LD27 August 23–26, 2013

Huh? I’m done?!

I think I’m actually done…

I got everything in my bomberman RTS game I wanted to get in. So I’m… finished? But this can’t be! How could I actually “finish” a Ludum Dare game?

I think I’m going to think on this for a while…

 

In the meantime, enjoy a screenshot!

bomberman RTS screenshot

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Isn’t she a beauty? <3

Tags: #7DRTS, bomberman, RTS

Comments

26. Jul 2013 · 15:55 UTC
Damn that looks ready to ship. Gorgeous.
26. Jul 2013 · 16:33 UTC
Hope you realized that the theme wasn’t Minimalism this time? :)

Gratulations on finishing! If something like that exists.

Weighted path’s and purple dots.

I have a day job, apparently its also a night job now so I’ve only had about a day and a half on this so far.

Still confident i can get something done before deadline though.

Implemented the weighted pathfinding system and the single/multi-selection…..so that’s nice.

Originally I was planning to use rain{indie} to do the path finding but I was not at all familiar with the library and it turned out to be easier to just implement weighted a* myself.

path Despite how sparse it looks I’ve actually got quite a bit of the code done, i just need to hook it up to the graphics now.

We shall see.

Streaming Day 5 Of 7dRTS For A Little While!

Hey Everyone,

I’m going to be streaming Day 5 of the 7dRTS for a short while, you can check it out here: twitch.tv/0creds

Hope to see you there,

– 0Creds

Day 5

I’m now at the stage where I wanted to be yesterday morning… networking works and the multiple client stay synchronised. At least it supports up to 8 players. But this does mean that I’m going to have to make a very sad announcement. Network coding has to be 438.4% harder then I originally thought it was. Although I can say that what I’ve got is fairly stable now, I foresee very many problems tomorrow when I implement the placement of tiles. So much so that I can’t see this finishing in any sort of playable state by Sunday. But fear not. I’ve got another week to work on this game afterwards, even if I can’t submit before the deadline. So hopefully, by this time next week, I’ll have something playable (yay). Most of the progress was on the code today, so I think some code stats are in order for now:

  • lines: 3359
  • files: 67
  • largest file: 498 lines

What’s the size of your projects for this miniLD?

team tartan paint day 5

Hi guys Faisal (Team Leader/Designer) from Team Tartan Paint hear again to show you the progress for today.

Character Art

Currently Jurgita has been working on animating characters, the walk cycles will be roughly 6 frames, as will the death and attack animations. The simple pixel style lends itself well to low frame animation.

frames showoffff

User Interface

Since Stewart has finished most of the environment art and has now moved on to finishing the User Interface. So far he has been able to produce more instruction screens and a new pause button, with rollover and click variations. And some buttons for the title screen.

pause click

A few more instructions screens have been created detailing the various units and user interface elements

nature units 1 fire units 1 water units 1

combat modifiers 2 advanced element hierarchy

I have also been working on the Main menu which now lets you see the credits and has a bonus screen, which will contain some unused assets and concept art.

There is a splash screen for the title in the works, but that’s categorised under `polish` if we have enough time.

Heres a sneak peek at the health animation, a crumbling statue of a gods arm. The final version will have animated crumbling dust

arm health anim

Code

Zac has been working on more behind the scenes formulas for the combat and currently has combat play out.

Though some tweaks will have to be made to enhance collision and insert animation.

newest prototype

Tags: team tartan paint

Cherrys To Cherrys: 7dRTS [UPDATE 2]

 

 

 

 

 

 

 

Along with visual improvement,

I added a handful of console commands, useful for debugging :D.

rts3-1

 

Units fight eachother, It’s nothing new but i have improved it a lot since before. They now all have semi random attack speed and damage taking delays.

rts3-3<-I added that nice new little mini island to the middle of the map

When units enter the water they instantly mount to a cherry for naval transportation. If thou to not have any cherrys? The unit drowns.

rts3-4

cherry voyage

Oh, and the Cherry cannon is in development.

rts3-2

Lobbies!

Lobby!

So, that’s a thing! 😀

Comments

Darkfrost
26. Jul 2013 · 22:50 UTC
And yeah, haven’t put any work on the GUI for that yet :p

7dRTS: MOBIUS Day What?

