LD31 December 5–8, 2014

Test that your version of Unity is working!

Hello everyone!

I don’t know if this is just me (because it’s late and dark and cold here in Sweden), but when I exported a test version of my game from Unity (updated with the latest patch) to the WebPlayer, the WebPlayer gave me an error. And I’ve also noticed that some other people had the same error when I read about it on Unity’s forums. I’ve now installed a new version, and now it works. So it might be a good idea to export your scene before the deadline!

By the way, my armored “Pear” Saab is drivable after a few crash and burns :S

wip-2

Going well.

In fact, the game is playable. The only thing left is a better tutorial at the beginning, music and sounds.
Maybe I’ll add some effects… or maybe powerups?
For now it’s minimalistic, as usually. And dangerously similar to my previous game… oh well, here’s a little sneak peek 😉

Comments

abdurrahmankh
06. Dec 2014 · 20:23 UTC
I have to ask: what tool are you guys using to make these amazing gifs?

We have something

Capture

Capture1

We have a character that can do things in the world.

Yeti game – slow progress (end of Day 1).

Slow progress, but added enemy copters, fixed bugs in rope. May require coding miracle tomorrow. #LDJAM pic.twitter.com/rXpz5F2eUG

— Barry (@GoodReactions) December 6, 2014

Fought with some weird Unity issues, and generally wasn’t very productive I think.
Slightly concerned I’ll need to cut this game so much it just won’t be what I imagined :(
Gonna sleep on it.

Today’s art assets!

I’m in!
First art for ludum dare cop game

Heres the art we created on the first day combined! Tomorrow some more environment and animations :)

A First screen

I´ve been pondering about ideas this afternoon.

Now I´ve accidentally found the perfect graphics on opengameart for my little game.

Here´s a first preview:

ld_1

It´s gonna be a long night here in Austria!

Have fun everybody at LD!!!!

snowlr: Update 2

wipscreenshot2

Lookin’ good! It’s certainly a significant improvement over the previous look, but I’m not quite done yet. Stay tuned!

[put more original post title there]


Things that you would do with MMF2 in 20 minutes take there few hours… But hey, it works!

If you want to check out what I did so far, click here. It’s still far from perfect (most noticably, fonts… But I’d say array management as well), but it’s at least playable.

The controls are as follows:
W,S,A,D – movement
Arrow keys – shooting
ESC, P – pause
For restart, you’ll have to refresh the browser, unfortunately…

Second day will be mostly the polish day. I don’t think I’ll have to do a lot regarding to code – I’ll have to change all the placeholder graphics and add some sounds, then maybe work on some features (especially seeing how boring it may be with only one enemy type etc.)… We’ll see!

I’m out for today…

Today I made the basic engine, redid 3 times the whole game story and art, so I’m tired… Morning I will work more fresh and I hope I can finish my game how I want to! :] Good luck and good night everyone!

People keep making these for me

Having a lot of fun with this!

Comments

Mixer
06. Dec 2014 · 20:39 UTC
Particles 😀

Beat it

 

deneme

Hi everyone. Day one is almost over, and first prototype is done. Its a player vs player game, need some art-design of course. Im thinking about adding more weapons, maybe in another game mod. What do you think?

P.S. GIF doesnt work on page, click to watch ^^

Balancing and another preview

Did not get enough sleep last night, meaning I’ve been LudumDare-ing as a part-zombie, but that’s fine…  😛

Anyway, while working on your game make sure to consider how balanced it is.  If the game feels really easy to you, don’t go “bah it’s too easy, time to buff the difficulty” without having some playtests from people who have NOT played the game.  If you’re getting to the point of “AARGH I HATE THIS GAME” because you keep failing, like I do, then I think the difficulty may need some tuning down.  😛

Still going strong, nearing a grand total of 20 levels in my game, the last of which are REALLY HARD and make me feel like I made the next rage game.  Picture time, then I’m going to go balance the hardest levels!

I did a derp of some sort and then a bunch of snowballs piled up.  Ooops...

I did a derp of some sort and then a bunch of snowballs piled up. Ooops…

Ball of fiery doom hurtling towards me (the bean)

Ball of fiery doom hurtling towards me (the bean)

Update, almost 1 day gone

I have a pretty nice looking game board
I have some battle mechanics hammered out
I started on AI for the other three factions
I have some AI for the pieces on the board
I made some music, it is not in yet.

I need to make at least 16 sprites (hopefully with attack animations)
I need to balance the factions
I want to have you choose which faction you play as.
I’d also like to have lose/win resets of the game board without changing screens or reloading the scene.

