
Game works! It was a bit scary for a little while… Now to fill it with more art, and fill myself with lunch! 😀
(Apologies for low quality screenshot! Eep, no time!)

Game works! It was a bit scary for a little while… Now to fill it with more art, and fill myself with lunch! 😀
(Apologies for low quality screenshot! Eep, no time!)
Well another milestone, I suppose: I’ve got a text console and command input working now. I had to hand-roll the word wrapping and input (maybe pygame was a bad choice in this respect), but it’s done now.
I had to chop the sides off the viewport because of problems with the perspective. I’ve added hard rock now, and you can mine away the softer rock. Hopefully this will start to come together into some kind of game this afternoon – fingers crossed! I really need to figure out how to darken the walls in the distance, too. That’s been bugging me right from the start…
Yes, I do.
I’m really close to moving the player around. He can jump in and out of the tank if he’s near it. Or, he will once I figure out how to make sure that he doesn’t jump out of the tank into a wall.
Tags: foodphoto
This entry was posted on Sunday, August 30th, 2009 at 11:13 am and is filed under LD #15 - Caverns - 2009. 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.
Shows how much of a noob I am really, but I just discovered that SDL lets you check keystates at any time, not just when a keypress event is raised. This makes the movement code much, much simpler. Currently attempting to let you jump, which currently conflicts horribly with the code that stops you falling through the floor… Wait a minute! I think I’ve cracked it! I just need to do a check if the vertical velocity is negative! Yay! 😀
Tags: SDL
Currently, I can place buildings of three sizes. That’s the only major change from the previous version I posted. But at least I’ve got decent error checking for overlaps now. Next live update will be a version with a selector.
Unroll your loops boys! We’ve got a milestone to hit!
Sadly, while I do have a milestone to hit, my brain is getting tired and not only did I realize I should have used a pretty simple loop here, but I also have too much left overall to do to refactor this section.

Screw it… I’m going to go get a coffee.
-TF
I’m now making a platform game called Cave Miner, I just spent a long time drawing some graphics. I can make simple levels now, but there is still a lot to do!

Just getting out of bed. Will be getting back to work on finishing everything up in an hour or so. My plan at the moment is something like this:
None of these are that difficult and shouldn’t take too long, except balancing. I need to make the difficulty get gradually harder and this is based on how many objects are falling, the ratio of rocks to beans and the speed that each falls at.
With time permitting I may add more animations. Not sure yet, will see how far I get and what plans the family has.
So this is what I have so far. Download link is: http://willhostforfood.com/?Action=download&fileid=82059
Windows only, I’m afraid. Let me know if you have troubles with it.
I managed to utterly simplify my graphics and get a huge boost in productivity and morale. I totally failed to take pictures of the food I’ve been eating, or my horrifying desk, but there’s always LD16, right? 😀
Honestly, I’m pleased with it so far. I need to work out what the hell you’re actually doing, though… maybe destroying a block will uncover a thing that gets you to the next level? It started in my head as an RTS, where you’d tag blocks for digging by your dudes, build buildings into the backdrop, and actually encounter real caverns with amorphous bad guys in there :O but I ended up leaving it on while I made food, and discovering how cool it gets after about five minutes. Your population reaches a sort of critical mass and then ruins the landscape and dies off.
Oh yeah, right click to heal blocks, left click to damage them. Look out for the odd mutant 😀
yeah baby we have artifacts !! =)

Glaucon lost in the cave will have to search for some artifacts so he can open the door, and look for some enlighment at the next cave…
Tags: artifacts, caverns, drawing, glaucon, LD #15 - Caverns - 2009
Good afternoon fellow competitors! Here was my lunch:

I had the Shin Ramen with spring onion, my wife had a steaming bowl of udon with a raw egg. See if you can spot the GC, DC, PS2, PS3 and TE Fighting Stick! Oh and that’s BlitzMax running there.

This is today’s progress so far. You can see my lighting system is up and running, and the map and walk animation… But still no baddie or combat animations. I’m starting to doubt I can finish this, but I’ll keep plodding on!

Well since my last post many hours before not much changed… I mean I spent pretty many hours testing some ideas I never got testing with how to simulate particle collisions without checking each colliding particle pair. Those were weird ideas and isn’t it 48h compo a place to test weird ideas 😉 Well some idas worked, some did not but here is result I am stopping at. Have spent too much time at it anyways already:
So now I will go eat something and will be turning it in to a game as it is only a toy right now. Considering not much time is left it will be something really simple… Should have been at that stage yesterday and not today heh 
Hah, I almost passed out in the shower this morning. I then realized I hadn’t eaten anything for a long while. Oops.
Hooray for Ludum Dare! 
(New screenshots coming soon from me)

Last night's dinner,. tasty noodles!
din’t get back to work last night,. beer and distractions after dinner,. . 
But up early thismorning with jug of coffee,.

work space morning shot,. .
ok, I added some monsters,. they are only visible when lit by the players light source. I like the way they can hide in the shadows of the cavern’s pillars, and other structures. Right now they just stand there,. but AI is next and I will try to get them to use the shadows as cover,.. .

as you can see I did some simple tile graphics too,. and a perlin noise based scaleing of the floor tiles creates a cool pattern effect. I am almost to the point of having a ‘playable’ game, just a little more work and something basic should be working.

Spent most of the day so far messing with physics (Tokamak) – attempting to get boxes that can be pushed around. Sort of works now, but it’s not great… but also got the collectable gems in. (I’ll have to do some screenshots with the lighting+bloom turned off, to show just how plain the geometry+textures really are…). Anyway, need to add win/lose contitions, and support for more than 1 level… And maybe some audio, but this one may have to remain silent, as I’m almost out of time…
Hmph. I already finished that frog game, but I was really not happy with it. Too simple, too ugly, too… something. Anyway, I decided to create a new game from scratch in the hours available, and I’ve been working for 5 hours now.
So gorgeous!