LD33 August 21–24, 2015

Quick progress update

Started working on pathfinding and AI for my stealth/puzzle game. This is the main part still left to do (apart from replacing the programmer art of course). The red/green/yellow lines in this picture are actually debug output indicating the enemy’s knowledge of the maze structure.

progress3

Comments

23. Aug 2015 · 11:29 UTC
Again, I have a soft spot for this stuff, wish I knew how to do it, and so it looks awesome.

First Screenshots and WE’RE IN

We haven’t posted yet, so WE’RE IN!

Doing the jam this time around, we came up with a twist on the theme – one which means a lot to us gamers, as you play as one of the most infamous and monstrous (heh)  game studios around – EA AE because we’re scared of them.

Props to anyone who can figure out what the text on the left is from.

Props to anyone who can figure out what the text on the left is from.

Draggable and closable windows in Unity - woo!

Draggable and closable windows in Unity – woo!

We’re using Unity 5.1.2, Pixen and (eventually) Audacity for the music!

Good luck to everyone else doing the jam, it’s a fantastic experience and we’re loving it!

Tags: jam, LD #33

Day 2 Progress

Soooo in the first day i spent 24 streak hour, and Slept for 4-5 hours and now i’m back with big news

lev3

-2 New levels

-Main menù

-Better AI

-Better illumination

 

I will make another level and the next part is my favorit, the music :’)

do you remember me? i’m the “frostyninja” guys and the creator of one of the most loved and hated song

Tags: 2D, compo, LD33, ld48, Ludum Dare, motivation, progress, screenshot, unity

Almost done

scrn2

 

One sleepless night and I’m almost done. I think I did good for my first LD ever =)

 

My art masterpiece – Crop Circles 2015

Crop Circle 2015 Screenshot

Here’s a screenshot my game, I restarted it after trying to make an abduction game, but couldn’t get AI working efficiently enough when a friend made a joke about crop circles that gave me this idea.

You make crop circles with a UFO with intentionally janky controls, score and such have already been added, there is a pseudo-timer (lose points every second) and I added functionality to detect if the player is actually following the pattern and penalize for going off track.

13 hours to finish…

…and the game isn’t yet started! I have a full set of simulated LCD graphics and I have (almost) no idea about how to move them!

But they’re cute, aren’t they?
pantallazo-05

Stuff

Looking at how far I’ve managed to progress and the amount of work I have done, it looks like I’ll have to change some stuff around. The game mechanics will remain the same but the point will be to survive in a certain level (which is chosen at the level select screen) for as long as possible by making use of the abilities of certain monsters. Rather than introducing all the monsters’ abilities during gameplay, I’ll probably have a page with all of the monsters’ names and abilities. I’m also not sure how many stages I’ll be able to have but I haven’t changed my mind on having lots of monsters. I’ll keep making more as long as I still have ideas. So yeah, that’s a thing I’m doing.

Don’t Know If I’ll Get This Done In Time

Since I only make games as a hobby, there’s no time limit and I can spend as much time as I need to on everything. Because of that, I lose track of time and I’ve never really realized how much time it actually takes to make a game.

I’ve been making this game from scratch in Game Maker: Studio Pro and it is taking forever. I have finished the core gameplay, now working on start menu and pausing (which is taking longer than I thought it would). I also have to get some graphics and sound in to this game because I’ve been using colored squares and circles for testing reasons, I’d rather get the game complete with bad graphics than it not getting completed in time because I focused on graphics too much.

I’m so stressed at the moment, I’m having so much trouble with getting this game together. I wish I had a team, it would be way faster and more efficient. I’m definitely going to get my friends involved in the next Ludum Dare. But for now, I have to focus on finishing this one.