Progress link: http://www.stencyl.com/game/play/29022

Tags: progress

Getting in late, but i have some progress

Here i am a bit late (or almost 16 hours or so)

My tools

Language: Java
IDE: Eclipse
Graphics: None, only Java Graphics
Sound: If any. Bfxr

This is what I have so far (recommends fullscreen to see any)
The basic idea is a platformer with a little difference.  You must move the little window to see more of the level and everything that is not in view will not be updated.
What I must do next is to add some more mechanics and make puzzles so it becomes some kind of game 😛

http://a.pomf.se/uowlid.mp4

 

Comments

Insederec
06. Dec 2014 · 20:33 UTC
Now that is a cool mechanic. Very clever.
Mixer
06. Dec 2014 · 20:36 UTC
Is that off the idea I posted in IRC? It’s an awesome idea, whether you got the idea from me or not! Great job for going with it :)
06. Dec 2014 · 20:48 UTC
Good job, I love it!
08. Jan 2019 · 21:09 UTC

Update on game play

So, the idea is that you see the whole level, and you have to plan ahead so the ball falls to the next tier without blocking yourself, all while trying to pick up as many coins as you can. I need some more ideas for levels, but it’s going well so far. Fixed a lot of minor issues, have a help feature explaining some things.

I could add more types of artifacts or powerups to pick up, but I’ll leave that until later down – potentially based on any levels ideas I have.

Unfortunately the animated GIF is too large.

Animation: LD31 Level 2 concept

LD31_004

 

Ragtime Pot Toss

Decided to make a throwing game. It’s pretty simple: you drag bricks and throw them into a pot.

pottossthing

Tags: 2D, pot, ragtime, toss, unity

Day 1 Progress

After a late start due to band practice and a good friend’s b-day party, I managed to come up with an okay idea for an okay game. I’m using Unity 3D and writing in C#. I’ll participate in the jam since I’m no artist and I’ll have to use tf3dm models. Here’s what I have so far:

So, you have a few mushrooms that you can control from a fixed point on the map. They shoot at the closest enemy and the enemy shoots the closest mushroom. You have to select individual shrooms and position them to fend off as many waves of enemies as you can. The mushrooms already do what they have to do. Now I’m trying to get the health bars working:
Screen Shot 2014-12-07 at 12.21.45 AM
Once I get the main gameplay down, I’ll get to writing music! (the best part)

Setbacks

My brain: “Hey! It’s a great time to learn Box2D!”

Reality: “Nope.”

So I’ve been set back by four hours monkeying around, trying to get Box2D to work properly. Fun.

Node Alpha (first day)

OK. I have my gameplay. I have my fully code. I have my prefabs. I have a headache…

It’s time to go sleep. Bye ++

shot

Beheading robot guards!

Not entirely glitch free but hey, not bad for a first draft! :) TODO: Make player able to die/lose. Add timer for speedruns?

Comments

elemel
06. Dec 2014 · 20:44 UTC
That looks awesome. But shouldn’t there be more blood?
06. Dec 2014 · 20:47 UTC
They’re robots! I might add sparks though for sure 😛

Added bricks

heartbreak-screenshot

WOUUUUUU

Working on these dudes

Tags: gif

Comments

data
06. Dec 2014 · 21:26 UTC
I like the art style, it’s very unique!

I’m out

I’ve decided to not finish this LD as I’m not very happy with my game and I can’t think of any other ideas.

I haven’t got much done because I’ve spent alot of time thinking about what I want to do and I’m not enjoying working on my current idea so I’m going to skip this LD and hopefully I’ll have better luck next time.

I think it’s great just to finish a game even if you have to work really hard to get it done in time but if you’re not enjoying working on it theres no point really.

Good luck to everyone else and I’ll see you next time!
I’ll probably still play some of your games.

FIWPFT: End of Day One Report

FIWPFT – F&*K I Wasn’t Prepared For This

 

So we made awesome progress today, all of the main game framework is in place (enemy spawning, collision, bullet physics and powerups and more!).

Tomorrow we’ll be adding all of the additional level art and sounds and polishing the whole game.

 

fwipft ss2

Last update for today!

Implemented the movement script for the player and for the enemies/victims. Tested a script for generating random clothes. I like the result… Now I just need some gameplay!

 

Untitled-1

Comments

06. Dec 2014 · 21:10 UTC
Wow! That’s great! I’d love to see what you come up with)

1st day of 1st time

and I’m here doing pixel art… classic ms paint.

(it isn’t done yet)

 

Checkpoint

003

This is a checkpoint. This post is not pretentious. These are not the droids you’re looking for.

Comments

Sunflower
06. Dec 2014 · 21:25 UTC
Why, thank you! Until now I didn’t even know I’m looking for droids!

It’s snowing!

Yay, particles!

ld31_progress_004

Kinda hard to see and it’s so small and static. When it’s falling, it’s somewhat easier. Still, I’ve gotta recolor the spriteset…

Progress 4

I fear I didn’t rest enough before this Ludum Dare. I think I’m to tired to finish the game properly. I’m still going to try, but I’m not going to exhaust myself.

It doesn’t help that this is the ugliest game out of all 11 LD entries I’ve made. It is a direct and unavoidable result of the concept I chose, but still, it’s not motivating.

prg

 

First gameplay

Ld31

My gameplay: 0.1.3 alpha
Yeah. There it is! Simple Shoot’em all. I have a lot work to do but I’m pleasured when I think what I have done.

