works secretly on crafting the ultimate weapon, making electrical/chemical/physic chain reactions betweens atoms, electrons, neutrons, protons…
What you’ll have to do : In the chamber of reactions, you’ll move differents blocks of various material to make bouncing or not your reactive elements. The more collisions between reactive elements you make, the more powerful your weapon will be.
Gameplay : you can only control 2 cursors with Z(or W)/Q(or A)/S/D and UP/LEFT/DOWN/RIGHT to move reflective blocs. Those blocs have different physics property making them more or less bouncy.
Here is my gameplay-check test : http://ailys.fr/LudumDare/LD23-TINYWORLD/
Screenshots : https://plus.google.com/photos/110762901602170067395/albums/5733701130733892801
Feel free to give me feedback. Now I’m going to graph this then it will be feedback and level design time \o/
Oh, by the way, it’s not bug-proof so… if the game freeses, let’s say it’s a feature :p
Here’s two work in progress builds – one from yesterday evening when the site was dead, one from just now.
The game is called ‘Vault’ and it’s about a bankvault style prisonvault. The gameplay is iffy, really only interesting if you try to optimize your moves, which is why I decided to spend a really long time figuring out how to integrate Mochi leaderboards. Now I got to add a few new hazards and make levels…. and sound and music. Phew.
‘Dunkrik the Great Escape’ WIP.
I’ve just got this to appear doing it all the wrong way round this time, modelling, graphics interface then mechanics.
Going for a Jam entry.
No gameplay yet v___v
well, almost 13 hours left!!
Just some placeholders and a skybox. I have some helicopter controls working but I’ll probably want to spend time improving them.
Here is a little screenshot of some work-in-progress for my Ludum Dare jam game. It features Molehill (Flash 11) hardware accelerated 3d graphics and is using only about 20,000 polies. The terrain is generated on the fly using a heightmap jpeg image and is textured using the “splatting” techniques for detailed textures that fade from one kind to another depending on altitude. The car physics “works” but is rather floaty and (so far) extremely unstable. You can drive around the terrain and perform some crazy huge jumps and stunts, though right now you tend to flip over very easily and can’t die. I’m getting fabulous performance: it never dips below 55fps and runs fullscreen on my HD 1920×1080 monitor plus the CPU usage stays below 25%. Not bad for Flash, overall. Hopefully I can put in some actual gameplay (eg. enemies? weapons? score? gameover?) after I take a little break. Wish me luck!