Now, the most difficult part, level design!


Starting to feel the presssure! A lot left to do, but a lot of progress to show!
Here is the current version of the "game case" and the mechanics inside are fully working now.

I have a LOT of audio to make, some music to compose and a few 3D models left too. I want to put the credits on the underside of the case so the player can flip it over to see them! also... if I have time.. I want to put it into a room so there is an environment for it :D
here goes the final stretch! Good luck everyone!

Are you ready to face our most talented champions in he arena ? :trophy:

Gameplay is done, main loop still to do.. Look like we are on time for tomorrow's arena grand opening ! However we...
You can try our combat prototype in your browser directly HERE : https://furaune.itch.io/ld54-test
It is only in two player mode however... So grab a friend, give it a try and please leave us all your feedbacks belows ! :heart:
PS: This prototype can be playable with both player on one keyboard :keyboard: or with a keyboard + gamepad :video_game:

(Yeah no, we really need to find a real game name....)
time well spent!

Getting really close! ``` Todo: - Different Robot Types - Robots collide - Subroutines - Wait Instructions - Remove Nothing orders from instruction lists - Jump Next Level button on complete Reset Level button on complete - Save high scores - Display Complete and High Scores on the Menu - Don't allow subroutines to call subroutines Music SFX
```
Squashed all the bugs I've found so far. I have a bunch of polish stuff to do over the next few hours.
Polish:
-Animations for movement
-Animations for jumping
- Main Menu
Improve Screen Transitions
- Robots teleport when complete
- Starting Creation Juice
- Add Reset button to Instructions scene
- Menu on Game Screen
Add a delay between the last robot hitting the teleporter and the level ending
How to play screens from the menu
Background
Home stretch all you compo people! You got this!
Day 2 is going well on my "coffee break grand strategy space conquest" game. Here's how it's looking:


Here's how the three systems are shaping up: - Battle Screen - Mostly done, just need to fix some bugs with the enemy AI and get it to recognise the win/loss at the end battle. - Map Screen - Today's focus, this is getting close to done. Main things left are spending resources to reinforce fleets or deploy new ones. Oh and there's no enemy AI here yet. - Card System - This is the goal for Monday. I really want the battles to have a card aspect so you don't get to choose exactly what you do on every turn, I want the decision making to be more about "how do I work with what I've got".
This was always going to be a three day jam for me, and I'll be entering in the extra category to opt out of judging. However right now I'm feeling good about getting a playable game done before the jam finishes.
I'm also cautiously optimistic this might be fun enough to work on post jam. I think with some more development this might be a cool game. One step at a time though so the goal is to get it completed to a jam level.

Hey there, everyone!🐧
We're bursting with excitement to introduce you to our latest gaming creation!
Meet the ultimate snowman slinger - FROUST!
Roll up your sleeves, grab your mittens, and embark on this chilly havoc! 🎮❄️⛄
Warning: Сhuckling hazard

Phew! Productive today aren't we? I'm quite proud of some of these lol

For context, I'm making a small pencil doodle for every game I play and rate. Here are this page's featured games:
Our game works in web browser and has an online high score. Can you beat the score?
https://ldjam.com/events/ludum-dare/54/limited-in-space

Hello friends!
Glad you all are playing Actionmart at the Awesomemart: Starring Action Matt. Just a quick update to those of you having trouble figuring out how to turn the lights back on and survive. I didn't want to do a game update during the voting period, so hopefully I'm catching you with this post. If not... tell your friends.
I did my best to base the Awesomemart Super Store off of a real Target Super Store, so on the right side of the store there's where burgers spawn (There would've been more food types, but I was bug fixing until the 11th hour).

In the far back of the store is the electronics section, where the emergency generators are. There's a giant Awesomemart sign in the back, that's next to impossible to see when the lights are out, and because of muscle memory, I just pasted the instructions to say "By the sign". Which chances are you didn't see.

And in the front left of the store, is where you refill your ammo. Unfortunately because Action Matt decided to go in to the Awesomemart without a backpack, he doesn't have enough room to carry ammo, so you have to keep refilling when the gun is completely empty.

I've had a goal to get 40 ratings for ludum dare, as of writing this I have 39! If you're reading this could you please rate my game. https://ldjam.com/events/ludum-dare/54/pong-begrenzt

Three years ago i created a list of tools and resources for game developers! I think it is a fantastic way to find new tools that you may need to make your games better :grin:
Feel free to add your favourite tools to the list by commenting or by creating a pull request!
https://wujood.github.io/awesome-gamejam/


After much positive feedback and good initial results, we've decided to develop a full version of Dwarf Looter! The full Steam version will be more polished and extensive, while retaining the game's core strengths!
