LD15 August 28–31, 2009

Lunch

Lunch was nothing special, just sandwiches.

IMG_0543

Dessert was nice though: ice cream on a stick. And the photo also shows my desk area :o.

IMG_0544

My game now has an intro :) , too bad it still pretty much lacks a game.

Tags: deskphoto, foodphoto

Finally, a screenshot!

ludumdare_bentosmile

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!)

Comments

30. Aug 2009 · 11:24 UTC
Cute!

Text Added

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.

Text console

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…

Comments

Fiona
30. Aug 2009 · 12:08 UTC
Looks fantastic.

Got Any Gwapes?

Got any gwapes?

Yes, I do.

Mmm, hmm!

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

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Hooray for keystates!

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

Comments

30. Aug 2009 · 14:02 UTC
If you just check for negative velocity you’ll be able to keep jumping as long as you’re moving upwards XD

Milestones to Meet

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!

Joe Ludwig

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.
Loops

Screw it… I’m going to go get a coffee.
-TF

Pixel graphics

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!

screen3

Day 2 Plan

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:

  • Add a title screen (need to create graphics for this)
  • Create a graphic for when the rocks hit the ground
  • Fix the exe icon
  • tweak the timings when objects get created and how it varies as you progress

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.

Jaz: Bunker

0005 title screen - early

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.

0006 play screen - early

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 😀

Pizza as rock texture…

Or experimental lava / rock texture?

Or experimental lava / rock texture?

 

Got some basic graphics sorted now just need to write the actual game…

The blue army disembarking...

The blue army disembarking...

Just concept in art package at the moment but… I’ll be back (still 13:05.30 to go!)

Tags: art, food, update

A little behind schedule… And noodles.

Good afternoon fellow competitors! Here was my lunch:

cavestory2

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.

ingame1

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!

Comments

30. Aug 2009 · 12:47 UTC
The basic idea shown by your screenshot seems like the one I’m going for. I’m just using straight SDL, so mine won’t look quite so good :)

Water Caverns progress

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:

icon2

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 :)

Whoops, forgot to eat

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)

Character

I’m soooo censored behind schedule. Progress so far: cavern now has stalagmites and a character with a sonic board (of course this is just an excuse to not draw running animations).

Game character

Game character

Monsters hiding in the shadows,. .

Last night's dinner,. tasty noodles!

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,. .

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,.. .

caveDev_three

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.

Comments

30. Aug 2009 · 14:22 UTC
It’s _very_ dark!
Almost
30. Aug 2009 · 18:24 UTC
Looks pretty neat. If yo ucould color/tint the tiles revelaed by how far they are from the light, it would lok great. (farmost tiles could have a semitransparent black drawn overtop)

below the house

Comments

skelethulu
30. Aug 2009 · 12:35 UTC
Hey that was pretty excellent, dess.
30. Aug 2009 · 12:42 UTC
That was very tense. You’re great at telling stories with levels.
30. Aug 2009 · 12:48 UTC
Glad you found the time to participate after all.
30. Aug 2009 · 19:19 UTC
Git owta mah basement!! :}

good work!

cavern_shot05

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…

Spiky Balls

skyBalls

So I’ve added music and sound fx, the last of the hazards is in and working (to the left of the above shot), and I’ve sorted out the sky so it’s smooth and gets lighter the more lightboxes you activate.  Now I just need to do some level editing and add a story screen and it’ll be ready for release!

Starting Over

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!