LD16 December 11–14, 2009

Getting Started

Got up at 2:15 to see what the theme was, then went back to sleep to get some ideas.  And the idea is:  ‘For Queen and Country’, a turn-based multiplayer strategy game.

There are 4 players, and an unexplored island divided into tiles.  The player to visit all those tiles (and thus explore the whole island) gets to claim the island for their country, and wins the game.  There are three obstacles in their way:

  • Players cannot move into a space another player is already occupying.
  • Players can only move if they have enough food rations.  Otherwise they will have to spend a turn foraging.  Each space will have a different number of food units, so some spaces will be more useful in this regard than others.
  • Players may erect a garrison on a space which will prevent other players from moving there even if the original player has moved on.  Garrisons last 3 turns.

That’s it.  It’s probably more like a boardgame than a videogame, but I’m trying to keep it as simple as possible to make things easier on myself.  There will be the option of CPU players to make up the numbers, but I can’t guarantee they’ll be particularly smart (not being particularly smart myself).

First step: draw the island map.

mars exists, first build

mars02yup, I fixed my triangles problem, and I even coded all the streaming PCG stuff, so already you can wander endlessly across the surface of mars. click ‘more’ to play the embedded version :)

[WP_UnityObject src="http://www.sophiehoulden.com/randomstuff/ludum/mars01.unity3d" width="560" height="420"/]

Tags: mars, PCG, unity

More Island Fun!

iTunesScreenSnapz001

yeah .. it’s a bit better .. still no idea what game will come from this!

Comments

12. Dec 2009 · 06:23 UTC
Wow. Really nice. Make a pirate themed game. Collect woods, build a boat, get treasure maps, dig for gold…

Finding Her

I started a little Flixel project about a floating blob that’s looking for a girl.

Just mockups and some messy test code for now…

Update

I coded most of the engine and I added shooting and a jetpack. I’m going to get the rest of the programming done today, then I’ll finish the levels and menu tomorrow. :)

Comments

SonnyBone
12. Dec 2009 · 07:03 UTC
Looking forward to this in a major way.
12. Dec 2009 · 07:11 UTC
Haha, thankyou. :)

Whew, after fighting some weird bugs and getting used to Flash Develop a little more I’ve made this:

http://www.ericmcquiggan.com/Gameuploads/ludumdare/LudumDare48.swf

The plan is you are a prospector on an island trying to find things of value to sell back to the local colony.  There is a still a bunch more to add,  my tiles are easily extend-able to different land types .

But for now, sleep.

7 Hours In…

And this is what I have:

pictwo

Can move the cheese

OK, I have just little time, but I can move the objects around now, and they indicate when I can’t place them or pick them out, because they are behind another item in the fridge.
Where Is the Cheese? - Move test

Where Is the Cheese? - Move test

Comments

sf17k
12. Dec 2009 · 14:13 UTC
make the dark part of the watermelon darker so it doesnt glow. since your graphics are saturated, make the backdrop blue more gray to balance it out. i wonder how this would look with dark outlines on everything

7 hour screenshot

I spent my first 3 hours designing the main character and coming up with an art style. I then coded the basic character movement and added a particle effect during the following 4 hours. Add in some playtesting, IRC, and blog reading and you’re looking at my entire Friday night.

I’m super tired, so I think it’s time to hit the sack. I can only hope that I remain this productive tomorrow.

Tags: first screenshot

Rational exploration of flixel

This is my first LD, so the goal is clear — finish ANY game. I woke up in the middle of the night to see the theme, had some weird dreams about explorations in complexity theory and then woke up again an hour ago, without any idea what kind of game to do. But now i think i have at least a rough idea, what to do — some kind of mind exploring game.

Now i see, that lot’s of people have already got some content to show, where i still have just a fuzzy idea, but i’m listening to Gangpol und mit – Exploration raisonnée du verger and ‘m going to do my own rational exploration of flixel.

I think i will use Flixel for programming, maybe as3ds for datastructures, Flan for tilemaps, Allegro sprite editor and paint.net for sprites and Sfxr + musagi for music and sounds. Besides paint.net, I haven’t heard about any of this programms until a week ago, I never learned actionscript or programmed in flash, so it will be pretty funny frustexploration weekend for me… 😉

Comments

mirosurabu
12. Dec 2009 · 09:13 UTC
If you ever used Allegro (I guess you did, no?), especially with Miran Amon’s MASkinG library then you already know everything because Flixel and Flash are as simple as that.

portaslug

Fixed some bugs in slug so that mouse/fullscreen actually works now, and also fixed up my build system so that I could build a portable Linux executable (new build/src is here, if anyone’s interested). Assuming slug is “done” for now (haha), this means i don’t have to compile anything again for the rest of the compo, just writing Lua scripts and automatically have everything work on both Linux and Windows. Mac support would be nice too, but I don’t have a mac, so.

Now, time to get started on the actual game! I wish I had any good ideas. Guess I’ll just start making a platform engine and see where it goes from there…

Tags: slug

Game Map

map

The compass is kind of skewiff but otherwise I’m pretty happy with this.  Now I’m going to do the old ‘soak a piece of paper in tea’ trick to create a vintage-looking paper background.  Not started coding yet…

Comments

SonnyBone
12. Dec 2009 · 07:25 UTC
I like where this is going…

Still exploring possibilities!

ld16-2

Breakfast was delicious! 😀

ld16-3
I’m still getting started with this, struggling for inspiration somewhat. I’m probably going to make a third person exploration game. Hmm.