This is a solo endeavor, and trying to spend a full day working on one game, then coming home and working on this one, with all of the extra curriculars that are going on, at my age, yadda yadda yadda. GUYS THIS IS SO HARD  😀

I’ve made a lot of progress in the past couple of days, but I’ve got a once-in-every-few-years chance to going deep, deep into backcountry on a camping trip with my son, and I won’t be missing that. I’ll be shelving this instead. :(

I leave you with a color comp and the silhouettes of the main “actors” of the game: the whale “fortress”, the crab “turret” (minus his floating rock), and the two flying heroes you could spawn: the tiger and the damsel. The goal was to hit a Darius vibe, but … I don’t know where it’s heading, art-wise, anymore!

Mobius Comp

I look forward to playing the games I’ve seen emerge thus far. You folks are amazing.

Attrition Day 5

Oh my – I had to actually think about what day it was when writing the title to this post.  I just went back and checked to make sure.  Things are starting to fall into place rather well.  I spent most of the day working on multiplayer and user profile management code.  So players can now change their name and have that selection persist between play sessions.  Users can also host and join games.  The player list is sorted by join order which, for now, also determines what starting position you are assigned on a map.  To that end I hooked up networked map loading and automatic camera positioning over the player’s starting point (yay math!).

We’ve already realized that we’re not going to be able to implement everything that we designed at the outset – and we’re ok with that, it was sort of expected.  But we’ve already decided that if you lovely folks here think that Attrition is as cool as we do then we’ll take some additional time away from our main project to finish it up after this compo is over.  The feedback and ‘hearts’ we’ve gotten so far have been super cool – so thanks for that.

Lastly – because networking code dost not a pretty screenshot make – here’s a refinery and a Hammerhead tank.

Refinery and Hammerhead

Jumpstarter, Day 5

 

Today I managed to get lots of little tweaks done, such as fixing crashes, implementing population limits, fixing bugs, adding the minimap and tooltips, and adding particle effects and more visual feedback, and so on.  The game is basically playable, with the glaring exception that the AI is not yet implemented.  I’ve started working on the basics, but it’s rather daunting, as I’ve never done anything like this before.  The weather was also awful today, sunny the entire time, and as a result I feel like I’ve been beaten up by somebody with a hot iron, so I wasn’t at my most productive.

I’m going to try and get some extra sleep tonight, and hopefully wake up fresher and able to tackle the problem that is AI.  I’ve got two days to get it done, really, though I’d like to continue tweaking the game and adding gameplay features as well.

Cross-posted on my personal blog.

Tags: MiniLD #44, RTS

Comments

27. Jul 2013 · 04:42 UTC
ooh, I really like those pixel lines, so crispy and gradienty!

Some new features

Today’s new features:

  • Improved animation
  • Place units using UI
  • Select all units by type (~, 1,2)
  • New enemy mech unit. Like most of the models its thanks to OpenGameArt.org. Sits there and shows hp if clicked.
  • Some Audio but allot is hidden. Will be cooler when units are fighting, dieing or taking fire.

Hoping to have combat ai and building destruction done by this time tomorrow. As always the web demo is available and updated many times a day.

ludum

CITY FALL

Tags: #7DRTS

Comments

27. Jul 2013 · 05:05 UTC
Woah, controls and credits below the web player. I should get around to doing that!

Pillagers! 7dRTS Game Development Journal – Day 5

This article is copied from my personal blog.

I spent a good chunk of the day trying to solve a performance problem. After approximately 100,000 bullets were fired, the framerate would drop to an excruciating 16 FPS.

I was able to figure it out by using Google Chrome’s heap profiling tool. Here’s what the heap snapshot looked like:

I found out that there was a memory leak in the game engine – every time a sprite was created it calledsetInterval but it did not call clearInterval when the sprite was deleted. Ever since I fixed the issue, FPS has stayed at a nice and smooth 60, no matter how many objects are created and destroyed.

Here are some other things I got done today:

  • 9pm – Miscellanous small enhancements.
  • 11pm – Fixed the performance issue.
  • 12am – Added the new thruster sound that Michael gave me.
  • 3am – Added Sandbox Mode.
  • 4am – Added more features to Sandbox Mode.
  • 6am – Added Ctrl+A to select all your ships. Also made WASD and J work the same as arrow keys and space.
  • 7am – Added dogfighting mode.
  • 8am – Added graphics so that ships display their targets when selected.
  • 8am – Added 2 more dogfighting levels. Enhanced manual piloting of Militia ship so that you can use your melee attack.

