LD17 April 23–26, 2010

My first ludum dare

Hi all,
I only just found out this morning (a couple of hours ago) what the theme was because of internet problems, and I am quite busy today (is morning here and we are having guests come over this afternoon), but I will see what I can do with the Islands theme :)

I haven’t gone in a Ludum dare before, but I If I get something working in time for the competition, great!

I might try some sort of island shaped 2d maze like game with a robot in it or something LOL
Good luck to all!!

cheers,
Paul

Pan and Zoom

For some reason, I just wasn’t able to get a good start yesterday. Starting to catch up now I think.

Click here for my in-progress builds (Requires Flash Player)

Sticking the rest of this behind a read-more tag, since there’s a bunch of images.

So… the general idea of my game is that there’s a group of islands, populated by an endangered animal (currently, a striped kiwi). An invasive species (not yet finally named) has arrived, and the player’s job is to eradicate the invader.

No idea why it’s a kiwi. I drew it and the invader last night before falling asleep. I probably need to re-draw both.

glomperkiwi

The basic rules- untested as of yet.. are
– The player can place traps, and walls.
– Traps will kill any animal that steps on them (good or bad)
– Walls will permit movement of the kiwis, but not the invaders
– Player gets resource points every second which he/she spends on the traps/walls
– Animals can walk on shallow water, but not deep water

Anyway, to explore the ruleset, I need to be able to visualize what’s going on. So, thus far I’ve been working on getting a map working. Much as I’d love to have procedurally generated islands, I could see spending all of the remaining time trying to get an algorithm to work. So I just free-hand(ish) drew some:
tilemap

I say free-handish, because I used the path and stroke tools in Gimp, to draw the islands, and then went back over the image with a pencil tool to ensure that the image only had 4 colors in it. More on that in a sec…

Now, I figured that map was too ugly to display to the player, so I screwed around with various filters and effects (mostly creating noise, and then using that noise as a bump map) to get a (slightly) more aesthetically pleasing map for player use.

prettymap

(I’ll admit to having the artistic ability of a year old turnip, but I like this map a little better) Now I have a scale problem… my island fauna are tentatively 32×32 sprites, which would be too large for my islands. I need at least one, and probably more levels of zoom, right?

Going back to the original 4-color map, I read that map in pixel by pixel using getPixel32(). The returned color sets each tile’s type (Sand, Jungle, Deep Water, etc), which is stored in a 2d map array. When the map array is created, it also generates a random offset for that tile, which is used to pick a rectangle out of a base tile to represent the terrain. This, for example, provides 50, 20×20 Deep Water tiles:
Deep25

This seems to work adaquately, though as you can see, I need to lighten some of the darker pixels in my first level of zoom:

v01FiveZoom

However, at this point I’ve spent way too much time on aesthetics (and explaining(!!)) so it’s time to get to populate my islands and get some dynamics working!

-TF

Progress Report #5

And the ball is rolling! The sprites are drawn (some anyway), and I’m now finishing off OBJ support in the PPU emulator class. Here is the sprite sheet I’ve just drawn up, see if you can guess where I’m going:

BRRRAINNNSS

BRRRAINNNSS

Update:

Well, i’ve got a good little HUD working now, which makes thing that much easier. Almost ready to make an engine release!

Hmm... few to many l'il dudes there....

Hmm... few to many l'il dudes there....

Comments

25. Apr 2010 · 00:19 UTC
I need to make a game like this when this compo ends, I love this concept!

In response to some helpful people…

I’ve tweaked the graphics, made the game a bit harder, and added more detail to the backgrounds.

Now not looking quite as bad...

Now not looking quite as bad...

Unfortunately I’m going to be busy tomorrow, so I’ll have to try and roll out the finished version soon. Oh, and HERE’S A NEW, UPDATED, SOMEWHAT AMAZING DEMO.

Comments

25. Apr 2010 · 01:35 UTC
Guess no one liked it.

Bath Time!

bath1

Okay, so I didn’t update you yet, but I have been taking pictures along the way.  This game is going to be done completely with photos, instead of the usual.  It’s pretty fun doing this so far.  ^ Here you can see how dirty our bath tub is…  This is with a single controllable sprite.

2010-04-24-152632_800x600_scrot

^ Here’s when I got some AI for the computer player and too many cannon balls.

2010-04-24-172154_800x600_scrot

^ Here’s the foreground effect in place (and some ugly water – which might just stay…).

Now, the game?  Plod around and shoot stuff with your cannon, so far.  I have a few directions I can take it, but I haven’t settled yet.  Treasure collection?  Cleaning toys?  Environment puzzles?  Save the captured toys?  One of those, surely.

Comments

25. Apr 2010 · 17:03 UTC
Haha! That’s a great twist on the theme. Bathtub. 😀

Morning update

Morning update

So, here’s what I’ve got this morning. I’ve changed all of the textures because I was using some stock textures that ship with Unity. I was expecting my new textures to look really bad, but I think they’re actually ok. The grass is kinda weird though, so maybe I’ll work on that more later. I’ve also adjusted the lighting so it’s much brighter now. I also almost have gameplay now, as you can build houses. You can build them on any island instantly without a limit, so there’s still a lot of work left even on just that basic feature. I think I really need to start thinking about what the necessary core features are and focus on those.

Sweet Blocky Blocky Pixels

Ok so as usual i spent way too much time tweaking how this draws and not actually making characters. My player is still an axis, and he can walk on water. Blah.

screeny3

Ironically, I spent a while getting the “pixelated” edges to blend smoothly but not blur out to mush. And to top it all off, this is still tmp art. Why did I draw a tmp plant?? why?? I’d really like to get depth map shadows in here, but I don’t think there’s time for that, at least if I want to have any gameplay.