Comments

mirosurabu
12. Dec 2009 · 09:10 UTC
I like the first picture better than the second one. : P
12. Dec 2009 · 09:47 UTC
Man, that is a proper English breakfast. You might have ruined my productivity for the morning (read:afternoon) while I go out to find some sausages…

Witness particle effects with lines and rects…

Witness particle effects with lines and rects.  11 particle systems with 100 particles in each.

Renders ok with pygame software rendering on my system.  Now to work on the game part… hrmm.  Or maybe time for some music?  Or perhaps some drawings… um, ar… or more particle systems?

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_12_14_29_40.jpg

Finding Her – status update

v01_conversation

Ok, preliminary prototype is already working… the “speech” system is also going ok.

Really crappy graphics for now.

Comments

nitram_cero
12. Dec 2009 · 07:39 UTC
Ok, I’m going to sleep now. I’ve put around 3 hours in this.

Status update

taking a break for food! Unfortunately I bought noodles with octopus, and I hate those. Getting out, buy something else, losing time? hahaha no way

IMG_0768

Left computer is only for entertainment (a megaman vid), and on the right one you see a first draft. only gonna get better 😀

have fun, everyone!

About a Little Animal

I’ve decided on my concept. (For real this time!)

The game is about a little fox cub trying to find his way home. He must explore the forest to find his family. There will be rough clues to the path, but they will take the player all over the forest. The clues will take the form of cookies placed in a rough approximation of the path.

There won’t be any dogs or other predators, the player can take their time going through the game.

There will be a nice ending, too. :-)

Getting Started with Exploration

I’ve got an idea for Exploration that I’ve had for awhile and wanted to do as a project.  The theme gives me a great opportunity to do it.

The idea is that you are an explorer sent to sail the world and to bring back riches and claim land in the name of the mother country.

I don’t have much at all yet.  I struggled with how I wanted to represent the world data and scrapped a few ideas before settling on a bitmap and accompanying data file.  As of now, I have it able to load up the bitmap and extra info into a class, but nothing is done with them yet.   I’m falling asleep at my desk, so I think I should get some sleep and continue fresh in the morning.

Tags: exploration, ld48_16

Rock-ing on mars :D

mars03Ok, got my normals on the ground working ok, altered the PCG a little for better rolling landscape, added fog and some random normal mapped rocks (their scale and rotation is random, I did actually model them, I’m not getting *that* hardcore with my PCG =P)

and of course there is a playable build after the ‘more’ link (and you can turn in this one!)

Tags: mars, PCG, unity

This entry was posted on Saturday, December 12th, 2009 at 8:06 am and is filed under LD #16 - Exploration - 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.

so here’s what i have so far

exotic fish shopshop

i’m making a town, thats about all i’m sure of right now, so this is an exotic fish store

Fish and chip shop/cafe type deal

and this is my fish and chip shop/cafe/whatever

oh yeah i know the colours are a bit bright lol

Comments

sf17k
12. Dec 2009 · 14:09 UTC
use dark gray and light gray for the floor tiles so the contrast don’t blind people

Yeah, made a dungeon generator. It sucks, so I’m not gonna use it.

dungeon

Saturday Morning Cartoon

satmornIt’s saturday morning, and thanks to Flixel doing pretty much everything for me, I have a robot rolling around and jumping (gonna have to take that away soon before he can earn it back).  I like his run/roll animation, it really expresses his desire to have a kitty.  The scary space monsters are actually just solid blocks right now.  I guess implementing them is next.

Starting up…

9 hours already gone and I’m starting work now… So… exploration… the best one of the lot, if you ask me…

Fortunately, I saw the theme before going to bed and during my sleep I already had a couple of ideas popping around…

Still don’t know the setting (space or pirates are my main two guesses), but it will feature an procedural world (very big, to be challenging) and maps to find something. To get map pieces, the player will have to overcome some challenges in the places he will explore.

Now, I just have to define a setting, a storyline (I love stories) and the type of challenges the player will face…

But first, I’ll just scan what people’s doing and get some breakfast…

Good luck everyone!

I’m in!

I got a idea for a game: turn based exploration and treasure hunting in the some deep dark jungle.

And this is what a ate fore breakfast, time to do some shopping and iron out the details, then some lunch and coding/art creation!

DSCN6737 (Small)

my breakfast

The tools will be c++, sfml for the coding and paint.net/gimp and sfxr/audacity for the artist side.

Tags: food, foodphoto

Exploring the … subconscious

I’m probably going to do a text-based (GUI-based) game which explores one’s subconscious through interaction.

Or something like that, still don’t know what. I have to merge a couple of earlier ideas and thinking experiments I came up/conducted in the past.

And of course, I’ll be using almighty Flixel.

Exploring Ideas

Hmmm – “Exploration” – what a theme.

It sounded really interesting at first and I’m pretty sure I voted it up, but now I’m having a bit of brain-fail trying to come up with a feasible idea. I’m tempted to try my hand at some procedural generation, but that’s gone badly for me in the past…

Tags: exploration, ideas, procedural generation, theme

Off to work

I’ve got to head off to work now.  I’ve not got as much done as I had hoped, but I’ve got the hand-inked graphics done, and the title screen’s up and running barring the buttons.

title

(still waiting on the tea-stained paper to dry so I can use it as the background)

Long morning of exploration ideas thinking

Well in this LD I promised my self to keep things technically simple as usually I spend some 70% of time trying something new. This time I want to reuse some old code/idea and try to keep it smiple.

Well first thing that come to my mind was to reuse this experiment Alone In Darkness So some dark caverns exploration with a twist of not seeing much all the time. Other then that traps, treasures and stuff… Buuut I don’t think that it is such a good idea… Lot needs to be done technically and probably making graphics for it won’t be so simple aether.