Here’s a screenshot of Sandbox mode:

Here’s me playing through Dogfighting Mode and messing around in Sandbox Mode a bit:

I have only 2 days left to work. The last day will be primarily reserved for gameplay tweaking, bugfixes, touchups, and testing. That leaves only 1 more day to make actual progress.

These are my goals for tomorrow:

  • Add a rotating turret to the flagship.
  • Add a civilian to Level 1 and use that to explain the Move command vs the Engage command.
  • Add a dogfighting level where there is an ongoing battle and you have to rack up a certain number of kills to win.
  • Add more campaign levels. I reserve the right to ramp up the difficulty in the later levels!
  • Pan sound effects and volume depending on scroll location
  • Add some more ship classes and implement upgrades.

Thanks to the folks in the #7dRTS IRC channel for helping me playtest today. Specifically Zapa and Orava.

You can try the game out now.

6

This entry was posted on Saturday, July 27th, 2013 at 7:02 am and is filed under MiniLD #44 / 7dRTS. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I am stupid!

Dont you just love it when you 2+ hours trying to fix a bug and its because you used the wrong variable.

Any way that happened to me. Now most of my night is wasted which means I have 2 days to implement all remaining features (alot) and a tutorial and add a UI, fun…..

But it was worth it as now 1 of the games main features is 100% implemented! Electricity power lines can no longer go through other objects to reach their targets which means players will have to tactically plan out their citys to maximise power output without spending precious resources. Any way here is a screenshot demonstrating it.

POWER TO THE PEOPLE!

**PS thank you unity technologies for making shadows a free feature in the latest 4.2 update, it makes my daylight cycle B-E-A-UTIFUL!

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This entry was posted on Saturday, July 27th, 2013 at 7:03 am and is filed under MiniLD #44 / 7dRTS. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

pirate themed game I still can’t think of a title! Day 5

boarding partyAK

this is my first game, first ludum dare and I’m doing it solo. There is so much to do!

1. how long should the games be? (right now I have  a very hard game but it only takes a couple min to play)
2. at what point do we panic?

worked on today
quickly made new gumby sprites in 3d in modo rendered them out and added them to game maker there animated but barely and look like there pirates on crack wearing onesies.
made some sounds .wav

I’m tempted to make more levels… that may be more important at this time then more graphics/sounds.

modo701 weightmappirate rts

Comments

27. Jul 2013 · 09:42 UTC
Title suggestion: ArrrrrTS
vincepascoe
27. Jul 2013 · 20:40 UTC
ha that was my first pick! I guess that will do for this one

EGGZ

Good new everyone 😀

EGGZ is a real-time strategy game with eggz in it…

MENU-background-alternate

I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!

Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.

Eggz is sort of based on my previous “Funky Future” entry, an HTML 5 network game called Hubris, in the sense that all the resources are on the map: players don’t have a resource “pool”, their units are their resources.

Eggz placeholder art

Day 1

I’ve had a lot of people compare it to a sort of real-time Go: your eggz need fertile ground to grow on, and when fully grown can hatch into various static units which can defend the surrounding area. You can also steal your opponents eggz and drop them on infertile ground or next to your towers, just to annoy them. The goal is to capture 51% of the map.

Eggz 7 day version

Day 7

I still have a couple more tweaks I’d like to do, and I should probably write an AI so you can play by yourself. I have compiled a build, but the source (love2d lua) is up on github under LGPL when a build is ready I’ll pop it over on the LD game page.

Tags: #7DRTS, eggz, flying, gamepad, MiniLD, MiniLD #44, RTS, strategy, tower attack, tower defense

Recursive Level Development

Gearing up for final content push, getting the maps setup. Next couple of days are going to be a panic so I had to get this solid. The idea is that this map I’ve been staring at all week can become a Tile in the larger world. I already spawned a bunch of them but the pathfinding wouldn’t sync up and I wasn’t about to make a colossal A* matrix for whatever map size I decide.

firsttile

Tile-ification: Marked exits as Doors with their respective direction normals (dx, dy)

 

This tile already has a method for constructing the A* map, so I wanted a way to allow units to seamlessly travel between any two points on the map. That’s going to be brutal for long distances, and I don’t want to be limited in this regard. Why? Because I guess I just don’t feel like it…and that’s why I don’t finish LD48’s :(

Before I could crap all over myself I realized that if I arrange these tiles on a grid of their own like cards on a table, I realized I could use the pathfinder to solve the world path (macro, or inter-tile path as opposed to tile path which is micro, or intra-tile path). So I hacked a fake Ogmo file and modified the loading code to generate tiles.

worldmap

Rigging the level loader and pathfinder to build worlds from building blocks is the smartest wheel-reinvention I’ve yet to perform.