Comments

23. Aug 2015 · 12:35 UTC
NO pressure! If in the end you really can’t get it done, just take your time and do it for yourself! I too wish I had a team, but I’d need a composer and artist :/

Asentrix 33 Log #3 – Coming along smoothly

 

Ok it has almost been 36 hours and I have made much progress. I had a GIF prepared, but it won’t let me post it. It showed off the awesome battle system I’ve been working on all day.  I’m not sure what my game is or even how to describe it, but I’ve taken some awesome liberties with the theme. You will definitely play a horrid creature!!!
Well since I couldn’t share that GIF here are your opponents!
Hunter Spade Hunter Club Hunter Heart

I am ready

Alright guys, I think I am ready to post my game. Wish m

Comments

23. Aug 2015 · 11:38 UTC
Good luck! At least I think that’s what you wanted wished haha.
23. Aug 2015 · 12:32 UTC
I wish you m!

75% Done, Day 2 Over

Prototype 2

Having now realized it is actually 5:30 in the morning, I’ve decided to call it a day.  Got quite a lot done, lighting is in, trees are done, background artwork is finished, AI now has the “Fear Index” implemented, mild plot building is now a go, spooky music and wind noises have been recorded/made and put in, and lastly, Bob our friendly monster murderer now has noises for roaming and seeing pigs.

 

This map will be the main menu, the actual map is roughly four times this size.  Everything is working fine, did some bug smashing to deal with lighting glitches and Bob.

Lastly, I am still debating on the outlines around the tree.  They make the trees stand out much more nicely, but I can’t decide on which way to go, so if you have an opinion, throw it in the comments so I can see.

I will be submitting this for the jam and not the compo, the main reason being that my brother made the music (I can’t do this to save my life), and the extra day.  Besides for that, everything you see (and don’t see 😉 ), is made from scratch by me.

See everybody tomorrow, good luck with your games :)

 

 

Level 6 come on fasterrr!

I’ve made level 6 (tiles are not permanent). We could say this game is 2 in 1 😛

ld33_10

Character Animated

Just finished animating the character. It would normally be the first thing I do when developing a game, but I just did it at the end anyway 😀

Tags: LD #33

Late again.

Due to some issues (not related to game development) I’ve had to back out of the compo. I’m going to try to get the game finished for the jam, but it’s looking unlikely D:

Almost done!

I’m just tweaking and testing from now on, after overcoming a very very annoying bug I’m stoked for the rest of the jam. Oh yeah, I’ve still got to do music and sfx but well umm….

titlegif

My title screen

Done!

I’ve worked nonstop to create a game I’m happy with! Just have to upload it now.

Status update

It looks not that bad as I though :)

Anyway, I should start make things finished.

Art!

Finished

My game is out! Please try it here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=45415

Menu, music, sound fx and name

 

 

 

 

 

Képkivágás

 

Night I came up with the name of TÜKTÜK, which sounds good, I think. I’ve had my first longer break now and finally I slept a little, but I’m glad with the game.

Comments

23. Aug 2015 · 12:28 UTC
Time for teh knock knock jokes.

Start of the second day

Thus starts the second day… Now it’s time to actually make this into a game. It’ll be tight, but I hope to make it for the deadline. If anything though, I’ll probably be aiming for something less ambitious my next LD 😛 My current idea isn’t that enormous either, but I’d like to have more time to polish.

Some progress but…

Yes the game is taking shape but… well I’ve spent way to much time on the gfx export process…

I’ve lost lot of time drawing, which was planned since I’m not used to it, but exporting was expected to be much more effective.

Currently the process I have it :

* Draw thing into ASEprite.  Export features are way too poor.. at least on the macOSX version
* Pack all that with TexturePacker
* Create the level with Tiled
* Import all of these assets into the game

 

The cool thing is that I’m almost done with that, and I will be able to make real levels pretty soon.

Comments

Alsemevad
23. Aug 2015 · 16:27 UTC
I can’t wait to see the result. :3

Good luck for the rest of level design.

Yesterday’s progress

Hi all!

Because this is my first Ludum Dare, I wanted to create something different and special. I’m not a good artist but I have good imagination, so my goal is explain a funny short story for all you.

In this game you are an invisible monster that must recover his body with the help of a little fairy. To bring it back you need succeed in four tasks.

Yesterday I created a simple scenes manager and today I’m planning create some platform levels for the tasks, I hope to have time to finish.

sc2 sc3 sc4

I will make it. Hopefully.