Another direction of my toughs was space exploration and I think I will go with that. I had idea for such game for a long time but it is too complex for 48hours so I will be cutting that idea down to simple elements for next few hours and trying to gather some prototype code together too see if has any promise at all. Wish me luck while I wish you all luck with making cool games in next 1-2 days :)

Tags: ideas

derelict_

A hulking mass of metal drifts
effortlessly through space.

Once teeming with life,
now quiet like the dead of the night.

This is a derelict.

For the brave amongst you,
there are unbound treasures aboard
worth unimaginable fortunes,
with a wealth of information
just laying for the taking.

However.

This is a derelict for a reason.

Pray you never find out why…

Sounds menacing, doesn’t it?
Derelict will be a top down turn-based strategy game with you controlling four marines from six classes.
Your mission is simple: raid the derelict for as much as you can find.
Your marines may leave at any time.. it’s just in how many pieces you need to worry about…

Comments

Fiona
12. Dec 2009 · 10:57 UTC
Space Hulk then?
stuckie
12. Dec 2009 · 11:05 UTC
shhh 😉

good morning brain

ld16 good morning brain

ahhh wake up and makeyourself full of potassium :)

and write the first big todo list :

  • fix the keyboard input
  • fix the mouse input
  • make char movement, with animation
  • add map and screen scrolling
  • define map in a txt file
  • draw tiles
  • draw trees
  • draw rocks
  • draw coin
  • draw 10 different vegetables
  • draw 3 different quest givers
  • draw 3 enemies
  • add to the quest giver to code to show the quest
  • all the char to gather stuff
  • add random code to add vegetables to places in the map
  • add coin counter
  • add bomb key and bomb damage
  • make enemies move and attack
  • buy bombs
  • add life control and die event
  • create bomb machine
  • create main menu

Tags: banana, botanic quest, food, photo, TODO list

Ahh it’s a beautiful sunny day here for sitting inside and making games. XD

This is my mock-up of some tiles. Now, to chop ’em up and put them in a game. I wanna make three levels like this… I hope I have time!

mockup01

I feel like I’m cheating a little, because I had an idea which would fit both holes and exploration… So I’m using it!

Comments

12. Dec 2009 · 10:24 UTC
Just gonna say that that looks beautiful.
12. Dec 2009 · 10:28 UTC
That’s looking great already! 😀
SonnyBone
12. Dec 2009 · 14:04 UTC
WHOA. I really love this.

“Ruins” … maybe

I have a feeling the scope of my idea for this LD (tentatively called “Ruins”) is way, way too broad, but here’s a screenshot from the last few hours of tinkering with the latest version of flixel (and an hour of mind numbingly drawing mediocre pixel-art leaves), and a picture of my first and second meals of the compo (…they really were both identical arrangements of pizza and wings — I promise you’re not missing anything exciting by just having a picture of one of the two):
Ruins_LD16_12122009_034551

IMG_0067

So far the player can wander around, jump over things, and shake mangoes out of trees; and since it’s 4 AM for me now, I’m somewhat reluctantly calling that “good progress” for the first night ;p

Late start

Just remembered now that this weekend was LD16 😛

This time I’ll try something simple to write as I don’t have much time in my hands.

Freebasic will be the tool of choice to be able to code something really quick.

About the theme, I still have to think about what to do.

PSnake

So let’s get started!

First time in LD, yay!

I’m making an ASCII platformer game… No ideas at all on exploration, though.

Pre-prealpha binary (basic movement):

http://www.box.net/shared/d6d8cqpfav

Right now I’m trying to add map coloring, jumping, ladders and other basic platforming stuff 😀

Comments

Zecks
12. Dec 2009 · 10:21 UTC
oh man im doing an ASCII platformer too

now i feel all unoriginal

Time to get started

Last night I had a concert and a party after that, and I was home just before 3.00am, when it all started. I like the theme, I want to make a game where you explore a level and keep getting extra abilities so you can go back and explore more.

I wanted to at least get something working with Flixel right away, so I downloaded the newest version 1.40 of Flixel and the Mode demo. Two hours later I was still not able to get things working. Turned out that Flixel was just being updated and already had changed twice since I downloaded it. The new version 1.41 did compile without errors, but the Mode game doesn’t really work like the example.

I just woke up and now I’m going to try to use Flixel and make something. If it doesn’t go well now, I’ll go back to haXe.

Comments

mocker
12. Dec 2009 · 11:01 UTC
I spent a while figuring out the new flixel. Mostly all the constructors are shortened, with attributes set outside of the constructor. And in 1.40 I had to comment out some FlxKong junk that didn’t compile. Good luck!

Late start

Hi all, gonna start right now )

Exploration – great theme. How much space exploration games for now? I like traveling in space and land on planets (reminds me of Star Control II), but need some originality in this, trying to figure out something…

Woo! Ludum Dare!

Yes!! Another ludum dare! This time, I’m taking pictures of food too!! Hotdogs with salami :)

Yummy Hotdogs

Yummy Hotdogs

This time I’ll still be using java, but groovy as well. Other than that, it’s all the same,  sfxr, gimp, etc
Good luck everyone!

Crazy idea

Hi, it’s my first time here :)

I’ve got a crazy idea for an exploration game where you have to explore an environment using sound only, kinda like a bat with echolocation. It will have to be very simple because I’ve only got today to write it (lots of stuff to do tomorrow). I’m intending to use Flash but I never used it before so things may get ugly.

Wish me luck!

Hot Dog Hunter (With Super-Cool Mockup!)

I ran into artistic problems with my idea, being that I can’t really produce the poignant graphics needed for a poignant game.

Instead, I’m making a game about searching for (And eating) hot dogs!