But I’m pretty happy with the drawing, it’s using 4x FSAA and 4x oversampled textures to get crisp yet blocky 16×16 tiles, epic overkill of graphic hardware. :)

Comments

Jpfed
25. Apr 2010 · 01:14 UTC
Overkill though it may be, it looks really cool!

The “Story” Thus Far

I’m Nate Wiesel, and this is my second attempt at a Ludum Dare game. During Ludum Dare 16 however, I couldn’t finish soon enough due to lack of programming knowledge at the time. However this time, I have a bundle of fresh new ideas! (Freshness of ideas may vary.)

With the theme as ‘Islands’, I wasn’t quite sure what to do at first, but eventually after a lot of experimentation, I came up with making a platformer. My game, now called ‘Island Escape’, has 5 hand-drawn levels (and a final “boss” level) about a nameless guy who washes up ashore on a deserted island, and wants to build a boat to escape. It’s not the most original idea ever but I’m trying to pull some unique concepts out of it and make it at least somewhat enjoyable. I’m usually used to taking my time with projects so it’s a bit tough to do this kind of thing under time constraints, but hopefully I’ll pull through.

Here’s a little bit of what I’m working on:

Gameplay Footage 1 http://www.youtube.com/watch?v=KOG-HH_Et9A

Original Character Sprite http://i.imgur.com/kZKZs.png
Animating Character Sprite http://yfrog.com/9e3hpp
Level Concept http://yfrog.com/1n33vp
Map Screen http://yfrog.com/0kzfup
Bouncy Good Fun!!1 http://yfrog.com/0p257fp
It’s Just You And Me, Palm Tree http://yfrog.com/5jfklp

I hope you all like it when it is done!

Comments

SonnyBone
25. Apr 2010 · 01:44 UTC
RAD STAGE SELECT

Forgotten Isles: Level One Complete

Well, the past few hours haven’t been that productive. I think my main blocker has been the simpleness of this game. I’m putting off “level design” because I want to get more of the code done, but the truth is that the coding is actually finished. Events, game logic, etc are all done.

So, I’m happy to announce that Level one is complete.

I’m going to draw out the other levels (4 or 5), make sure they’re challenging enough and that the story makes sense, and that’s the goal for today.

Tags: screenshot

Update/Engine Release:

well, i’ve got the game engine sorted now, now all i need to do is design the levels.

Screenie:

Wheeee!!!

Wheeee!!!

D/L Link:   http://dl.dropbox.com/u/4410179/LD%2317.zip

EDIT: oh, yeah, you can switch block types by clicking on the icon in the HUD or using the mousewheel.

Comments

SonnyBone
25. Apr 2010 · 01:42 UTC
NIFTY. I launched dudes onto spikes for quite a while until I figured out how to properly use the bridge.
AClockWorkLemon
25. Apr 2010 · 02:24 UTC
heh, that’s all explained in the tutorial i am building :)

Isometric madness

I am using Python and Pygame for this compo. Ok, so as of now I’ve written an (Really pathetic) isometric engine for my game. I don’t know how it’s gonna turn out, but I have a penguin who may swim from island to island. Right now I can’t figure out how to layer the character and the tiles right.

screenshot3

screenshot2

screenshot

So I might be busy tomorrow, and might not finish.

Usual Hour 24 Panic

It’s about that time where I start thinking my game idea might be crap!  I was thinking I’d have you grabbing passing ships and using them as weapons to throw at other monsters, but now I feel like this guy just wants to swim around and have a good time.  Probably chase things around the cluster of islands.

Baby Leviathan squirming around.

Baby Leviathan squirming around.

demo/status page here

Tags: baby leviathan, panic, screenshot

Comments

25. Apr 2010 · 17:01 UTC
Dude, that’s awesome.

Day 2: Night, Light, and Pirates

Finally got pirates done! all the mechanics for night are in place, now i just need to make it switch from day to night. Have a screeny of the three things in the title!

LD17_seven

So, some more info. There are 2 types of pirates, the orange ones, and the red ones. The orange pirates throw daggers at you when they’re right beside you, and the red ones throw bombs every now and again which destroy blocks. They both have a fancy AI for getting around the rugged terrain. Night time is a little laggy with all the dark tiles, but as you progress and get more light tiles it should get better.

So, all i have left now is:

  • Day+Night timer and transitions
  • actually getting hurt by pirates
  • making pirates come out of the pirate cave at night
  • making the inside of the pirate cave
  • having you die when you fall out of the screen
  • Having a consequence for dying
  • Having a way to win

It seems like a lot, but most of it is small stuff. i should be finished most of it tonight then have time tomorrow for music and stuff.

also.

ld17_eight

Pirate cave sealed at day, Pirate cave open at night

so yeah!

Comments

Almost
25. Apr 2010 · 01:27 UTC
It looks very cool.
SonnyBone
25. Apr 2010 · 01:37 UTC
I agree with Almost.

AGAIN.
AClockWorkLemon
25. Apr 2010 · 01:38 UTC
Out of all the entries I have seen in the making, this would have to be the one i am looking forward to the most! CANNOT WAIT! 😛
Praetor57
25. Apr 2010 · 01:44 UTC
That looks awesome! Keep it up!