Please consider muting the sound volume – I didn’t tweak it yet.

On my way to my first Ludum !

So the day begin with a huge suprise, the snowman isn’t the theme ! So bad, i had some idea…

When i discover the theme i had to do some  brainstorming, what’s the best way to do that by watching some fellow currently working on their game. It was only 10:00 am, so not everyone had realy started their project. So i just scratched my notepad with some idea. And the more i was thinking about it, more idea came. Lemmings like, Tower Defense, HackGame on a screen, but i was pretty sure everyone was going to have this idea and one of them was sticking on my head. Damn i had a lot of fun playing Bomberman as a kid, and it was on a one screen (except the RPG ones…) ! But taking this idea wasn’t that original, so i had to mix it up a bit, give it a objective.

1v1v1v1 in a randomly generated area, you have to be the first to get the trophee in the middle. For that, break the wall, break your ennemies, get them treasure to upgrade your wall breaking / ennemy breaking and be the first to get the trophee.

I currently have pretty much all the random generation done, the wall breaking i working (except the animation, but i’m currently working on….) and the multiplayer part will be done tommorow, i hope so…

It’s my first ludum and planning on 48h is pretty hard because problem aren’t planned and they can take a lot of time to be fixed. Bah, i’m doing it for fun and to train myself 😀 It’s a hard time working on the graphics, because i suXx but it’s going on a good way.

ldsceen

Getting on Board with our Game

My friend and I are making solid progress on our game. We’ve never attempted to make a board game in a video game before, so  this is uncharted territory for us. Here’s a look at our work so far.

Screenshot (1)

Yes, we opted for a snowy theme, like so many others seem to have. Our take was mostly because t’s December, so we’re kind of thinking about the holidays. Our board game is also a trivia game; land on a square, answer a trivia question to get points, and then use those points to unlock the gates. With the basic mechanics in place, that leaves us about two days to polish everything up… and hope that no major bugs strike. *fingers crossed*

Tags: progress

Thanks Unity.

I was in the middle of my game. So far so good. I added a few 3D primitives to my game as a background, because the backgrounds were just basic colors. Then when I tested the game, I had no key input. Great. I deleted more and more of my project in the hierarchy to find the problem. Nothing. I tried to use Debug.Log(xxx); to find the problem. Nothing. Great start to my first Ludum Dare. Starting from scratch. I won’t make it.

#LD31 – Update 1:

Xeke and i made quite a bit of progress in the first day.

First let me tell and show you what the game is about: The idea is that the player starts in a ever expanding maze and has to fight monsters and pickup items, as long as he can. The twist is, everytime a room gets created, the camera zooms out to make sure that ever single room is displayed all the time. So eventually your character will become really tiny and it will be harder for you to navigate. On top of that, the rooms slowly disappear as well.

 

I worked on the room generating system (and the snowman) while Xeke worked on the character (kinda looks like gordon freeman) and the player controls and items.

 

Been streaming over at twitch.tv/seriouscreeper if you want to follow our progress :)

 

 

cba

worked on my game for a few hours, but it just sucks. Not really original and it doesn’t stick to the theme. Probably not going to keep working on it as it isn’t fun :(

Neva givu up!

I feel bad, I’m already emotionally attached to stuff I had to discard.
I’m also probably gonna skip sounds. Again. The thing is music and sound production are my hobby, and I always feel bad working on them, as there’s always something that needs to be worked on more badly (“you always can do sound later, you know how to do it, unlike THIS stuff”).

Sleepy time.

PS. There’s a song about today: https://www.youtube.com/watch?v=Txq736EVa80

Some progress

So you can pick up boxes now… still not quite right but I like how it’s going. The movement is pretty much working, I feel like I should get it sorted in time. Here’s a gif of what I have so far. Doesn’t seem to work until you click it:

playerMoving

Seems ok! I’ll keep posting progress as I go, really looking forward to seeing what other people can do.

Something to show

 

Here is something to show what we are going for with our jam game.
The player will decide which TV-Clips to show, based on clue items in the living room.
The items will indicate who might be most likely to be watching TV, and the player has to decide the next few TV-Shows that will be screened.
Based on the audience, different genres will result in different reactions.
The little baby might not be too happy about a chainsaw massacre, for example. 😀

Banana-TV

Working from behind

Well, I lost time last night trying to perfect my workflow. I also lost time this morning with a horrible headache.

But I do have a little platformer:

Screen Shot 2014-12-06 at 5.30.34 PM

DiskOfPhaistosBanner

 

Play

Source

the sunk – getting started

thesunk

Spent all morning working on the art for the room my game takes place in. There’s something in the water…

I’m In: Take 3 + Day 1 Summary

So this is my third attempt at entering a Ludum Dare, with the previous two times not going well due to other commitments throughout the weekend. Thankfully this time around I’ve got less to deal with over the next day or so and over the last couple of years I have been practicing with a number of personal programming projects, so hopefully I’ll be able to come up with something vaguely presentable by the end of it. I’m currently using Unity and Visual Studio 2015 to produce my game, working in C#.