Here are some renders of the characters, once I finish the gameplay I will add more levels + characters.

The Minotaur.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Victims, that you will be consuming.  (Click on image for larger version)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This also happened whilst I was doing stuff. It’s pretty fun.

 

 

 

 

 

 

 

 

 

 

 

 

There is a whole bunch of programming to do so I will see you guys at the finish line!

 

 

 

Comments

23. Aug 2015 · 12:38 UTC
I’m making voxel art too.

Try setting your materials’ smoothness and metalllic parameters as 0.

SSAO from unity package will improve graphics too.
Killbert
23. Aug 2015 · 12:44 UTC
Yeah I know, I just imported them.

Time for some knights

I just drawed first enemy! Now is time for some A.I … And… That will  be hard 😀 I never created AI for maze and platform game :D…

knight_r

This will be hardest thing in this LD

Progress! Nombeast in action.

Just 8 hours into the LD for me! (not much time on Saturday)

So I’ll keep it at this screenshot of my floating nombeast terrorising some poor people in their floating rock village:

Screen Shot 2015-08-23 at 14.23.49

 

Short term todo: Nombeast attacks, Villager behaviour, Complete village

Longer term todo: Add more clouds (refuel for your ‘gas’), add some birds

Wishlist todo: Mama nombeast giving you an introduction, non-violent quests, birdhunting

In the wood

human
Lets try…

My story is about a monster from a typical slasher horror movies, who loves to hunt for teens and lost people.

Tags: horror, pixelart, Slasher

Day 2 Results

View post on imgur.com

Previous Post

Day two is over! Today we prettied up the scene with some post-processing shaders and added textures to our particles. We also added an “enemy” model (the diver) that we need to rig and animate tomorrow. We got collision detection working in a lazy fashion; checking distance between collision points and radii. Simple, fast, and effective. We had some trouble with our movement so we ended up rewriting it using some real physics instead of mapping our movement directly to the gamepad. Now we apply force with a scalar and all is well. With this new physics movement, we also improved our collision ability where ramming into another object can send it flying. We still need to tweak exactly how we plan to do that, but we’re getting close to having proper gameplay mechanics!

Like our last Ludum Dare entry, we wanted this game to be voiced. We decided to take it a step further and integrate i18n support from the beginning. With this, we can cycle between translations including both text and audio. We currently have four text translations of our game and most of the English audio recorded. French and German audio should be coming tomorrow, as well as Italian, Portuguese, and Greek text translations if I can coordinate everyone.

Finally, before passing out, I managed to write a level loader so now we can load up varying levels into the same scene so no code needs to be duplicated or that junk. Woo!

Tomorrow we plan to finish the collision system and some gameplay mechanics so we can finally say we’ve made a game instead of Shark Swimulator. 😉

Good luck everyone, and good night!

Thank god!

Finally level making!

I’m not in a great pace but I did learn a lot this LD using Blender Game Engine, a tool I have merely 2-3 days experience with it (that I made as preperation to this LD).

For example – I made my first 3D character animation (which is horrible but what the heck 😛 )!

Progress Report

I’m doing a tower defense game in Pico8. Puny humans try to kill an ancient immortal that nested on Earth thounds of years ago. As time progresses, units will go from stone age through medieval, modern up to sci-fi. You can evolve and grow limbs in order to kill the attackers.

Sooo… Basic building menu is in. Basic firing and projectiles mechanics are in. Monster projectiles kill the humans but not the other way around 😉 I have the stone thrower, spear thrower and a knight working in game as of now (with 3 more medieval units drawn and animated).

PICO-8_3

29 Twine passages and counting

I don’t know if there’ll be a game at the end of the day, but some learning will have be done. (For example: Ludum Dare is for games that depend on a mechanic but not on content.)

ludumdare33-4

Tags: interactive fiction, Twine

Comments

23. Aug 2015 · 13:00 UTC
this is not necessarily the case. Last time I did a twine game and it was quite well recieved (top 100 for a few categories) keep going, I’m sure it’ll be great

Goodbye Sleep!