I think i will call my game…

“4 islands”, since “archipiélago” is alredy taken.

tried to make an island text adventure

and failed miserably. Just wanted to take a break from Unity and all that fancy 3d. But, it was fun to mess around TADS3 for a bit. There’s a few things you can do in the game, but nothing too interesting. Will probably come back to TADS3 one day and make a proper text adventure. Now to finish my real entry.

windows build + tads3 source code

Tags: fail, islands, not fun, tads3, text adventure

Comments

madk
25. Apr 2010 · 01:49 UTC
“I would not want to miss Lopez Tonight”… that’s prime material.
KavuDX
25. Apr 2010 · 03:21 UTC
I want to throw all my work away and start using the TADS3 right now…

Oh god, if only I had met you sooner…
25. Apr 2010 · 04:09 UTC
pick up coconut

give coconut dog

get dildo

wield dildo

attack swayze

get knife

remove dildo

wield knife

carve swayze
Fiona
25. Apr 2010 · 05:04 UTC
TADS owns.

Good color choice makes everything better

I’ve officially switched from the common and boring sandy beach and pale blue water style to the deep green ground and slightly green water. It looks much nicer.

Also, I have a fancy draw lots of trees as blobs thing, which I think is ok. I’ll probably do something similar to make the ground a more interesting shape/color.

The units/colonies are all placeholder graphics right now. The only really interesting thing with them is that each one is made up of two different images, one drawn normally and the other one tinted red or blue depending on the team.

take3

There’s still a lot of gamelogic to be coded if I intend to finish this, and I’m not really feeling inspired enough to work fast.

Tags: screenshot

Mmm… Hoverberries…

Alright, I’m done.

Mmm... Hoverberries...

Mmm... Hoverberries...

LD Page

Comments

Thores
25. Apr 2010 · 09:07 UTC
Very nice atmosphere, cool ambience. Is there more than one way the game can end or did I actually just beat it?

Progress

Here’s where I’ve gotten to so far with “Viking”. I’m actually really very surprised by the size of the map I’ve been able to shoehorn into this thing without it complaining too much.

I’ve used a 600×600 version of the heightmap on this post to populate the world data, there is also a JSON file that contains entity definitions and locations and another image map that maps cells to biomes, but those aren’t hooked into it yet, hence why there’s only the four types of tile at present. If I have enough time, the image maps and entity JSON will be fed in by a PHP script that will do the procedural generation.

Next stop, bed.

vikingscreenshotlevel1-height

First Screenshot of No^Man

First puzzle completed.  4 more to go.  Now, the fun part:  puzzle and level design.

No^Man is inspired by Daniel Benmergui’s ‘Today I Die’.  http://www.ludomancy.com/games/today.php

Still needs:  music, main menu, animations, better player sprite, backgrounds?

firstss

My Ludum Dare 17 game is done!

My game is done!

Flag Island

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screenshot111 screenshot112

Links

Gamejolt: http://gamejolt.com/freeware/games/arcade/flag-island/2228/

YoYo Games: http://www.yoyogames.com/games/125124-flag-island

Source: http://www.box.net/shared/1rnv9oqcqv

Comments are welcome :)

Basic Engine Working

Basic engine stuff working, pickups, collissions, so pretty.  You’re that ugly rover thing in the middle.

screen1

Little late

weel, im a little late, but that is my map generated, the next step is to make this hexagon be selectionable

De ludumdare

Bugs

Well, I lost about five hours tonight due to a previous obligation and have spent the last couple of hours trying to iron out a few bugs with the collision handling. I was hoping to spend most of my late evening tonight working on updating the graphics, but I think I am going to head to bed and work on ironing the bugs out in the morning. I’m pretty tired and am having no luck fixing this tonight.

I am a bit worried though as I am again, going to lose about half my day tomorrow as well. I’m still hoping to have something done though as it’s almost there. If I can get these bugs out in the morning, I’m going to attempt to throw a few sound effects in to help complete it a bit.

Island Generator

21 hours left, and all I have is a random island generator and a character that is a rotating triangle.  I know what I want to make this, but I don’t think I can get something playable by 8pm tomorrow evening.

ON SCHEDULE

ALRIGHT! After a full day of work, I have the core mechanics down. They work, and they work well. I need to add a few little extras (pickups / powerups) along with some type of HUD, a few more island designs, a couple more castaway sprites, a title screen, an ending screen, and a song. I already have most of the SFX in place, but I want to record a few more tomorrow. I SHOULD be able to wrap this up, unlike last time, where I ended up with 10 percent of the ideas I was trying to implement.

castaway1HAPPY

Comments

SonnyBone
25. Apr 2010 · 12:35 UTC
SPAM COMMENTS?

Envasive attempt

After a bout of sickness today and a lot of non-coding drama, I think I might actually have a game starting to click.

I’m using (and LOVING) Pulpcore despite not having touched Java for a million jillion years.

Test applet, updating as I go.

No actual gameplay yet, but another hour or three should have the base play in, and I have all day tomorrow. Right how it’s not obvious how the theme will come in. It looks nothing like all the other island-y things people are posting. But it will get there!

Comments

Jpfed
25. Apr 2010 · 03:18 UTC
Good to see you entering. I’m glad Pulpcore is working well for you. Get well soon, and good luck!

Some progress

I didn’t have much inspiration for the theme, but eventually decided to make a simple platform game. I was planning to use Flixel, but had trouble getting some basic stuff to work, Flixel has changed a lot since last time I used it. In the end I went back to haXe and my own code base.

I’m using my new Wacom tablet with Photoshop Elements and it feels great! Here is my first screen shot:

ss1.