My interpretation of the theme was to produce a platforming game in which the entire game takes place on a single map; as the player progresses the camera gradually zooms out until the whole level is displayed on the screen at once:

EndlessExpansion

At the early stages this concept is fine, but as the camera zooms out it gets harder and harder to see anything of importance. In order to counter this I decided to implement a ‘magnifying glass’ feature, in which holding down a specific key will overlay a second image over the first displaying a zoomed-in view of the player. However, the magnifying glass both obscures the zoomed out map and is zoomed far enough in itself that to rely on it too much will leave the player vulnerable to hazards that they will be unaware of until the last moment.

As it stands the majority of the code is in place – barring tweaking the player movement script to solve an issue in which moving towards a wall while in mid-air will cause the player to stop falling, the main things that I need to work on tomorrow are expanding the level design and updating some of the art (I might stick with the black-and-white theme, but that placeholder stickman really needs replacing). If possible I’d also like to look into ways of expanding the functionality of my game – barring the expanding and magnifying glass concept, there’s not an awful lot that separates my game from every other obstacle avoidance platformer out there.

See you in the morning!

first update

so far my little robot can hold stuff and drop them!

screen_1417905999.52

Oh Look! A Rabbit Trail

I have a sneaking suspicion that I’ve been side-tracked. My player model stole at least 9 hours of my time… when you only have 48 hours, that’s a lot of time.

For the sake of an update, here is my progress on the player model. I like it… but the rest of the game is rather non-existent so far.

PlayerExample

 

Since I’m not a very good artist; the art I do takes me far too long. I should probably scale back on art and focus on getting something working.

I’m feeling so much deja vu right now since I’ve been side tracked in various ways for each of the Ludum Dares I’ve been in. Maybe one day I’ll learn better.

I hope everyone’s doing better than I am.

 

 

Stuff Moving! Finally!

Gif

Yes, the character is a floating head. Because no one likes making walk cycles. I assure you the moving is smoother than in the gif. Almost done!

Mutatoons Social Impact 3

muta3En el juego se tomó la desición de hacer que los objetivos sean movibles. Como la mecánica es conocida (por ejemplo el viejo bowman de flash), le pusimos algunos giros para hacerlo único. Para empezar el jugador debe “golpear” al cliente pero no muy fuerte, para evitar que lo nockee. Por el momento tenemos tres tipos de clientes, cada uno tiene una “resistencia” diferente.

El jugador podrá aprovecharse de los rebotes para reducir la velocidad o intentar acertar en un solo golpe.
Más adelante se le agregará: – Cada bichito que tira tendrá un costo, el jugador debe tratar de mantener sus ingresos, si estos llegan a cero, pierde el juego. No habrá una victoria, pero sí constantes y variados progresos, desde más bichitos, huecos en el mapa, trucos, más clientes, trampas, etc…

Trato siempre de mantener un codigo fácil y con la menor cantidad de eventos posibles, por ello repaso varias veces cada acción para ver si hay una forma más eficiente de hacerlo.

Obviamente el mismo construct tiene sus limitaciones, pero también sé que me falta mucho por aprender, incluso en un proyecto tan simple no puedo evitar entrar en la web de scirra para descubrir nuevos truquitos.

Single Screen Football — TV Graphics

One of my reasons for tackling a football game (pun intended) is so I can play around with a sports TV-style user interface. Meaning lots of gradients, chrome and what-not.

Here is the latest iteration…. 100x better than a couple of hours ago!

wip_screen2

Something is starting to shape up

The game will be a sort of survive in space kinda thing. You have a limited energy so when you’re close to your base it will recharge your energy but hey your base will have an amount of energy as well so you’ll have to explore in order to keep things going. Hope to add other things I have in mind like ammo limit, and other resources as well. Oh and enemies, yeah.

 

shooter 3

Day 1 progress on “Cathode Ray”

Day 1 progress

My entry is called “Cathode Ray”. It’s made in Java with LibGDX and a custom framework I’ve made that can be found here.
Basically, you control a single electron in a Cathode Ray Tube, and your goal is to direct it to the end of the tube by altering it’s trajectory with a magnetic field, so it can display the words “ENTIRE GAME” on a single CRT screen.

All the gameplay has been coded, so tomorrow I can focus on making levels (haven’t decided if I’m going to have a really long level or multiple different levels yet..), music, a tileset, and then nonessentials like a title screen and an intro.

Here goes nothing…

I’m not too good at this thing, but I feel like making something, so here I go. I’ll be using Unity and Paint.net, we’ll see what else.

 

I’m working on a top down “Twin-stick stabber”, I don’t think It’ll blow anybody away but I will have made something and that’s enough for me.

 

Here’s what I’ve done so far:

screenshot

 

The Idea is that you are the black dot and you have to navigate a maze in each quadrant(Coming soon!). The camera zooms in on each section as you enter, I feel like that keeps with the theme, as it’s still one screen, but now the player can see better. Time to make the maze and add enemies now, I guess.