11 O’clock pm here in Victoria, Australia and with only 12 hours to go I still have a lot of work to do! Guess this is going to be a long night. Hopefully I can squeeze some sleep in somewhere.

Comments

23. Aug 2015 · 12:58 UTC
Good Luck :)

Shadows and red men

 

The work on our game is heavily underway and meanwhile you can enjoy this screenshot with a bunch of buildings and scattered red men!

Shadows&Cats_02

Backgrounds

I now have basic backgrounds which should be improved later tonight when i get onto the polishing stage.background1 background2

Some progress

Hello!

I’ve badly been neglecting posting, so here is an image!little_monsta copy

My game is going along ok, I’ve just got to make sure to get all my assets finished and all additional scripting complete. Feeling quite positive so far though.

 

 

 

Title Screen

While waiting for the rest of my team to wake up, I decided to mockup the title screen in Photoshop.

Name pending…

starting

Hey, so I’m starting, not sure if I got enough time for the compo but we’ll see, I’ll use haxeflixel and photoshop CS2.

LUDUM MADNESS

OK, I’m starting my Ludum Dare right now!!!!
Let’s see… 11h 40m time before compo end.. I think I’ll join the Jam! 😀
I hope in any case that the time will be enough for me.. Tonight and Tomorrow I still have to work! xD

GL EVERYONE!!!

Burning that midnight oil

Well, I have about 1/3 of what I had planned on my whiteboard done.

However, I still am happy with what I have so far, even if I don’t end up adding in everything I had planned.

Gif is self explanatory.

bear

Kitten Killer – Tutorials and Titles!

I’ve nearly finished the actual game and make it playable. The things I’ve just finished are the tutorials and the title screen, there tutorials are just for the user to learn the controls in an interactive way.

As usual I’ve made a short video, which you can watch below.

 

idk

7

So at some point I decided that it was a good idea to be able to transform into a gigantic raw meatball. I don’t know why I did it, but it is really satisfying rolling over everyone killing them instantly!

status

So Leblane has been having serious issues with the javascript framework that he was using, to the point where basically an hour ago I went and looked to see if there were others that could basically replace it very quickly… and he decided on one, and 20 minutes later he has more than the last day and a half. So, yeah,”f* pixie.”

I think I found a bug in something in Laravel, dealing with enums, but got around it; fairly sure it’s a bug, very little documentation – I guess most folks aren’t using enums in their database tables.  Bizzarre, they’re very useful, but then… yeah.

Much discussion of php’s peculiarities.

I did some gfx.

Game coming along, but, yeah, major setback with the javascript canvas framework thing.

#LudumDareKC 33 update #4

Justin, our modeller, gave us some models last night before he departed for some much deserved rest. Xander worked all through the early hours of the morning programming the game mechanics.

Meanwhile, I wrote and recorded a silly song, titled “Attack of the 50 ft Cows!” Very inspired by Weird Al Yankovic, Jonathan Coulton and especially the Gothic Archies. It is in 6/4 time (I think?) and has lyrics, acoustic guitar, bass guitar, crappy sequenced drums and a wicked keytar solo! 😀 It should be in our trailer, in the game and I’ll link the download here when it’s ready! I have completed recording all the tracks but still need to do the mixing. I am too tired to continue at this point though, so I went home at 8:30 AM. I plan to get a shower, some sleep and then return sometime around noon for the final stretch!

Xander is the most hardcore — he is the only one working on the game at this moment. The rest of us are sleeping! But we’re not done! We’ll be back later today to finish. 😀

Tags: #LudumDareKC

Finished :)

Here’s a link to my game: screenshot2

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=38857

After day 1

I meant to upload this before i went to bed last night but i forgot so anyway here is a quick timelapse of how day 1 went https://youtu.be/t9TrECA18iA Anyway! On with the rest of day 2!!

GhostMen

Multiplayer Reversed PacMan <br>

 

 

After 36 hours with introscreen:

GhostMen

  • Stencyl
  • Multiplayer Extensions
  • Gimp & Hand drawings

 

I’m done!

After 37 hours of almost continuous coding I have a fun game with sound effects, pretty pictures, a level editor with import and export. Decided I added all I felt like adding. Good luck to those not done yet!