Tags: flash, haXe, progress

Comments

Jpfed
25. Apr 2010 · 03:38 UTC
Nice!
25. Apr 2010 · 03:40 UTC
That looks epic!
johanp
25. Apr 2010 · 05:15 UTC
Heh, I was going to say: Bah, that looks just like that Charlie the Duck game. :) Then I realized that it was YOU! 😀

Sky Viking

Sky Viking Alpha shot

Across the broken floating islands of Norskar, a young woman sets out to become the most powerful Sky Viking!

Current controls:

WASD to move, space to jump.

Left-click to dig, right-click to build

1, 2, 3 to switch between stone, silver, and gold to build with.

ESC to get your mouse back.

http://ian.paradum.com/SkyVikingAlpha.html

Sorry I’m so late to join, but I wanted to make sure I got somewhere first 😛 I’m making this in Unity, and I’ve uploaded my first Unity webplayer version, so please try it out and let me know what you think! If you fall off you have to restart 😉

Comments

Tyler
25. Apr 2010 · 04:14 UTC
Minecrafty!

Oh crud.

I totally forgot about this competition until just now. I’ve still got 20 hours left, this is workable…

Is “The Floor Is Lava” taken as a title yet?

screenshot

Screenshot-6

I like colors

2

Comments

hdon
25. Apr 2010 · 03:50 UTC
Wow I can’t wait to play this

Status report!

Things are moving right along. More game functionality has been completed, as well as sound effects and some handy graphics enhancements. I hope to get things nicely polished up tomorrow, but I’m pretty happy with how I’ve progressed so far.

LD17-4

Dinner is a pretty important meal too. Ludum Dare is a pretty intense process, so I needed something hearty:

Mmm, good.

Mmm, good.

I’m liking some of the other entries I’ve been seeing too. They look promising, and I’m looking forward to trying them out. But for now, I’m going to get some sleep.

Tags: journal, LD17

Towel, throwing in, the.

Well, tried to hack something together based on a nutcase idea, but giving up. Sorry!

On the positive side, you have one game less to judge =)

Islands up for grabs, WIP 2

Islands!

Islands!

Phew, after almost no work at all yesterday (family vacation) I’m now progressing. There might actually be a game in there somewhere. Got a nasty problem yesterday where the compiler wouldn’t let me compare a const std::string& with a string literal. Took almost half an hour to figure out that was not included.

Anyhow, you can move, chop trees, build boats, claim land and the AI can do most of that as well. It’s just not particularely smart about it 😀

Quite a few impressive WIPs to be seen, hope y’all don’t forget the gameplay! 😉

Island Tour Racing exclusive preview!

itrss1

square ship! circle walls that overlap horribly and that you can’t crash into yet! no sign of any islands or indeed gameplay yet! closes without any feedback when you pass the last checkpoint! closes sooner when you press ESC! probably crashes in loads of ways I haven’t thought of yet! get it at http://www.shockedfrog.com/misc/itr_test.zip ! JOY!

(sorry about all that. just excited to have actually got something kinda working, even if it’s taken me over a day to do 10 minutes of work.)

End of day two: More Islands!

So i’ve finished up for tonight, i’ve made two more islands and a system to travel between them

LD17_nineB

LD17_nineA

LD17_nineC

When you switch maps you lose all your items, and your progress is lost on the one you were on. your trees and ore also go down to zero, but you get to keep all your other resources.

to-do tomorrow:

  • Pirates spawning at night
  • Pirate Cave
  • no traveling at night
  • some way of winning
  • menu and stuff
  • particle effects

The pirate cave will be another map on it’s own, full of tiles like ladders, lights, and windows. which will be only attainable in there. my plan is that the game ends when you’ve cleared up the pirate cave (of pirates) and gotten enough wood to build a boat, then you’ll sail back home and stuff!

Goodnight!

Spherepig is made of pixels

and i am getting sleepy

spherepig

Comments

25. Apr 2010 · 04:23 UTC
Looks great! 😀
madk
25. Apr 2010 · 04:26 UTC
I really like this art style. I vote for keeping it.

What to do on an island?

http://nutink.webs.com/islandofthemind.zip

Doop dee doo

What my game currently looks like. Here the adventurer stands in front of a table. The game is nowhere near finished quite yet, but I would like to know some things. The player can currently swim in the ocean, hunt fish, collect stones and twigs, build spears, and cook a meal. I plan for him to also forage in the forest and build a home. Is there anything else one can do on a deserted isle? Do we have any firsthand cast-aways that could provide us with some good information?

Predator Explosion

No screenshot, but I’ve got the basic movement and predator/prey dynamic set up now in Version 0.3 of Invasive. (Available here)

Decided to stick with the name Glompers for the invasive species, and Kiwis for the endangered species. Starting with 5 Glompers, the Kiwis all get eaten in about a minute.

So far I’m not doing any real pathfinding at all… The kiwis are choosing a direction randomly each frame (and getting stuck in the SE corners of each island for some reason I haven’t figured out yet), and the Glompers move in one direction until they hit an edge, at which point they change direction. I may change the Kiwis to have the same movement schema as the Glompers…

I think I’m going to need something which the Kiwis can run into that makes them spawn. That can be a player placeable object in addition to the not-yet-implemented traps and walls. Otherwise I think the game will be over before the player has a chance to do anything.

On the plus side, my engine seems to be handling a couple thousand kiwis pretty well! Rather than using Gilbert’s collision detection, I added a map-sized blank bitmap to my Fauna class (which holds all the animals). Since I don’t actually add that bitmap to the stage at any time, it doesn’t seem to be dragging down my rendering performance very much. When the kiwis move, they plot their location on that map as a single pixel, and when the glompers move, they check to see if they’re on a pixel that has the kiwi color. The glompers thus only have to check the entire kiwi list if they’re definately in collision with at least one kiwi. This can probably be optimized further, but it seems good enough for now.