 

Since A* assumes adjacency means walkability, this system would allow world pathing across adjacent tiles even if there was no door. Sticking this limitation on the designer is not the end of the world, and the pathfinder could be subclassed to be door-aware.

So here’s where the recursion comes in: why don’t I just screengrab each of the tiles and allow myself to build world maps in Ogmo?

yo dawg

Since the world map tiles are image captures, they’ll need to be updated if the referred tile gets changed. Otherwise, I’m ready to rock.

I could essentially build a GTA-sized map with layers upon layers of these things. I got no sleep.

Finally there’s the pathfinding. What’s great about using these pre-baked tiles is the A* map doesn’t change. And the paths between doors can be pre-computed, meaning the traveller is doing no A* work except at the start and end tile destinations. Booya.

choochoo

The units know which tile they want to get to, but they have to ask for directions at each purple square. The directions are accurate…occasionally.

I thought I was a genius, but I cracked open Game Programming Gems and there it is. I will create the patent and sue myself, see you later suckers I’m rich.

Say goodbye to the beanie babies, I’m piling Oryx art in now that I can create some interesting roguelike levels.

 

Comments

27. Jul 2013 · 17:13 UTC
Either you, or I do need to get some sleep 😉 Sorry, have to read that again tomorrow.

Strat Souls: WIP 7 now with blurry video!

I have some basic network code in, players can summon in units and move them, though things like attacking and playing animations aren’t “network-aware” yet.

I also added in the master server because, well, it’s already there. I’m using Unity’s built-in network library so it was relatively a breeze to put in.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 20%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Another player? Let me guess, you&#039;re here to look for a game. Well there&#039;s no use now... Another player? Let me guess, you’re here to look for a game. Well there’s no use now… Chat window. Chat window. Be wary of rushing. Be wary of rushing. Summoning a Zweihander Guy. Summoning a Zweihander Guy. Wait--why did I use a cow skull? Wait–why did I use a cow skull?

Now here’s a blurry video of testing the multiplayer:

Web Demo WIP

Tags: progress, screenshot, Strat Souls, unity, video

Cherrys To Cherrys [UPDATE 3]

The more I hear that deadline’s footsteps the faster I code, i’m trying to crank out all the basic intended functions and remove as many bugs as I can, needless to say this “CompEdition” will be only a beta of what this game will be after, since I do plan to continue development after the seven days. I think of it as my mark to make the best playable beta of it that I can in the time i have. I’m not doing this alone of course as my first side-by-side partner, Ryan is making 3D models for the game.

After a very long time of hardcore internet searching for a better solution for the unit health display I found no luck until i remembered something. That i have done it long ago in one of my first dev projects and instantly got to it, now it works beautiful [see below].

hp bars

 

Ryan is new to the Unity3D game engine so he helped out while learning in the process. He created this awesome fully functional main menu below.

mainmenu

 

 

Not as many pictures this time, were really working hard, im not really running on any sleep either 😀

Team Tartan Paint Day 6

Hi guys Faisal (Team Leader/Designer) from Team Tartan Paint hear again to show you the progress for today.

Character Art

All of the character animations are fully done. Characters have walk cycle, death animations and attack animations, all roughly 6 frames each.

User Interface

Stu has been adding some finishing touches to the User Interface including a main background and new UI background as well as the additions of new arrows

numbers ui bars arm health anim arrows bg overlay

Code

Zac really took off today maintaining to start collating all the behind the scenes code together and getting the User Interface and game code to cooperate well enough to send information back and forwards without a hitch. He also managed to get combat working with health bars and the animations. The commander health is also working now. He is currently working on the AI and linking up the health of the bases with end conditions.

screenshot newest

heres the playable prototype for the day

Tags: team tartan paint