 

And yeah i know it kinda looks like the Windows logo, sue me.

Tags: 2D, jam, screenshot, unity

We Are One

game

A pretty simple game, but I’m having a lot of fun with it.
Pressing the right arrow has the play jump to the right and pressing the left arrow has the player jump to the left.
Basically, the player has to wall jump their way to the golden cube.
Oh and did I forget to mention, there are 9 players all controlled by the same two keys. All 9 need to reach their respective goal as quickly as possible.

Tags: control, nine, simple, single

Going Super Duper Simple.

So considering it’s my first LDjam I thought I’d just go super duperly simple. So considering everything is limited to one screen, I thought I’ll make a “avoid the walls” type of game.

 

The final product will have like the walls coming from all sides, with different patterns as well as increasing speed. Plus I’m going to work on some type of background to at least give it some type of depth.

I do have the feeling I’ve gone too simple though :S Hope everyone is having an awesome time with their jammin’!

-Joel

Progress Update #1

IMG_20141206_230353

We stayed up till 04:00 to brainstorm after the theme announcement. We wrote down a few ideas and decided on a puzzle game involving a mexican standoff/duel with bouncing bullets.

After we awoke that morning, we had some initial setbacks like getting hardware ready and rewriting a script for our build server, but shortly after we got to work.

I spent today working on the bullet mechanic and the physics. It feels like everything is taking longer than it should to achieve but at the same time it’s nice to see progress.

Coxy has been drawing characters and scenery and as you can see its pretty awesome.

The buildserver has been configured to build/deploy after every commit so you can follow our progress at http://ludumdare31.nottoscalestudio.com.

First 24 hours

First two hours was staring at the screen with no ideas at all.

After a little bit more sleep I just started to work on something which currently is some kind of “rogue:ish” shooter:ish..  ish ish… where the whole level is on one screen.

HelkeGames’ diary #2 update

It’s been almost 12 hours since the first update… we have been working really hard so we couldn’t make some other posts! This first day I’ve been working on the engine and the entire design. And here is what we have now!

Immagine2

AZOR main menu NOTE: the graphics may be not the final one

AZOR is a space adventure game based in an abandoned laboratory on an extraextrasolar planet… well we will reveal the story later as we are finishing it, it will be awesome… ! So about the theme “Entire Game on one screen”, I followed it but… I can’t actually put the entire game on one screen for 2 reasons: it will be really slow to load and I don’t want to spoil the ending of the game. It actually follows a story and I don’t wanna spoil immediately what will happen during the game… But after all it’s a one screen game!

Immagine

First Screenshot of the Lab NOTE: graphics may be not the final one

This is the first screenshot of AZOR laboratory, as you can see you have limited resources as OXYGEN, you have to keep control on it to finish the game and… many other features will come… and we will reveal them in the following updates. Now it’s Midnight! So….. I go to sleep, to recharge energies for tomorrow as I will finish AZOR! (I think my team mate is now working on music, we made the first song together this afternoon). So Good Luck to Everyone!

Stay tuned on HELKEGAMES!

– Joe (Hellequin) HelkegamesTM

Tags: Azor, entry update, helkegames, ld31

Less than 27 hours left!

Hang in there, my fellow Ludum Dare participants!

I feel really good about my progress so far. My art is crap because I’m not an artist, but seeing my from-scratch code actually working is pretty satisfying.

Here’s what I’ve accomplished so far for my tower defense game:

  • game loop & gui
  • creating and killing enemies
  • creating and removing towers
  • towers fire projectiles and target enemies properly

 

Here’s my plan for the next 26 or so hours:

  • add enemy wave forming & proper pathing
  • graphics for towers, projectiles, and enemies (more art… ugh -_-)

Polishing goals:

  • add a boss wave
  • more towers, enemies, projectiles
  • movement animations

I don’t know how much of what I would like this game to become I will get done, but I’ll try my best! Good luck to you all!

Well, 1st day over

Guys, it looks like I’m done for the day, so I thought, why not share a few screen shots. At first when I saw the theme, I was like, well shit, I got no ideas 😀 At the end it looks like I’m making your good-old box pushing game. Oh well, better than nothing I guess.

Névtelen

Névtelen2

Let me know what you think :)

Still In!

Not as far along as I’d hoped but it’s coming together now. Hopefully should have a decent amount of time left for music & FX tomorrow.

Update #3

Another quick update on our delicious jam, more sprites and more interaction.

I’m about a third of the way so far on the sprites for this thing, and Arne is now starting to swap out some of the standins for the real thing.

You’re welcome to stop by on twitch and check things out as its going on. We are unfortunately only able to stream my screen, so it’s pretty much all art all the time over there.

But if me making a mess in Maya and Photoshop sounds like funsies then come on in!

 

Demo2

LD31_sprite_sheet_01_preview_02

1st update!

- Core mechanics implemented

– Character animations done

– World designed

– 64 oz. Redbull consumed

On to a great start! Here is a screen shot. Let us know what you think!