-TF

Comments

25. Apr 2010 · 05:14 UTC
Neat. I named my project Envasive temporarily, but that’s way too close to your name… OOPS!

thegameAfter 3.14 days of work (2 learning how to use the game maker and 1.14 days of work on the game itself) it’s finally almost over! Just some few sprites and dialogue, and a little testing and it’ll be ready.

I can hardly believe it. It was my first game ever! My first real program other than a hello world. I’ll save the “thanks to everyone” for tomorrow, after I actually finish it, but it’s really been very fun!

Comments

AClockWorkLemon
25. Apr 2010 · 05:01 UTC
well done for learning the basics of GM8 in 2 days. I spent ages on it. Are you using drag-and-drop or codes?
KavuDX
25. Apr 2010 · 05:05 UTC
I actually wanted to use the codes, but I haven’t figured out how to move out from the drag and drop and enter the code UI…

Sometimes the if’s and elses are pretty confusing on the drag-and-drop menus, maybe on the GML it would be a lot easier…
25. Apr 2010 · 12:40 UTC
If you’re going to continue using GM, learn GML. Trust me, it’s a lot easier. I probably can’t even use Drag and Drop anymore. 😛

Tutorials finished

After a bit of Bug-fixing on the engine, i have now made the first four levels for my game, all of which are tutorials.

Screenie:

Bouncy!

Bouncy!

I call it Island Airline

As I head off to bed, I decided to finally revel what my project looks like.  I’m further along than I ever got with my last strategy game attempt, so this one might be playable before the deadline.

Island Airline Title Screen

Island Airline Title Screen

Isand Ariline map screen

Isand Ariline map screen

Tags: screenshot

Isle Hopper

Getting there

Day 2

I’m awake.  I’m pretty happy with yesterday’s progress, but there’s still a lot to be done.  Here’s my todo list:

  • Clicking an islander shows you how long it will take to get there, gives you an embark button.
  • Music.
  • Rough paper background for cut-scenes (maybe a watercolour wash?).
  • Cut-scene pictures.
  • Randomised pickups.
  • Days should tick by faster (the game’s too easy as it is).
  • Tutorial hints.
  • Button to tell you which islanders know the way to the enchanted isles, at the cost of some of your time.

I just realised I haven’t really explained the game yet.  The aim is to find your way to the enchanted isles (i.e. the lost Hebrides of the title) in the West within 7 days.  To do that you have to find 3 islanders who know the way, but travelling to the islanders takes up time, so you have to try and judge your journey.

I’m going to start with the coding tasks today, as they should go fastest, and the game kind of needs them since it isn’t much fun at the moment.  I plan on getting them done by 11am, then taking about 1 1/2 hours to make the music, followed by lunch.  That’ll leave me the rest of the day to get the cut-scene pictures done, which are the part I’m least confident about.

Frustrated and crazy

It’s over, flixel!

I feel like all I’m using from you now is the collision detection and handling (specifically, having objects bounce back when they collide). Considering everything else I have to go through–non-existent rotation handling for groups, piss-poor scaling handling when combined with collision boxes, and all the crap I need to do to so I can test with colored boxes instead of having to draw sprites–I’m putting in more than I’m getting out.

So now I’m writing my own framework for simple physics, with 18 hours to go. We’ll see how far I get.

Building Paradise

Well, it’s been a little while since I last posted. I’ve mostly been working on level design. I slept for a little, but was feeling very restless (I even got up again having turned my computer off for another hour or so). So i’m running on less than 5 hours of sleep which is less than ideal.

Level design is being fairly interesting and enjoyable, but boy is it taking a looooong time. I’d figured on spending around 3 hours on it total, and I’ve put in at least that amount just to get to the halfway mark. I kind of knew from the start that doing something so level-centric was going to be a tough call though, so there’s no-one to blame but myself. I *think* that’s a good thing.

Red

There’s a build with the half-finished level design in at http://jwhiting.nfshost.com/ld/17/build05.swf .. If you get stuck you can usi vi-keys (hjkl) to move between the screens (badly).

Part of me wants to keep plugging away at the levels, but I think I’m probably best fixing up the many quirks and rubbish things, thinking about sound etc. now. I pretty firmly established last night that I can do the level design bits whilst v.tired, so I should do the harder things whilst I’m fresh.

Time to go and find some breakfast.

Collect & Protect: Good morning!

I’m awake. I’m pretty happy with yesterday’s progress, but there’s still a lot to be done. Here’s my todo list:

  • GOOD tutorial system. DONE
  • PJ’s health (oh, if he’s too near from a pirate, the pirate will attack him). DONE
  • Treasure’s health. DONE
  • Building menu system.
  • Turrets.
  • Life showed above the turrets.
  • Upgrade menu system & upgrades.
  • Enemies (yes. This has A* and all those things we all hate them =D).
  • Changing the graphics. They have to be mine.
  • And… if I can finish those, some beautiful effects and tweaking the game for a good playability.

Let’s see if I can finish my game!

Tags: 2D, and, as3, collect, flex, Flixel, journal, protect

Monk and Pig

screeny5

Goodnight all… I have a player now (the monk is actually an NPC but still…)

I had to make a little mudpuddle for the spherepig, too.

Will see how far gameplay gets tommorow.