 

Link to my game: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=41894

And… I’m done!

Phew. I was a little worried with some of my system stuff, but it ended up working itself out. I work a graveyard schedule, so I’m pretty used to working while everyone sleeps and vice-versa.

Anyway. Echidna, my entry for compo, is now complete and uploaded. I’m going to work on a web port when my fiancee and web mistress wakes up. First time running compo, and damn if it isn’t a completely different animal. Can’t WAIT to play some of all of your titles, guys!

One and a half day and not so much!!!

Yes… this is more for a post-morten, but I think that i have spend to much time “learning” the tools… anyway, I give my best.

This are some screenshots. So far it looks… bored, but… it is what it is 😀

capture1 capture2

The thing is that: “Cuadrada is a square world with square people. Some day a circle show up and everybody attacks him because… In a square land a circle it’s a MONSTER!!! A Monster in Cuadrada.”.

It’s something, right? jejeje… I better keep working!

Testing the AI

AItest

 

In this GIF, blue blocks are supposed to avoid the gray area, while yellow blocks ignores it.

Core mechanics completed!

Now it’s time to design some levels! (and start screen, and stats, and tutorial…)

LD33_mechanics

Software like Mixamo Fuse allowed?

Just wondering for future Ludum Dares, is using software like Mixamo Fuse allowed? For those that do not know, it is basically like a character creator. Also, how about the animations from Mixamo? Bcuz u know, motion capture is not really viable in a 48 hour period and a $0 budget.

I would really appreciate it if someone gave me their opinion.

Comments

Flygamer101
23. Aug 2015 · 14:13 UTC
Sorry to say but I’m not quite sure. It might be, as long as you don’t use an preloaded assets, i think. Hopefully someone smarter will see this.

The game has a bad ass name

Tell me what you think about the graphic light etc

sdad

 

 

DAY 1 recap

Comments

LewisChaplin
23. Aug 2015 · 14:15 UTC
this looks nice, like the eyes in the bushes and the video looks good, the tutorial words seem a little hidden but that may just be my crappy internet and video quality

Gothic bar

Some gothic UI. Yea it doesn’t look nearly as good as I wanted it to be, but time is running short, so short…

scale

Tags: #animatedgif, interface

Latest update

so i have no really set the premise of our game yet.

Well you are a real monster, one that east babies and mutilates them for bonus points… not for the faint hearted.

Just updated our live version here with latest changes :

  • random collectables
  • enemies can jump
  • death screen
  • level end point
  • more content

4

Idiots Report #2

Hello again, IDCrowd here. Do you like pixel pony like we does?????

Comments

AnaglyphCoding
23. Aug 2015 · 14:25 UTC
Is 0x10c a reference to Notch’s scrapped game or is it just coincidence?

Video

Something very bad happens with video, but you can enjoy my little brother’s screams (and my horrible music).

Dungeon Dweller – Progress

 StartMenu Dungeon Dweller

So this was my first effort at a real Ludum Dare and it has gone better than expected. I don’t feel the game is as good as it could/should have been but the learning experience has been worth it. I will try to keep updating it right until submission hour but I’m running low on free time now.

As it stands now there is no core gameplay mechanic or win/lose functionality. The levels are randomly generated which was something I was still learning coming in to this weekend so I am happy with how that turned out. There is a big lack of music and the sound effects that are in there are horrid (sorry!). I’m a programmer by nature so the artwork leaves a bit to be desired, I can do better but not in a short time frame like Ludum Dare.

I took inspiration from the old Alien Breed games back on the Amiga which can probably been seen in the graphic style.

Dungeon Dweller on Ludum Dare

Not close at all

I’m barely close to finishing because I haven’t been able to work on my game a lot. I will try to work today and tomorrow.

River Monster City log 8

River Monster City
log530 minutes for some quick tiles!
log660 minutes for design and details.
I am satisfied with the result but i have soooooo much left to do.

You’re the monster… Right, I feel like a zombie right now !