Here’s a mockup: (The premise is obvious)

mockup

Comments

doohan
12. Dec 2009 · 10:44 UTC
HOTDOGS!!!!

Here’s a timelapse video of tonight’s work. Kinda got crappy near the end when I tried making a random dungeon generator.

Ludum Dare 16 – Night One

Finished game design…

Just finished the game design for my game… it’s ambitious, but I think I can cut corners in lots of places, which is good…

game_design.jpg

Anyway, going to start by coding the procedural area generation, to get the ball running…

Progress! Slowly..

Drifting in the Stellar Winds
Infinite space + planet exploration

Screens with ripped art that will be replaced!
Title Page
Game Screen
Current playable copy:

Currently Title->Menu->Game states . Game has a player class that runs around the map, and a random starfield in the background. It scrolls, I’m happy. Using flixel made that a headache since apparently FlxSprite has no Sprite elements, so I couldn’t make one when I want to manipulate pixels, but instead had to make a sprite and a custom render function that blits it over. Otherwise Flash would blit real Sprites over any Flixel objects every time the screen updates. fun.

Next up is getting the starfield to generate new data whenever approaching the current boundry, to remove borders completely. The starfield is just cosmetic so it will be constantly random and not persistent .

Woke up, drinking morning coffee

Ok, so it was 04:00 (am) here when the theme was announced. I kept myself awake to get the theme and then I went to sleep immediately after that.  About 10 hours later I finally got up from bed and made some morning coffee and ate a little croissant-thing with it:

tonic's morning coffee

I thought it might help with the idea side to sleep and maybe wake up with head full of good ideas. I don’t know if that worked at all, since I don’t have a big bunch of ideas, but there’s like 2-3 of them and I’m probably just going to start working straight away using one of them.

Tags: foodphoto

starting to get somewhere

knowing myself this probably won’t be finished by the deadline

but no way in hell am i going down without a fight!

Comments

Hempuli
12. Dec 2009 · 11:10 UTC
Looks tasty!
doohan
12. Dec 2009 · 11:15 UTC
Looking sharp!
mocker
12. Dec 2009 · 11:17 UTC
Won’t be finished? If that’s a screenshot it looks like you are ahead of the rest

Go-go-gadget Ludum Dare!

So… Exploration. Not much of an idea so far, but I think I’ll go with something tile and turn based, and see what I think of once something basic is working. Unfortunately, it seems I haven’t learned from last compo that I am rubbish at random generators, and I am considering a random generator. 😛 Ah well, can’t be as bad as last LD.

Good luck to everyone else!

gooey nightmares!

ld16-6

Still don’t have a direction with this game, but I’m trying to get some of the mechanics out of the way. I have textboxes and questions working in a fairly tidy way. Need to get my inventory working, and then I’ll be able to start thinking about what is possible in the game!

Materialized: cup of coffee

G’morning, it’s afternoon and I have an idea in my head, and a cup of coffee in front of me. Let’s see what I can get done before the big, scary DL :)

Cherry croissant with a cup of coffee

Tags: foodphoto

initial screenshot

Here is an initial screenshot for my epic tale of self-discovery among the stars. Code named: Satisfactoria.

satisfactoria

This is in pygame, of course.  I’m taking a quick lunch break and then off to convert this baby to world coordinates.

My mantra for this project:

…It’s something between discovering and witnessing.

(Attributed to Bob Moog)

Tags: pygame, screenshot

Sleeping phase 1 finished. Game continue.

Everyone is posting screenshots, so I think I should too.

Here it is!

It makes sense.

It makes sense.

Right, let’s continue working.

Comments

12. Dec 2009 · 21:36 UTC
99% complete

Hole Jump – Progress!

Okay, I thought I might post with my first ~12 hours of work. The idea of my game is that you’re an idiot and you like exploring holes by jumping down them with a jet pack strapped to your back. As it turns out, the hole you happened to foolishly throw your fragile body into has a bunch of narrow passageways on the way down that you must dodge or become a patte, your choice. There will also probably be some coins/gems/rare stamps that you might just be able to grab on to as you plummet toward your inevitable death (the casual observer may consider this pointless, but remember you just threw yourself down a hole so you’re probably not the sharpest bowie knife in Australia). The movement mechanics are basically the same as asteroids, and watch your rapid descent to a flattened doom from above even if my attempt at 2.5D is a bit confusing.

You can listen to the music I recorded here, as you can hear I’m pretty terrible at that.

And here are some screenshots, as you can see I’m pretty terrible at art too! Some of it is placeholder art.

Title Screen Screenshot

Title Screen Screenshot

Gameplay Screenshot

Gameplay Screenshot

Breakfast and a game idea

desk2.small

While sleeping for the night I came up with a solid game idea that will definitely work in both theme and being limited enough to be created in a little over 36 hours. So now to make the damn thing. But not before a hearty breakfast fit for a champion. Eggos!

Explorer – 12 Hours

Hello,

This is my first LD competition. I found my way here thanks to Dock, and his entry in LD 15.  I’m using Unity for my game engine (and models), Photoshop for textures and will be using cfxr for sound.

For anyone who has the Unity web plugin, you can play the 12-hour demo of Explorer here.

In addition, here are some dev notes:
LD48 #16: Screenshots Batch #1
LD48 #16: Log 2 (0900-1500)
LD48 #16: Log 1 (0300-0900)

I’ll be posting another update in 12 hours. Good luck to all.

First possible idea

Well after a LOT of thinking, I think I got an idea. Better start whipping up some code. This time I’m going with C++ and DirectX 9; will be interesting see how it goes.. :)

drew a bad BIG BAD.