Comments

sf17k
25. Apr 2010 · 06:06 UTC
SPHEREPIG IS MY FAVORITE
25. Apr 2010 · 07:11 UTC
Love it!
SonnyBone
25. Apr 2010 · 12:32 UTC
I really like how this looks.

floating_islands03

This is my first time doing this competition; I’m so impressed with the work everyone is producing, it truly is inspiring and I just wish I’d gotten involved sooner. I’m planning on trying out some of the games when I get up then getting back to work! I’m off to sleep for a few hours :)

ian.paradum.com/SkyVikingAlpha.html (This is the same version I posted earlier)

Comments

Endurion
25. Apr 2010 · 06:03 UTC
Hot damn, don’t unterestimate yourself. That shot of yours already makes me want to play, whatever that is 😉
25. Apr 2010 · 07:09 UTC
Oh boy! I have flying ships too! Your game looks good, btw 😀

LoneStranger’s Islands – Saturday Night Update

I’m getting ready to go to sleep for the night so I thought I’d update with where I’m at.

Wandering around the map.

Wandering around the map.

I have spend a lot of time this evening working on the collision detection between the Player, the Tiles and the Mobiles. I have also been adding interaction between the different objects so that they can do things like create and remove themselves. I still haven’t scanned in any sketches to make them look better, but that will come.

I’m just so tired and that energy drink didn’t do crap. I’m just going to go to sleep now and wake up a little earlier than I was going to. Tomorrow morning I will figure out of my concurrency problem is synchronized away and then create new mob types. Goodnight!

Tags: ld48_17, screenshot

Menu

Oh yeah, ingame menu with 3D meshes!

Oh yeah, ingame menu with 3D meshes!

Look at that, night has fallen on the little island world (yeah, there is a night/day cycle, just for fun).

I have a nice OBJ loader, so I can make 3d “icons” and other meshes in Wings3D. The selected icon in the menu rotates and it’s cool.

Also, the smallish thing in the center is a boat. It doesn’t work yet, but it’s going to!

Tags: screenshot

Not as much time as I have wanted

So many ideas… Yet I have been crazy busy with life this weekend. Work, Dating, Prepping for finals. I’m still in the compo but my game play mechanics are terrible this time. However my music is doing really good. Can’t wait to see everyone’s finished games. By the way my game’s name is SkyLands, Islands in the Sky. :)

Anyways enough talking. Time to get to work.

arrr names…

ss1

Nantucket == Ovechkin.

Good progress today. Tomorrow will be mostly sound.

Still searching for a good name for this. A marriage of ‘islands’ and ‘hockey’. Stop me before I call it Hockey Island.

zzzzz

Comments

Hempuli
25. Apr 2010 · 06:40 UTC
Wonderful!
PsySal
25. Apr 2010 · 07:35 UTC
what about “New York Islanders Silver Foxes Invitational 2010” ?
SonnyBone
25. Apr 2010 · 12:31 UTC
AWESOME
25. Apr 2010 · 17:00 UTC
WUH WUH WHUUUUH!

Save the Island! v0.1

Hi guys,

This is my first time, so please wish me luck :)

I have been working since today in this game… I’m using PlayBasic.. first time as well coding in PlayBasic, so a side goal is to learn this language.

I have a tech demo of my game here: download v0.1

I’m trying to make a 2D game that can be played using the mouse as the only input.

Any feedback is welcome.

I have 17 hours to include:

  • Enemies
  • Goals/coins
  • More levels
  • Music!!!
  • Sounds
  • Improve graphic style (I hope)

It’s 4:30 AM here.. so I’m not sure I will have enough time :(

Best regards
JF

Saturday End Update

Saturday is over! I spent far less time this Saturday than I did during LD #16 which is probably for the best. I’m fairly pleased with where I’m at. I’ve spent 16hrs of development time so far and I expect to log about 7 more tomorrow.

Flixel is a life saver. I find I’m not worrying about tech at all. I don’t feel like I have any tech risk on this project and anything I want to do is coming fairly easily. I’m also really really enjoying Flash Builder as a development environment.

I realize that my game has drifted from the theme a bit, but I’m having fun and that’s all that matters. Right? :)

Latest build available here: http://www.refrag.com/2010/04/23/ld48-go/#more-668

Good night!

Foodstuffs, game notes.

OHmnom midnight pizza!

OHmnom midnight pizza!


So, at around this time last night, I ordered a pizza. It was awesome, got me through the night and most of today. It had artichoke hearts and olives andddd feta and some linguica XD. Im pretty stoaked there is late night pizza out here, when I was in oregon if I wanted food past 8 and I didnt have anything in the fridge I was screwed. Pizza rocks.
Today, when I ran out of pizza, I decided to check the fridge. I live with 12 people (some sort of collective, we have a couple houses with a shared yard, its pretty chill, other then being in ghosttown,) and we have a communal fridge. Its kinda a mixed blessing. Sometimes theres kitfo grade beef (meaning, you can eat it raw, and its amazing meat) other times… I make this.It was better then it looked... but still

It was better then it looked... but still


I made this with 1. Rice. Rice is good. 2. Eggs. Fried rice is better. 3.Broccoli. Its important to eat your veggies. 4. Humus… I dunno what I was thinking. 5. Red Wine. Seemed like a good idea. 6. Tapatio. The red wine was vinegar. I should have tasted first.
It was… food. Not the best of food. But food.