Effen Games Screen Shot

We got one screen, one snowman and one hero, what’s next?

premier_jour

 

Our jam entry will recreate the environment of a computer desktop  where the hero interact with the various software installed. So far we got the basic mechanics down, we plan to add various mini game that will play through several windows, and perhaps give a bigger role to our wallpaper’ed snowman :)

 

 

BEARPG – First build

I’ve been working slowly today, procrastinating a bit too much. But it’s ok, with Unity, things go much faster than from scratch as I’m used to do.

I have the basic set of the game there : the player, a punch, a kick, two killable ennemies.

screenshot2

Next I should add an animation for the ennemies KO and implement the revitalization feature. Then there will be character’s life/energy and lvl up before new abilities. And that’ll make the minimum set of features for the game. Anything more will be bonus :)

 

Current state of the game : http://maxgun.fr/ld31/

Game page : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21322

Source : https://github.com/MaxguN/ld31-bearpg

Livestream : http://www.twitch.tv/maxguntv

Progress

So, this theme is literally my least favorite theme of the final round, but here’s a quick little screenshot of what our team’s got going for now.

The premise is that you’re a powerful wind wizard who is very old, and studying wind magic has paid its price upon your body.  You are almost completely blind.  However, you have a magic lens with which you can see the world.  On this momentous day, you decide to take a faraway journey to a young wizard rumored to be able to restore your sight.  Unfortunately, the forests between your two towers are perilous and filled with monsters.  No sooner do you step outside, when all of a sudden, you trip and your magic lens shatters!  You are only able to recover a single shard of the lens, and the forest monsters have carried away the rest!  Find your way to the young wizard while collecting pieces of your magic lens.

(Outside of the field of vision allowed by your lens, you’ll only be able to see certain things, as depicted in the picture)

 

screenshot1

Comments

06. Dec 2014 · 21:45 UTC
Sounds like slender?

Progress!

My game called, Sword, Shield, Mregal, Fight! is coming along alright

I guess the AI could be better but Its the best I will probably be able to do
Without going into 10 Thousand lines of Code

Game UI

Here is the User Interface of the game which is where you Play it 😛

It’s basically a Rock Paper Scissors Style game

Sword Beats Mregal
Mregal Beats Shield
Shield Beats Sword

Update #1 SomeLDGame

Ok for my first update and only my second post I will keep it short.

The first few hours have been very slow, finding something to fit the theme(Pun intended) has been difficult, right now I have a guy walking around with what looks like a gun of some sort. I know it will include robots though…

The plan is to make a top-down 3D shooter with everything on the same screen at the same time!, Right now this “Game” has no name and so I ask the community of Ludum to cook up a name for my said game. To help I have provided a GIF and a screenshot of the current development.

 

Capture1LudumCap

End of Day One

So it’s 11:40pm here in the good old UK, save an hour’s power nap, I’ve been going for about 20 hours solid.
My game is my attempt at a danmaku style game ( bullet curtain).
It currently looks a little like this:

Day One ScreenShot
Progress so far:

Completed:
-Entity System ✓
-Projectile System ✓-Pathing System ✓
-First ‘Stage’ ✓

Unfinished/Unstarted:
-Graphics: Partially finished, still some programmer art
-UI: Not started
-Sneaking in a snowman
-Other ‘Stages’

So Good Night Ludum Dare! I’ll see you tomorrow :)

About Halfway

Progress1

 

Just a little development screen of the arena fighting game I’m working on. There’s still a lot to do, but this is about the halfway point for me time-wise!

Bad Start

Soooooooo Yeah. I started off REALLY REALLY REALLY bad with my game and I have had to restart  at least 14 times.Bad start

But I can still make it work in one day. Hopefully.

Team Swabbur: Update!

Hello everyone,

This morning we’ve started on our game, after thinking about a way to get everything on one screen we created a small 2D world. Which will, eventually, be changing itself during the game. It’s a continuously upgrading maze with multiple different enemies like werewolves, zombies, vampires and skeletons!

We hope to bring you some screens soon, atm we can’t show you anything :3 (pssst… it’s all secret…)

Good luck to all of you!

Bye!

Comments

panda
06. Dec 2014 · 21:46 UTC
Good luck to you too!

The Cubenator, we have a name :)

Nice name, right?

THE CUBENATOR

tela principal
hehehehe

Almost all main features are here
You can shoot, jump, place 5 kinds of cubes, throw grenades, die, kill, everything

Goals for tomorrow:
– Make a better AI, at least a less stupid one
– Beginning and end of the match
– Local multiplayer
– Menus

14

Hi!

We are a group of college students from India studying game design and game programming, and we are a team of two designers and two programmers, this is our first LD. After around 6 hours of bickering and arguing about the theme amongst ourselves, we settled for doing a game that doesn’t switch scenes, the entire game is on one scene, which we thought was the intended meaning of the theme. We are doing an orthographic puzzle game, will show wip as soon as we get some assets done.

I’m in for the Jam

Not much to show yet. Dev work in Construct 2.

IM IN!!@!1

I just wanted to try it! I will not fail you!