Well, not exactly. It could have been worse ! 😉

So here we are, 10 hours before the deadline. Not everything has gone as smoothly as I wanted so far, but it’s not that bad. I still have victory conditions to do, intro screen and music to load (I had time to do some kind of music, so I’ll use it I guess). If I have time, I’ll try to polish a bit.

I hope all of you are having fun, can’t wait to try your games ! Some look reaaaaaaaaaaaaally cool !

See ya in 10 hours !

ld33-indev-04

It’s Lunch time ^M^

I just had my lunch and so did The Muncher!

Muncher5

 

I added some helpless civilians in.

Sharp spaghetti

Well this evening promises to be fun, just took a step back and looked at my AI code… it’s horrific.

So the next few hours are going to be spent going through and refactoring the hell out of it.

@WASDMagician

http://wasdmagician.wordpress.com

Status update

ud

Bob in his natural habitat.

 

My progress so far

My progress so far is – none.  Yesterday was my wife’s birthday, so it was a full day, and other than about ten lines of code I did on friday night, I have nothing done.  I decided last night that I was just going to forget Ludum Dare this time around, but this morning I’m up early and I’m thinking, yes, I can try to get something in.  And I still want to try and get something in for the Compo, and I have 10 and a half hours to do it in.  Well, actually less, because I have real life also happening today.  If I do make good progress, but need more time, I might just relegate myself aiming for the Jam tomorrow.  But the Compo is what I want.

End of Day Two!

So today we did a first pass on implementing the awesome art @gavku has been churning out and I think shows the great progress we’ve made when viewed next to yesterdays progress gif!

End of Day Two progress gif on the miss animation for #LDJAM! Stop Franky, please, children are watching! pic.twitter.com/TN0wdgnc5z

— Jonathan Murphy (@nuclearfriend) August 23, 2015

@DuzzOnDrums did a rework on the “Frankys Hand” controls and added a pretty neat “snapshot/polaroid” effect when you make a successful pat, while I spent most of my day trying to keep up with the deluge of assets and effects were trying to jam into the game and also figuring out if we could use Unitys WebGL to distribute the game (probably not).

And we also got some great vocals and music to implement from @YeOldShrimpEyes and @SunraHeadgear/@ToiletChildren respectively!

Good night all and happy jamming!

This is no cave

Having real trouble getting my character controller to work so I decided to make the title screen while trying to figure things out.

titlecardNot quite sure what went through my mind making this. though… Oh, well.

 

[Update] Marshmallow Boy

So basicaly untill now I just worked on the graphics/animations. (DAAARN that is so hard), so please teEnemy
Screenshot_3

Popup Lovers is back

Hi, this is Popup Lovers on the air:

Code – Sergi Montaner and Pau Novau (using Unity)

Art – Ana Jimenez (using Illustrator and Photoshop)

We won’t have much time this time to work on ludum dare, due to family obligations, working on monday and the fact that summertime in Barcelona is not the best time to jam.
(For instance, this is happening at a 15 minutes walk distance from my place)

Because of this, our game its smaller and we won’t be able to achieve the same level of polish as the previous LD.

We promise it to have the same level of addictive frustration as it has our past jam entry.

Here is the logo of our little monsterjesus_res

Hope you have a nice LD time!

 

Tags: LD33, presentation

Assets are now in engine :-)

Matt’s a little busy with programming at the moment so he isn’t providing many updates, but he’s given me a couple of screenshots of the scene loaded in Unreal Engine 4. It’s looking pretty good!

map1

play1

We’ll probably need to do some tweaking of the lighting and colors as it’s a little bright at then moment, but it’s basically working and is already playable :-)

Comments

23. Aug 2015 · 14:53 UTC
These posts have been looking gorgeous, really remind me of the charming style 3D Dot Game Hero used.
23. Aug 2015 · 14:58 UTC
Cheers Pickens. It’s the charm of voxels that we can make so much art in such a short time.

Intelligence incoming

Core gameplay was done a few hours ago, so I started to build the AI.

It’s using the wrong character model for now but it’s possible to see patrol behavior in action.

Giving up.

I’ve decided that I started too late, and I’m not close to finishing at all. I’m probably going to wait for the next LD, or miniLD.