Started to quickly draw a baddy.  A dwarf was suggested… which then turned into a dwarf with lasers on it.  Since the baddy needs to shoot up and down you see.

Drew a really bad BIG BAD… turned out more like a flying green pumkin than a dwarf with lasers on it.

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_12_18_50_16.jpg

The laser will just be an animated line, and a sound that goes bzzzzzzzz.  With of course a particle effect explosion when it hits something.

Speaking of particle effects, I kind of got my flare going.  So the flare can light up areas either thrown left or right.  Maybe will make it follow the mouse… not sure yet.

Now it’s time to go down to the pub for a friends birthday.  Feel kind of ok about maybe getting some gameplay in tomorrow… and maybe getting a basic game going.

Tags: particles for the win, PFTW, pygame, python

After a brief intermission

Well after spending a short time putting up my new chair that can about an hour ago I’ve now got it set up and am working at a more comfortable chair :)

new chair yay :)

And here is what my current whiteboxing is looking like :)

toast!

It’s extremely early and basic.

Tags: progress

Comments

12. Dec 2009 · 12:53 UTC
Toast! I love toast.

Graphics made?

I just made what will probably become all the graphics for my game. The concept is a very minimalist 4x.

Terrain Images

Terrain Images

Game Object Images

Game Object Images

The 24×24 size seemed to be optimal for an 800×600 resolution.

Idea!

Ok, i comed up with idea i like. The transforming space ship for multipurpose space exploration!

Deep space mode – all engines turned back – fast speed, low maneuvers.

Local space mode – normal speed, high maneuvers, fighting.

Scanner mode – orbit the planet and scan for minerals, lifeforms, etc.

Planetary lander mode – land on planet and drive on wheels.

first 6 hours and still no line of code

It is already 6 hours, since i woke up, but my progress is still not a bit materialized.

This is how my table looked like, when i started working on thist LD:

ludum1

Nice surprise i’ve got already for breakfast was an rotten apple which looked really nice on the surface. Maybe that was some kind of warning…

ludum2

But other 2 apples were allright, so i was able to prepare some meal, still not able to get brighter idea, what i want to code today.

ludum3

I used three hours between breakfast and lunch to get brighter idea how the game should look like. It will be a mind exploring platformer, where the person will walk in his head through some memories. But I still don’t really know, what will be the fun part of the game and what goals should a player achieve…

ludum4

Last two hours working on concrete problems, playing with my sandbox application i programmed in last two days, trying to find out, what is possible to do in Flixel with sprites, text and so on…

ludum5

… still no line of code, design not at all complete and some possibilities of flixel are still mystery for me. But i’m not at all affraid, ’till now it is plain fun. Hopefully it won’t change into hell.. 😉

My plans for today:

Make at least a basic game classes and functions, try it on a tiny one-screen level, and start working on artwork, at least at conceptual level

Btw. can someone tell me how to change my profile picture in this blog and why i can’t see any of my comments to other blogs i write here, even if i post them seccond time, the system sends me a message, that i already posted the same text before… :/

Comments

12. Dec 2009 · 12:36 UTC
Don’t let the bad apple get to you (man). Good luck with it!
20. Apr 2012 · 12:02 UTC
Hi Risko, I can’t believe I am not able to find out how to change my profile picture too. I asked Google and found your question. 😉 Can you help me with this please? Pavel
20. Apr 2012 · 12:43 UTC
Finaly! I found out how to do it (gravatar.com). Good luck if you are also attending LD23! 😉

luncheon dare

ld16-7

Chicken rolls for lunch! Game is going a bit slowly, but I’m slowly checking off my list of mechanics I want available, then I’ll be able to build the game based upon what works. :)

…At Three Hours

I have a procedurally generated hex map. I’m not entirely sure where to go from here, though I’d like (for starters) a less organic-looking map. The plan is to drop the player into this world (cavern? déjà vu…), fill it with fog, and let them loose with limited vision range and line-of-sight. I’ve never done either of these things before, so I’m looking forward to figuring them out. Vision is easy, I think — cover the map with an additive-blended mask — but I’ve no idea how to go about implementing line-of-sight. Wish me luck

See? Hex map.

See? Hex map.

This is all in python, by the way. In case you were interested. Same basecode as before, caveat bugfixes, etc — I’m not entirely displeased with this progress, because I’ve only been awake for a few hours. Damn you, 2am compo time. Damn you.

Also, my camera is on loan for the weekend so I’m afraid I can’t participate in the great parallel foodie blog. Tragedy.

Base code, water and reefs

Just got base code working, with a tilemap rendered, and a water effect (basically the UVs of the water sprite changes according to wind direction, and the red and green components color are changing over time (to seem like waves are going up and down)).

water_and_reef.jpg

Also got some reef things that will serve as boundaries and hazards… I can get any kind of density, according to the area’s ammount of water and such.

I’m going to add what will be the basis of my island building routine, which is a padding system which will see if any neighbour is of a certain type and grow around it with another type (for example, to make isolated reefs transform into barriers, or to grow sand around the island core).

First of all, though, take a look at what people’s been building and eat some of the banana bread I’ve just baked! :)

Progress….

I’ll let the pictures (and captions) speak for themself…

food and candy

food and candy

lunch

lunch

first screenshotfirst screenshot cookies!

cookies!

Tags: foodphoto, progress

Newbie (Kinda)

So my husband (JonnyD) has an important final he need to study for this weekend and can’t participate…  So I’ve decided to try quench his LD thirst and let him watch me program.  It feels like a good time to try, we just brought our computer back into usefulness (after 6 years of neglect), so I’m looking forward to testing it’s power.  My entry isn’t going to be great…  Time is going to be a big factor.  Most of the programs aren’t installed on the computer, the speakers don’t work yet, tablet’s not hooked up and it’s been a few years since I’ve made a full game, so I’m gonna be real slow.   Plus I have two kids climbing on me at any given moment.