I’m In!

First time entering Ludum Dare, very excited.

Going to use Unreal ngine 4 and visual studio

I’m In!

Hi everyone!

This will be my first Ludum Dare.

I am aiming for the compo, using Unity3D and C#. I will fail miserably and enjoy it.

Cheers, and good luck! ☃

LD31 – Prototype complete!

First time having a go at LD. My prototype is basically done: Player, Target, Bullets, Borders, Bouncers, Loopers, Level Exit, Next Level Randomness.

Now the big question….. Art. What to do? probably best to stick with something abstract and just tidy up the palette a little.

Oh, and sound effects. How did I forget sfx. There’s fun to be had there 😀

prototype screenshot

Tags: #LD31 #LDJAM #LudumDare #GameDev #IndieDev, #phaser #phaser.io

Working with my Girlfriend =]

So for this Ludum Dare I decided to work with my girlfriend Chrissie, she does a little 2D art and has helped me out on games before.  I am Kierz, the coder of the team, a student studying at Southampton Solent University.  Our idea was essentially to re-create a maze ball game, like the toys.  You roll a ball around by tilting the game to reach the goal.  Our plan was to put this on a mobile phone using the tilt based controls.  A simple concept, keeps to the single screen theme and didn’t sound too unfeasible.

After 12 hours work the game has all gameplay elements working properly, including adding a gravity effect on the traps which was a design decision made mid-project.  We also have 10 stages with the difficulty increasing noticably.

We look forward to you guys playing our game.

A-Maze-Ballz

First Ludum Dare!

Good morning!
Ludum Dare 31 marks my first Game Jam and I’m excited to get started! We’re starting pretty late all things considering, but we’re picking up steam, and we have a clear idea of what we’re doing!
I’m working with my friend and housemate Marco  (http://ludumdare.com/compo/author/markskyzoid/) and we’re using Unity to build our game.
We both felt that the best Ludum Dare games every competition have been the ones that do something clever and fun with the theme of the respective Jam. Wanting to follow in great footsteps, we’ve developed an idea that we think takes the theme in a funny direction, without being too literal or straying too far from the theme.

Marco taking the role of programming, and me doing art, levels and design. Of course, this is very much a collaborative process, it’s just the two of us in the living room. We don’t have need of titles or designations.
I’ll be updating whoever wants to read this about the progress of our game as time goes on, so please do check back to hear about our game!

Started Late With a Hangover, 4 hours in…

So I started at about 2pm UK time and I’m still pushing on with this hangover most of my last 4 hours has been spent building the procedural generation of the world ahead of the player and this will probably continue to be true until hopefully earlyish tomorrow when I need to finish up the gameplay elements. Provisional name is Vanishing Point (nothing to do with the movie) and it’s a space exploration game of sorts I guess. Stretching the theme to it’s limits to be honest but we’ll see how it goes.

MD’s LD31 Game: The Idea

What’s up Ludum Daree’s and Darers.  This is my second time participating in this or any jam.  I took a stab at LD30 earlier this year, and while I didn’t get too far beyond the concept stage, it was a great learning experience.  This time around I’m opting to try out an Actionscript engine for a bit more ease of use (fumbled around with Unity last time), namely Adam Atomic’s Flixel.  The idea I have this time around is a solid one, though I’m not terribly confident that I can pull it off in time.  That’s a big part of why I’m writing this blog post to put the idea out there if nothing else.  So let’s get into it.

Entire Game on One Screen

I, like many of you, was rooting hard for Snowman with a Fez.  I’d had some ideas percolating over the last few days for it and really thought it was a shoe-in.  Honestly, though, I’m really happy with this theme.  For one, it made me discard any pre-jam thoughts I had and start fresh.  For another, the first thing that comes to mind when thinking about it is limitations.  All on ONE screen?  So, basically Centipede?  The original Mario Bros?  There’s no room for scrolling levels, for deception and trickery just beyond the pane of your window.  I may be quite new to this game jam scene, but I think there’s a ton of value in a theme that forces you out of your creative comfort zone.

I thought on it a bit last night while watching the Game Awards.  I decided pretty early on that simply implementing the theme on a technical level (building whatever game I wanted with a single screen level) wasn’t how I wanted to tackle this.  I wanted to try and get a little meta with the idea of “one screen”.  It turns out all the inspiration I needed for that was sitting right on my desk.

Multi-screen pic

This is my office.  As you can see, I’m a multi-screen kind of person.  I currently have a laptop, second monitor, tablet, iphone, 3DS, and PSP all scattered about my desk.  Generally no less than three of them are in active use.  In thinking about the theme, I was already imagining a screen within the game window that the game itself takes place on.  From there, I thought, “what if the game played across the screens on my desk?”

If you can’t tell from my excellent artistic and photographic skills, here is a platforming level playing out from the top left corner of my laptop screen to the bottom right, ending on my tablet.  It even takes a brief dip down into smart phone land on the way.  Now, mind you, this isn’t any kind of final level design.  I guess you could call it concept art.  You get the point.  But…there’s still a problem isn’t there?