On the game side of stuff, it is now playabe, and coded, and has sound, and graphics and stuff. It takes a second to start up, because I really didnt optimize the bit that generates the world, but its fun, and playable. Mostly. Every now and again my fps will drop down to like 1. Normally, that doesnt happen till Im basicly dead anyhow, so its not a huge deal, but there’s clearly some code optimizations this needs. My source probably wont be to helpful. Sorry. Im also using a different (newer) build of flixel then Im used to on this, so I had to get creative with some things (wtf theres no overlap arrays?) and ofsuch, some stuff is kinda poorly conceived, cuz I was just sorta plowing through it.
Im super proud of the soundtrack tho, I think I managed to capture the feel of the game pretty well, and I even wrote it so all the sound fx kinda bleed into and make for an extra surreal experience.
I still need to tweak the music a tiny bit, theres a bass drop in there that is a bit abrupt, so Ill probably add a fade or something, but its good.
thats V the current build. It wont be for to long.
http://graveetea.site11.com/LudumDare17.swf

Whats left to be done, before Im happy with this, are either giving it a game over screen, or making the player respawn when she dies (probably the latter, honestly) implementing a combo system of some sort (if you kill 20 buggers in a row, you are awesome, and should get something for it) adding in a way to actually WIN, the experience screen, and hopefully a story and a short cut scene type thing. I actually have an idea for the story, but it needs some fleshing out. It also might explain the island a bit better (or not, its kinda surreal anyhow,)

OH! On that note, the island in that is actually retardedly important! It doesnt really seem like it at first glance, but I actually am doing this based on the theme, really. If you read the little blurb on the splash screen, it might give you some clue as to what to do with the island, but yeah. It matters.

Tags: foodphoto

I HATE ISLANDS v0.04 [WIP]

Comments

zez
25. Apr 2010 · 08:24 UTC
404eeddddd! Ohnose. Im not to fond of the island theme either, but I think I figured out a way to make it work, and Im actually pretty stoaked on mah game XD.

Glad to know you got somethin goin, even tho I cant play it. T_T… yet…

Progress at Sunday morning

My game for LD17

My todo list:

  • Make some more sprites for the character: dead for example
  • Make some more enemies
  • Improve graphics
  • Maybe, make some more elements to add variety to the game, a health kit for example, or water
  • Make the music and some sfx
  • Make all the levels
  • The pause menu

I had only a few hours yesterday, but I’ve done the save/load system, the level select, platform engine, the game HUD… And I don’t have any idea for the name yet!!

Comments

25. Apr 2010 · 06:56 UTC
Great!! For the name… you can try “The jellyfish killer” =P

The Floor Is Lava — Milestone: Vaguely Playable

So, I’m about 3 hours into my game (I got a late start, having just discovered that this was going on about 3 hours ago). This community seems to be about blogging progress during the challenge, so I am doing so. I’ve gotten to the point where I have something that is playable (in the technical sense, not the enjoyable sense). Controls, physics, sound, and scoring are all working at this point, so this seemed a good time to show off what I’m up to.
Try it out here.

Comments

Hempuli
25. Apr 2010 · 07:16 UTC
welcome! Looks interesting. :)

Running out of time >_<

Here’s a quick screenshot of the game I’ve got going for this Ludum Dare ;3 Hopefully I get it finished in time.Wow yeah

Wow yeah

Bedtime

Pipe rendering is now in, though I realize it will be pretty crazy to animate this due to the number of different permutations (4x number of frames for straight sections isn’t bad, but add that to 8x number of frames for corners and it gets scary). Perhaps rendering the worm as a series of overlapping segments would have been a more reasonable way to go :)

Worth it

3

late start

I started pretty late.  I am using Python Ogre for ld17.  I decided on a sort of boat raiding game where there will be several islands on a map and the player has to move their boats to other islands.  It will be a little bit like galagon except its going to be 3d and the game will have some upgrades to the islands and some other stuff I havent thought up yet which should keep it interesting.

Also, I moved into my own house about 3 months ago so I have a new setup :)

screen_2010-04-25_04-36-08

deskphoto

Tags: deskphoto

Out of time :'(

Darn, bed. School in the morning, so I have to go to bed early. No playable build to show, and I won’t get back before the deadline.

So… I like the thing I have going. I’m going to keep going with it for the next few days over the deadline to make something playable. So far I’ve got arrows working which took way longer than it should’ve… Walking, a map, background… What can I say, I’m not very productive.

I’ll just leave this here…

http://i41.tinypic.com/2vl8tpx.jpg

Bye for now, Ashkin

Comments

smn
25. Apr 2010 · 08:50 UTC
Aw, the picture makes it even sadder 😐

Looking forward to the playable thing, tho!

I’m done!

the Traveling salesman problem” is complete. Made in gamemaker (and fraps don’t detect that) so I don’t have a gameplay video available (yet), exploring other options at the moment…

Anyways, I’ve been bad at posting the usual food pics, so here is all of the pics I haven’t posted..

Saturday:

Breakfast

lunch!

and some more hot chocolate

and some more hot chocolate

found some candy

found some candy

Went shopping for food and candy

Went shopping for food and candy

DSCN6869 (Small)

Food!

And then…

cake!

cake!

candy!

candy!

Sunday

Breakfast

Breakfast

with roughly 4 hours of sleep…

wishing I could go back...

wishing I could go back...

and some more candy

and some more candy

Comments

Tichy
25. Apr 2010 · 08:28 UTC
Whoa, that is some unhealthy diet…
sirGustav
25. Apr 2010 · 15:49 UTC
lol! In my defense there are insane amounts of carrots and garlic in that bolognese. However, this _is_ my ludum dare diet, you know the one where you gotta keep focused, out of bed and up late :) My usual diet is much healthier..

Pincer – up and at’em

Just got up, showered, shaved, and now I should probably find something to eat.

But today’s the day where I make Pincer look and sound awesome, as well as hammer out all the level design. Wish me luck!

Aye aye sir!

Aren't they cute?

Aren't they cute?