So I’ll be using c++ with:

OpenGl

SDL (or Glut if learning that fails miserably) and SDL standard library

NFont

3Ds Max 10

Gimp/Photoshop Elements (depending on which get installed first)

I’m thinking of doing something mostly about  the feel of an environment with not much gameplay elements.  I’m mostly a graphics person anyway.  I hope I can get something good done!

Comments

Morre
12. Dec 2009 · 13:00 UTC
Sounds like a perfect oppurtunity to try out the new machine. Good luck :)

An astronaut

Took me way too long to build and sculpt her, and there is so much left to be done but I better get back to the actual ‘game’ thing huh?

mars04bellonathe build is after the more :)

[WP_UnityObject src=”http://www.sophiehoulden.com/randomstuff/ludum/mars03.unity3d” width=”560″ height=”420″/]

IF YOU WANT TO GO FAST YOU GOTTA HOLD SPACE NOW ^_^

Tags: mars, PCG, unity

Food war!

The crab and rice fought bravely but in the end I am the winner.

Foodz

My webcam is horrible.

OK, I’ve figured out the basics of Flash and got a title screen and basic buttons/sound playing working.

title

Lunch

Brie, cranberry, and chicken ciabatta. Mmm.

Brie, cranberry, and chicken ciabatta. Mmm.

I remembered, just before I took the first bite, that my phone is more than just a device for playing Galcon. Lunch was a pair of brie, cranberry, and chicken ciabatta sandwiches — and I moved a Hobgoblin into the fridge, so I get to follow up this foodie binge with a bit of excellent beer. Celebratory, you ask?

No, just tasty.

Progress proceeds apace: no new screenshots, because nothing new is going on in the visual department. Lots of map-related mechanics in place, though — and I’m about twelve minutes away from having walking entities in the world. All right!

Things are looking increasingly roguelike on this end, which is nice in the sense that I finally have a direction. But a bit problematic in the ever-going-to-finish department, I’m afraid…

Tags: foodphoto

The depths of the ocean are dark indeed

Progress is going well.  I have movement, lighting, and some early sound all working well.

temp

Controls instructions and playable after the jump.

The controls are:

W and S- Forward and Backward

A / S- Tip counter-clockwise / Clockwise

Directional keys – turn and look

[WP_UnityObject src=”http://dl.dropbox.com/u/3472941/ocean.unity3d” width=”560″ height=”420″/]

A Fox! There’s a Fox On My Screen!

I’ve made some progress. I have a little fox that walks around on a window.

Well, he glides, because I don’t have the code that animates him done yet, but still!

The only problem I’m having is that pygame locks up if I try to use Python’s exit function after pygame has registered an event. That is, unless the first event it recieves is either the close button on the window or the escape key. (Both of which, as you can probably imagine, are supposed to stop the game)

I’ll be uploading a demo to my googlecode page once I’ve gotten the thing to quit when it’s supposed to.

— Mr.Dude

Area generation

First fase of area generation is done…

The system is very simple, yet effective… It creates a seed from the current position in the “area grid”, and uses that to build the area…

Areas can have between 0 and 3 islands, and they are generated by starting a “squigly” of rock (mountain). Then I grow that with layers of mountain, grass and finally sand to reach the final island. The results are pretty good for such a simple algorithm… :)

Next step, add the boat to the mix, with simple movement controls…

gen_island03.jpg
gen_island01.jpg
gen_island02.jpg

Blah, I’m slow.

Been working pretty much nonstop (other than meals) since the beginning of the compo, and this is all I have:

screenshot4

A colony ship and 2 fighter escorts strike out to colonize a barren planet.

Right now I have basic unit selection and movement, as well as the resource model. I don’t yet have a way to produce more units – by right, I should be able to click on the planet and these buttons “Build Fighter” and “Build Colony Ship” would pop up. But not yet. Also, there is a nominal enemy faction but I haven’t modelled any of their ships (may just do a colour swap) and they have no AI yet.

Also, I need to implement mousewheel zooming so you can get a better look at the pretty models.

But mostly I need a miracle.

Am going to sleep now…

Update

Tired. Sleep deprived because I had to get up early in the morning (was other stuff). Hands. shaking. Fooooooood. Spent too much time for the shitty background. Meh

IMG_0769

Food: rice + beef. Keeps stomach full

Updated Design for Deep Field

Deep Field

Ok, so lets go with something a bit more complex than I was thinking last night. Because I had a brainwave. Oasis + Weird Worlds! Colonize your star cluster while exploring. Build a civilization in 15 minutes.

Major actions: Colonize solar systems, explore and collect artifacts or scientific knowledge. Almost every action gives points and also improves your abilities. You have a limited amount of time. Might make so that there are different size clusters, but probably it’ll just be set at a number of turns that will make the game last ~ 15 minutes. The game makes you more powerful on an exponential curve. Definitely a lot of luck involved. Wonder if I should add leaderboards…

Major components:

Exploration screen – On this screen the player uses the mouse to designate new star systems for his ship to travel to. This is also the screen where he decides to activate actions like colonizing a star system, exploring, or harvesting resources.

Exploring: Will allow you to collect alien artifacts, catalogue scientific advances, etc. These will all give points, and some may also improve your ships’ capabilities.

Harvesting Resources: Play a minigame where you fly your ship into a dangerous situation. Resources are used to colonize systems.

Colonizing: Colonize a solar system. It will grow over time, trade with neighbors, and research. Trade/Growth give points, research improves your ship’s abilities.