Taking Time with Technical Tricks

I’m building the game in javascript using Phaser.io, and I spent a lot of time yesterday trying to a) figure out how to import a gif to the canvas, and b) find and download this one very specific song.

For the gif, I was downloading Gimp extensions, scaling it horribly, and generally trying to pack it into a spritesheet. This was a terrible idea. I got it working by simply putting the gif behind the canvas in the html and setting the canvas transparent when I wanted to show the gif! Hopefully this is useful in the future.

For the song, I spent time mostly on many many fruitless searches for a version I liked. There was a version on soundcloud that couldn’t be downloaded, and that was extremely frustrating to not be able to use it. Until, that is, I realized I could just embed the soundcloud player in the html, too! That took 3 minutes.

In short, there are some great advantages to working in html, I just have to be aware of them!

LD33 Progress Update 6

Slowly getting things finished off. Got different kinds of units implemented now but procedurally creating the body plans is a little tricky :/ It would be good to spend time playtesting all the different unit types to make sure they’re reasonably balanced. Pretty tired today so I haven’t been getting as much done as I could. (had a bug where all bugs were making more not just the leader :P)

Anyway good news! I’ve got a screenshot to show off the different kinds of bugs:

different unit types

 

There are 13 different kinds now with differing shapes, sizes and leg numbers. All bugs need to eat and can recover health by doing so. The player is in control of one boss bug who can create all the other kinds of bugs with the necessary resources.

I really need some kind of user interface now, to show resources stored and unit costs.

Still a fair bit to do before this can be considered a game, at least it has a name now: SwarmLord 😀

FAIL!!

My plans of entering the comp may be impossible now, I guess it’s gunna have to be the jam for me

Game Update #2 – Practically finished!

I have added a new enemy type: an armored theif, AKA “canned food”. :d

I think my game is basically finished, but I’m gonna wait a bit before posting it because I might think of something to change, and there’s still time to make my friends test it for me if I can contact them in the next couple of hours. So yeah this will be the first time I’ve finished in time to submit to the actual LD Compo! \o/

Stay tuned for dragons and gold and stuff.

Screen Shot 2015-08-23 at 8.49.56 AM

My first update/post

Okay so I have had trouble with the theme, the best I can come up with is an alien monster species that you play as and you’re on your way to destroy Earth (such monsters!). Along the way you fight ships from the Sol Confederacy (humans). Here’s a little gameplay GIF (you can click it to see a larger version). It’s not the most unique use of the theme but I really wanted to make spaceships. I still have to do explosion animations and stuff (I’m no artist as my spaceship art shows)

To JAM or not to JAM?

So here’s the deal, I will most likely not be able to complete my game for compo. I bit too much once again. Now I always did compos, never jam. I always like the idea to do everything myself, even though I am not good at art and terrible at music, but I like the practice.

Now back the question, should I take 1 more day and try to finish the game and submit it in jam? I am afraid my game will look poor on the background of all the amazing team based games in Jam. Any opinions?

Tags: 2D, compo, game, help, jam, LD33, ld48, Ludum Dare, motivation, progress, unity, unity3d, update, video

Comments

23. Aug 2015 · 14:58 UTC
I think that graphics are cool.
23. Aug 2015 · 15:00 UTC
Your game doesn’t look poor. And you don’t need to be embarrassed just because someone some games might look better than yours. Be proud of your creation! :) Remember, the most important bit is that you had fun making it!
BluShine
23. Aug 2015 · 15:01 UTC
I’ve done this before. Don’t worry about looking bad in the jam, your game already looks like it’ll probably be above average, even in the jam. Remember that there’s a lot of people out there with less experience, less time, etc.
Cosmic5
23. Aug 2015 · 18:07 UTC
This game looks great!

Found Bigfootage, Episode 5: Leaked Sasquatch Tapes

Bigfoot eludes rogue camera dudes

I’ve finally got some real gameplay. Basically, it’s an anti-stealth game. Crazy Bigfoot hunters have invaded your forest. They won’t go home until they run out of film.
You want them to get the worst possible footage. Your score multiplier is based on distance (further is better), and the number of trees and bushes between you and the camera (more is better).
Now that the basic gameplay is done, it’s time to start making some levels!