The theme specifically says “Entire game on one screen.”  Well that’s where the not-GameBoy on the right comes in.  My initial idea was to be playing a fairly simple game on a screen that was constantly moving and rotating on your screen.  Here, it’s a little different.  The level will always be displayed across the multiple screens, but the player can only be seen inside the level through the GameBoy screen, which the player controls with a mouse.  So, the character is to be controlled by keyboard keys, while the player moves the GameBoy screen around the level to see them.

So, the game is always on one screen (the player’s), while playing across multiple screens (my fake desk top), while only actually playable on one screen (the GameBoy).  Make sense?

Anyway, that’s it for now.  Next I suppose I need some real level design, and, well, actually making any of this work!  I’d love to hear any feedback, comments, or suggestions.  Thanks for reading!

– Mike

Tags: #LD31 #LDJAM #LudumDare #GameDev #OneScreen

Day 1 Progress

At the end of day one we have a working (but pretty bugged) Online-Multiplayer-Snowfight-Mininggame-Extravaganza!

day1

 

We made a huge step today but there’s still sooo much more to do. Hope you are all doing fine and enjoy your time!

Problem

I’am registered into jam, but I can’t post images, why?

Progress Update #3

Some GUI done! (Although I’m not sure about that orange…)

And the questing system… urm, yeah… GUI!

 

screen

(Late) First beginnings

Hi all,

 

Well. I’m starting this jam a bit late, aren’t I?

 start

Humble beginnings

I’ve thrown many ideas around today and one definitely stuck. My main shtick is the whole screen being filled with a map but running in the background is a first person emergency-escape-spaceship-labyrinth-hell-zone.

 

As the player, you will only see the map on screen and will have to navigate yourself with the mouse and keys by paying close attention to the positional sound (and the markings on the map which correspond with the sound). I’m working on ideas to make this more interesting than just an a to b (and less of a maze) but won’t spoil too much at this point. I’m looking to flex my sound design muscles as much as possible here.

I remember an indie game from some PC Gamer disc having a similar concept (guiding yourself using sound on a completely blank screen) and really enjoying that. If you made that back in 07’ish (I think) and are reading this, thanks for the inspiration!

 

I’ll be using Unity / Wings3D and Logic to create this thing. I’m not sure what I’ll use to make the graphical map yet!

PLAYTESTING REQUEST !! – Fibonaci Grid

I’ve got a working build and I’d like to get some testing done on it. The music is currently just some chiptune-ish placeholder music.

TRY IT HERE!

The game is based on the simple principle that when the grid expands it totals its neighboring tiles.
FEEDBACK IS SUPER REQUESTED! Here are some screenies to entice you.
Screen1

Screen2

Tags: Andrew Adams, cool, Fibonaci Grid, playtest

Comments

Kerdelos
06. Dec 2014 · 22:56 UTC
I really like it but damn, it’s so hard!

That was a hard day

I think I accomplished more in 3 hours than I have in my entire life.

HotMine – Day 1 report

Hey everyone !

 

I am back this time with my favourite tools CraftStudio, Daneel –a framework of my own-, Paint.net, SFRX and probably some others.

 

After a little over 10 hours, I have an embryo of a top-down shooter. Our most cubic miner Steve can shoot creepers in the face with a double barrelled shotgun !

And that’s pretty much it for now.

Still, you can play it over at florentpoujol.fr/content/craftstudio/ld31/index.html .

WASD / Left Mouse / Escape to spawn a creeper (they don’t explode properly due to a webplayer-specific bug but I am too tired to fix it now).

 

Tomorrow will mostly be dedicated to art and sound.

And I still haven’t decided how (and if) am I gonna respect the theme on this once.

Good luck to all and so see you tomorrow !

Florent

 

Tags: craftstudio, ld31, web

Some progress!

Okay, I’m in!

Here’s where I’m at after the first day

(Yes, you're killing snowmen in this one)

(Yes, you’re killing snowmen in this one)

and here’s a build (Windows executable, rar file): Dropbox link

There’s still a bunch of stuff to fix, like colliders, audio, effects and the fact that the gun only works one time in ten (hmm… Not sure why that is yet, but I can figure that out tomorrow).

If I get time, I’d like to get at least one more level working, but I’ll settle for one if it means turning in a complete game for once.

Thanks for looking, and good luck to all in the compo!

aDFP

End of Day 1 – Progress Update

screen_1417906201.42

Nothing special, yet. Needs more particles!

After ranting about the theme for hours, I finally committed to one idea and after about 8 hours of work I’ve got the basic gameplay.

I’ll be making a Two-Player Local-Versus (imaginary-sports?) game. This is very risky for Ludum Dare, but that’s  why tomorrow will be the “Implement an AI that is not as dumb as  bread”-day.

HURRAY!

Seriously, i need a programmer.

After the Concept art, i am making sprites for the game.

Unfinished Concept:
Concept

“World Sprite”:
World Sprite

Work on
Work On