Minigames: (Minigames will be VERY fast. Like Wario Ware fast. 20 seconds as an absolute maximum.)

Sun Diver – In the sun diver minigame, the player uses the mouse to control his ship as it collects plasma from the sun. This minigame will give you energy.

Mining Asteroids – In this minigame, the player uses the mouse to control his ship to move to specific asteroids in an asteroid field and harvest them. Gives minerals.

Mining Gas Giants – In this minigame, the player controls his ship as it drops down to a gas giant and shoots a pipe into it to suck up gasses. Gives gas.

Colonize – In this minigame, the player controls his ship as it lands on the planet and drops off the colonization materials.

Losing minigames will waste time and resources, but will never kill you or anything.

Building your civilization.

Star systems are colonized by spending a certain amount of resources, depending on what type of system it is. Each will require energy, gas, and minerals, but different ones will require different amounts.

Once a system is colonized, it starts generating points. If systems are close enough together, they’ll connect with trade routes. Trade routes increase point generation. Systems will also research, which will increase your ships’ abilities.

Stuff to do:

– Get new version of flixel running (maybe it was a bad idea to go with a new version…)

– Make exploration screen. Make ship that can be moved around by clicking on stuff with mouse. Build basic events that it can run when you reach places.

– Build progression for civilization a la star systems that grow and trade.

– Build sun diver minigame.

– Build asteroid harvester minigame.

– Build gas giant harvester minigame.

– Hook in upgradeable stuff – speed, strength, etc.

– Come up with research and artifacts that improve your ships’ abilities.

– Graphics whenever you need them, unless you use square placeholders. NEVER actually draw something with the purpose of being placeholder. It’ll stay.

– Sound

– Music if you have time. Prolly not though.

TextAge 2 first screen

screenieYes, the most incredible graphics you will ever lay eyes on are right here.

Comments

12. Dec 2009 · 14:42 UTC
I’m not sure I’m going to have the graphics card to play this one. :( Looks too intense!
madk
12. Dec 2009 · 15:07 UTC
Lol, very funny

An idea sparked!

All the time up until now I had no Idea what to do, the theme was nothing I’ve tackled before, I even was gonna call it quits since nothing came to my mind, but people on IRC were supportive enough to convince me not to.
Still, 6 hours of work did nothing to me, only as I sad back and made a quick back for my game an Idea sparked.

World is Beautiful out there, isn't it?

I’m gonna make a game about just getting out there and having fun, enjoying the marvel of nature, and discovering far more than you’d want to.
An exploration side view platformer.

~Spliter

Comments

12. Dec 2009 · 16:35 UTC
omg bonus L.

Woo! First Demo!!

I have my first demo ready! It’s not much, but it’s something!

Pick up a copy here, if you like!

The error I was having earlier seemed to be with the mixer. Apparently, I was giving the mixer too small of a buffer. Mrf.

—Mr.Dude

Dinner!

20t4a6e

Programmer art ftw!

Now this is some actual progress. The images are randomly generated and currently I also included boost (random and shared ptr) to my pack of libraries. Enjoy the programmer art in it’s true form. Here is grass that you can go on and water you can swim in.

programmer art

programmer art ftw!

Now, I’m going to make me some pie!

Comments

AtkinsSJ
12. Dec 2009 · 14:38 UTC
Pie: Good choice!
sirGustav
12. Dec 2009 · 17:04 UTC
thanks, pics will arrive :)

Breakfast 1

MrPhil's Breakfast 1

Mmmmmmm Einstein loves Cheerios

Tags: foodphoto

My concept

I’m a bit behind my schedule, this post is gonna be short, so that I can get back to coding.

A few things about the game I’m trying to make:
Name: Colonial Age (working title)
Short description: As you may probably guessed from the title the game is set during the colonial age. The player controls a ship and needs explore the whole map and colonize as many islands as possible.

Gameplay elements:
– Position of islands will be random
– Powerups (like superspeed, etc.)
– Rudimentary AI (there will be an enemy)
– Simple sea fights

I’m really hungry

I went to the supermarket to buy some food and now I have a pizza in the oven. Here’s image of it before it got in there:

tonic_pizzabeforeoven

Progress with my entry has been a bit slow – still in rough concept thinking / design phase without any actual code yet. Progress so far can almost be summed in these little editing helper tiles which aren’t even supposed to be any final gfx:

tonic_tiles1

“lol”.

Isometric RPG thing

Isometric RPG

Isometric RPG

So, I spent the whole day on graphics. Not much time left to work on an engine now. I was thinking of doing something like Hydlide where you simply bump into enemies (grid based movement). Your character and some enemies can also be in offensive or defensive mode. Drawing the characters consistently in all angles and stances is a pain.

So what about exploration? I’m a fan of Zelda 1 where you could basically go pretty much anywhere on the overworld map right from the start. Here I’d like to do something similar to Dragon Quest 1 where the enemy difficulty partly limits your progression.

I might get the map drawing and scrolling done tomorrow. Perhaps player movement (and buckets). Probably not enemy instances or items.

Mr Magical wand will have to do the transparency mask for me. I haven’t really ordered the graphics in a sensible order. I don’t know if the stuff tiles well either.

Now I’m mighty tired. My slow start aside, I’ve been drawing all day and got a decent amount of graphics done.