Also, am I doing the theme right?
I think I bought the wrong energy drink...

After much bugfixing, I finally have a basic ‘possession’ system in place, and it looks swanky!

Hello, fellow Ludum Darerers(?)!

After spending two and a half hours bugfixing a shooting mechanic whilst possessing, I realised it was, in fact, my space bar which had broken, not my code I had spent years trying to fix…

SO yes! Possessing! Here is a GIF of the spirit dude not caring about being shot (mostly because he doesn’t need to yet) and taking over the soul of a poor soldier, then using said poor soldier to promptly off another one of his allies!

4

Slow progress, but it looks cool, and I was never looking to enter the compo, just the jam, as I’ve not the first clue as to how to music.

Seriously, some of you guys are so talented. I wish I could art. Can somebody art me?

Good luck to you all,

Taha

Day 2 Start!

I am up and ready to go! I’m going to grab some quick breakfast and then I will be back at it!

Tags: day2

Update 2

So I have a little more than 5 hours to work with, and the game is starting to shape up really well.
2
Here is another screenshot!

Bass AAckwards? !sey

As with most of my previous Ludum Dare compos I’ve trodden off from the expected way of doing things.

But in an entirely different way this time.

The placeholder menus are done, the game endings are done, the “good” ending is rather fun, it even made my 6 year old giggle, which is great!

The vehicle physics are fine and entities are all loaded in, all the voice overs are done and the donators names are certainly in the game now!… dya know what’s missing?

GAME PLAY!

That and I’m heading off for my 10k run in an hour, so there’s roughly 6hours left for me in total, it’s going to be tight!

5 hours in!

5 hours in and I just need to add the ability to win/lose for the first level to be playable. I spent 3 hours on the simplest ai ever though… The civilians and enemies just walk to a random way point and avoid each other, but hey at least its playable now!

Making Background Musics with Bosca Ceoil!

bosca

This software is awesome,and easy!

Comments

JuDelCo
23. Aug 2015 · 16:39 UTC
Thanks, I didn’t knew about this software. Is awesome !!

Teshuvah and Non-Monstrousness

My game is a take on the Jewish concept of teshuvah – which can be translated as “return” or “repentance.” It’s an important concept for this time of year because in the Jewish calendar we are now in the Days of Awe – the weeks leading up to the most important holidays of the year in Rosh Hashanah (the new year) and ten days later Yom Kipur (the Day of Atonement).

The time between these two holidays is considered the holiest part of the year in Judaism. Literally, they are the days when gates of heaven are open. It is your chance to do teshuvah, to return yourself from your misdeeds of the past year, and doing so ensures another year in the book of life.

I like the concept of teshuvah for the theme of “You are the Monster” because teshuvah is about forgiveness. It is about not being a moster. Forgiving yourself for being human. In fact, the most important prayer of the year, Kol Nidre, specifically absolves us of and repents for all vows and transgressions made for the coming year! Before we’ve even done them!

So as for the game itself, I want to hit at that feeling of being absolved. Of forgiveness. After a year of sins, bad deeds, broken promises, to be redeemed.

This time of year in Judaism is structured to lead up to that feeling. The weeks leading up to it go something like

  • Recognize our imperfection, our brokenheartedness, our unpreparedness.
  • Reflect and see ourselves for what we are. Acknowledge the emptiness.
  • The gates of heaven open.
  • We perform teshuvah and are forgiven.

This progression works really well for ritual (and if you’ve read this far, I really encourage This is Real and You are Completely Unprepared by Rabbi Alan Lew). Can it work in a game? I really want to try.

I MADE IT !!!!

Wel… Not the game XD But that AI 😀 Enemies are pretty clever XD They can follow you whole day! (if they don’t get stuck in the wall XD

Gif is too big for Ludum so… http://gph.is/1KEGPjA Giphy link! 😀

Comments

Christina Nordlander
23. Aug 2015 · 15:20 UTC
Awesome, AI is distressingly hard to do.