Of course, while waiting you can still play the Jam version: https://matthieu-riboulot.itch.io/dwarf-looter

Considering the short time I had to work on this game, I'm pretty happy with these results. It's not my best score but it's still above the average of my previous entries.
I played a lot of very good games during this Ludum Dare :smile: Congratulation to all participants!

I made a post-jam version with rebalanced difficulty and some small additions. Thanks to all those who played and commented, your feedback helped me a lot!
You can play here: https://vyndilis.itch.io/less-space

This was so much fun! Getting a very quick :bulb: moment for the theme helped me get going. I came up with Space LTD, a generic space services company simulator, which is the theme reversed sort of. Here's the timelapse, with lots of notes below: https://youtu.be/Sky141NOvDk
On the lapse, you'll notice sometimes the left screen goes black. This is when I have that monitor switched over to the xbox. You'll also notice alot of flashbangs from old visual studio. This was kind of unavoidable as I had to use a windows xp virtual machine to code for the original xbox.
So going into this I knew there would be a few timing challenges so I opted for the 3 week mode. There was the overwatch league grand finals, motoGP and an emulated everquest server I had been looking forward to for a long time launched the same weekend.
Stuff I didn't anticipate was a big family gathering 300 miles away, and a death in the family + funeral and such. Then the weather had a bit of a cold snap and I had to abandon my office (and my xbox) for a few days. If you've played Rimworld you know what I mean :)
Codewise I started mostly with nothing, but referred back to my github stuff in both C and C# format. I have some basic collada tools, bsp map compile stuff, a shader library and such. None of which were compiled for xbox. So I spent quite a lot of time just getting text drawing on the screen.
Some of the code challenges I ran into were my usual yaw/pitch/roll camera not working at all in space. Fixing that was just changing any pitch/yaw/roll change to be relative to current orientation. There is no "up" or "forward" just where-am-I-now? Quaternions are great for this, but the old xbox math libs were missing alot of quaternion stuff so I had to go hunting for a few functions to steal.
Physics were the next big one. I was going to just fake some simple velocity and thrust and such but the numbers would quickly go haywire and it was hard to show onscreen data like G forces. I ended up porting over an implementation I had done in C# of Gaffer on games's great physics articles: https://gafferongames.com/post/integration_basics/
That got me thinking (and googling) about power requirements and heat and fuel and so on. We are a long way off from decent space travel, and it mostly comes down to getting rid of heat. I had to assume superconductors had been invented to even get close at decent amounts of thrust.
Then there was the extreme scales of space. A shuttle being a few dozen meters and gas giants being 50 thousand kilometers across. I ended up going with "sectors" that were 64 thousand floating point units across + and -, and then INT_MAX of those, so around 2000 astronomical units of space for a star system. Not enough for the furthest out bits of the Oort cloud but plenty for a game.
I ended up using a megameter scale for huge stuff like planets and major asteroids like ceres. These draw first as I couldn't image anything big enough to draw "behind" them. Then I change projection matrix, clear the depth buffer, and draw the close stuff. This worked pretty well.
I did one realtime journey, but I cheated and gave myself an enormously powerful engine that would accelerate at 30 thousand G. Even with that it took a few hours to do a 7 AU journey. Space is big!
Here's the Git: https://github.com/Kharzette/GrogTestXBOX
There's not much art assets really. Just a font and a couple dozen AI generated gas giant cubemaps. Oh and a terrible shuttle I made in blender in 5 minutes.
Remember DETOUR, my puzzle game from previous Ludum Dare, about robot on a wire?

10+ "worlds" with different mechanics, 100+ levels to wrap your head and wire around (haha, get it?), and my infinite love towards good puzzle mechanics and levels.
See you all in a month or two for a demo, and in half a year for the full release!
And look at this gorgeous poster:

Much love <3
Nozomu
I finally uploaded the music I made for "Claustrorush", our LD54 entry with @marcoleric !
You may find it here : https://youtu.be/qR7jx4uw4cI
PLAY THE GAME : https://teampebble.itch.io/claustrorush LDJAM ENTRY : https://ldjam.com/events/ludum-dare/5...
Thank you so much for all the positive feedback!
Cavescape ranked 259th and that was the best ranking my team has ever achieved!
This time the team was great in -both- size and skill and there were loads of assets and plans that were left unused as our time ran out... So we decided to make a DLC-edition where we added all the missing content. So don't mull over what could have been, download the DLC and try for yourself!
https://youtu.be/tSt2gJLZH7Y
Featuring: - Speedrun Scoreboards - Controller selection - Enemies - Destructible obstacles - BOSS FIGHT - Loads of bugfixes - Quality of life tweaks and balancing according to your comments!