Comments

12. Dec 2009 · 15:07 UTC
Ah, yes, I think I’ll go for 800*600. Tiles are 80 wide and 40 (39) high. Might put a 200px wide status bar on the right to make a square playfield.. although it wouldn’t be square because the isometric stuff is not top down.
laremere
12. Dec 2009 · 15:09 UTC
Very nice, polished, graphics. Good luck with the gameplay!
12. Dec 2009 · 15:16 UTC
great graphics !!!
mocker
12. Dec 2009 · 15:18 UTC
shiny. Anything you put those in should turn out looking good
12. Dec 2009 · 15:27 UTC
Whoa. I may be wrong, but are you the guy who made all those design documents and concept art for retro remake games? If you are, I think I’ve been to your site.
12. Dec 2009 · 15:30 UTC
Thanks. I think… Hydlide had 16px characters but 8px map tiles (MSX version) so the movement was relatively smooth because the characters could move half of their width. My graphics aren’t made like that, and smothing the movement might make them look like they are gliding (I have no leg animation). I’m thinking, maybe the enemies only move if the player moves, this might reduce the feeling of enemies warping around, because the player is in control, in a way. Dunno.
12. Dec 2009 · 15:33 UTC
Armchair, Yes. I like redesigning old games. This LD entry is a homage to Hydlide:
SonnyBone
12. Dec 2009 · 15:34 UTC
MAN. This is beautiful stuff. I wish I had this kind of talent.
Cosr
12. Dec 2009 · 15:37 UTC
Looking good. Based on the art I have high hopes fro your game.

Good start I think (Debris Field)

Exploration as a theme left me wanting to procedurally generate a universe that I could fly about in.

I eventually realised that this way led failure, so I locallised my idea a bit more.

screen1

The idea is that you’re a member of a scavenger group and you stumble across a massive debris field. You’re told about valuable items that you need to find in the debris field so you go in there, exploring the place and trying to find them before someone else does.

I’ve managed to get the controls down, done an awesome parralax star field, done the worthless debris, done physics and collisions, done particles and done a little targeter so you know what things are before you pick them up.

screen2

Also some terrible programmer graphics. Next up is the tractor beam so you can pick up useful items.

BTW, the segfault warning is real >.>

http://www.box.net/shared/bouovfon1t

So there, basic jumping with the arrow keys, map loading, random crappy light effects.

Most of the remaining work will be done tomorrow. I must also think of a name and decide to either add some real gameplay or keep it simple.

Nothing to Show

Damn. Why do I always do this? I’ve got bogged down in trying to get some procedural generation working and after a good 8 hours I have nothing to show for it :(

Well, here’s some debug text from my console at the moment:


1 1 10
3 2 10
5 3 10
layer 0
1 1 10
3 2 10
5 3 10
layer 0
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #

It sounds a lot fancier than it really is 😛

Tags: bogged down, console, procedural generation

Oh Dear!

Spend the better part of 6 hours trying to find a bug in my mapping procedure… only to discover that there wasn’t one! I had set the bounds too high, and it would have worked, had I given it enough time on any of my many tests. Oh dear!

Made up for the frustration by having an awesome breakfast courtesy of my roomie, Sarah. :)

Tags: food, foodphoto, journal

Progression

Progression…is slow

Another screenshot of what’s going on, looks quite similar to before but I’ve done a fair bit of work that I’m happy with :)

dino dude :)

And now it’s pizza time :)

pizza :)

Tags: food, progression

Progress

screenshot
I spent most of the day sleeping and thinking about a idea. My first idea would be to make a jungle spy exploration game, which kind of stuck

The rest of the day I spent writing an SVG importer, so I can design my levels in Inkscape

Cereal for Lunch? Yeah!

I’m having cereal for lunch.

I eat alot of cereal...

I eat alot of cereal...

Mm… Cocoa Krispies…

Breakfast food for lunch! You betcha!

I had turkey in a tomato sauce (Allegedly turkey parmesan, but it really isn’t…) for breakfast, too.

Looks nasty, but it tasted okay

Looks nasty, but it tasted okay

Anywho, I’m gonna finish eating, then I’m gonna get back to work!

Next demo’s gonna have a world to explore!

Shadows, and Seven Hours

So I’m just about seven hours into this thing, and it’s going reasonably well. Lighting works, which is cool — when you walk around the map things are revealed as you approach, then fade back into darkness as you move elsewhere. I’m probably going to duck out of here a little earlier than normal (got to catch a plane Monday at 4am, and I still haven’t packed!), so I don’t expect to get too much else into the game beyond some simple dungeon crawling mechanic.

Lighting!

Lighting!

Tags: screenshot

Uwaaah!

Must not give in to panic. Not already! Argh!

Got something working. Would like to make more than one level of this game. It’s being made in Construct, as I can’t code for toffee (still). You play the little guy with no legs (being cheap on the animation.)

Think I’ve gotta start working on dialogue. The map is done for this level, although it needs prettying up. Once the dialogue is done, the questy parts can go in. Phew!

workinprogress01

Comments

SonnyBone
12. Dec 2009 · 17:34 UTC
Looks incredible!
12. Dec 2009 · 18:46 UTC
DrPetter approves of cyan triangle.

Progress

Got all screens (title, instructions and end) done.

Also got first person movement working with a temporary square (had to struggle with ActionScript for it to work right – blame all the outdated Flash tutorials out there). Not that bad since I’m learning Flash today but not as good as it could be, either.

instructionmovement

Boat movement

Created boat sprite (I suck so much at art!), and added boat movement for the player, considering the wind strenghts and direction…

I decided to use 3ds Max to make the boat model and then render it to make a sprite… end result would probably have been better if I’d just drawn it by hand in Photoshop, but this way I get something I can use for title screens, etc…

boat_shot.jpg

boat_game.jpg

Think that maybe the boat is too small, but I’ll see that when I had the code for collision detection and shooting and stuff like that…

Comments

12. Dec 2009 · 16:02 UTC
You made that boat in the last day? Great job