Boats can now successfully (most of the time) load and unload passengers! Funny thing is that sometimes the dudes just run into the sea, to their tragic death.

Now more gameplay. A winning mechanism, perhaps?

Tags: screenshot

King of the Hill

tower

New day with new tricks! I started by adding ladders, and fixing the hugely buggy building mechanism. Gotta fix it up more later on.

Bleh, I have to drop some of my original ideas – there’s really no “proper” gameplay in other than harvesting/building, and I plan to have several different enemies.

Comments

AClockWorkLemon
25. Apr 2010 · 08:32 UTC
looks great! can’t wait for the final!
SonnyBone
25. Apr 2010 · 12:29 UTC
Yeah it looks REALLY fun, even if you say it isn’t.
25. Apr 2010 · 12:58 UTC
Awesome work; there’s something really inspiring about this one :)

Progress

Here’s a screenshot of my game so far:

ld17-shrt-progress_1

My initial idea was to take the tower defense concept and flip it on its head, so that instead of annihilating a swarm of enemies, the player IS the enemy. The player would be a sort-of cruiser ship moving on rails (i.e. a pre-defined movement path), and would be able to send out smaller fighter ships, pop a shield and boost movement etc.. Basically trying to annihilate everything on the islands, while also staying alive.

However, I derailed quite a bit yesterday and I’m pretty sure that there’s no way I can make all the gameplay that I had imagined in the current time frame. I’ll definitely have something playable by the end of today though :)

Tags: progress, screenshot

Extra UI elements

GamePlay3

So I’ve added the extra UI elements I talked about in the previous post.  Islanders who *you know* know the way to the enchanted isles have a yellow glow, and there’s a ‘divine’ button to point you to such islanders (at the cost of some of your time).  I think it’s a more interesting game now, though I suspect there’s still not a huge amount of replay value.  Barring the tutorial hints, I actually got all the coding done which I had planned to get done, so I’m going to start on the music now.

Levels, 4 of them so far

I started adding some of that gameplay stuff, with crates, buttons and teleporters too :D

you need a heavy fish if you want to weigh enough to push in a button ;)

bld5playable is embedded in te full post.

Controls:

  • WASD to move
  • spacebar to jump
  • mouse to aim
  • left click to use whatever is in hand
  • Q to swap back and hand items
  • E to drop hand item (cant drop grappling hook)

Tags: fishing, grappling hook, unity

This entry was posted on Sunday, April 25th, 2010 at 8:09 am and is filed under LD #17 - Islands - 2010. 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.

Progress

LD48_17_3

Slightly prettier landscape, with a shader to multitexture it. And the player can shoot. But there’s nothing to shoot at yet…  (And my water looks rubbish compared to Unity!)

If I’d spent last night on it, this might have been fairly decent, but I’m now a fair way behind schedule, not going to be able to get it nicely finished- but I’ll try to get some enemies in…

Collect & Protect: What buildings and what updates they have?

Now the time has come to do the job of a game designer. Decide what buildings and what updates they have for my game is SO PAINFUL… but here it is.

  • Turret: A turret turret that turrets. Updates: More damage. More range. More speed.
  • Updater: There is an updater for damage, for range, for speed and for resource collection. Cannot update other updates. Updates: More range. More updater.
  • SUPER MISSILE MEGA TURRET OF HELL: My favourite. Shoots bombs. Updates: More damage… more range… more speed…the same as turrets =P.
  • Blocker: This doesn’t shoot. But they’re very cheap. Useful for making paths.
  • The super mega factory: There are three factories: wood, gold and rock. They are VERY EXPENSIVE but they collect resources over the time. Updates: More collection. More speed.

The sprites… well, I haven’t them yet, but I suppouse they’ll be very simple.

Uh… and the pirates. Here are the types of pirates:

  • Pirate: They’re weack and with normal speed pirates. They’re the majority.
  • Super pirate: A fat pirate. Has a lot of health but it’s slow.
  • Speedy pirate: A very weack but very fast pirate.
  • Boss: You don’t want them. Fast like normal pirates and have more health than super pirates.

And… TRAPS! (they can’t be updated)

  • Glue: Makes pirates (and player =D) go slowest. 1 minute of duration.
  • Bomb: Explodes and takes a lot of damage after 5 seconds. Be aware, they can damage player as well.
  • Spikes: Takes damage as pirates walk on them. 15 pirates of duration.

Tags: 2D, and, as3, collect, flex, Flixel, journal, protect

An animated breakfast.

Took a break from the level design for a bit, and went to the shops to get some milk for breakfast and other supplies.

Cereal

Then I did some work on tidying up some of the most irritating sticking points, as it was making the game a little unplayable. Finally I’ve just finished doing some little two frame animations to give my hero a bit of life.

Walk Cycles

You can check out the animation in action here, because of my bug fixing it ought to be a lot more playable than the last version too.

Yay for a title screen!

Title screen done:

screen06

Player-controlled character got a final skin (click for a flash):

screen07

No sounds or level content yet :)

Tags: flash, progress, screenshot

Comments

SonnyBone
25. Apr 2010 · 12:25 UTC
Hey this looks cool.

It’s closer to being finished than it seems!

Current progress :3

bento_islands02

FWIW, has health working (on a timer), ‘death’ (with respawn) and one island designed. Two more to go, and then it’s just a matter of plugging a few gaps and making it pretty! 😀 Argh, I need a name though!

(No chance for music – left my ukulele at home XD and no one would thank me for trying to record it in a cafe.)

Comments

mirosurabu
25. Apr 2010 · 09:30 UTC
Eagerly awaiting!! (:

Screen concepts

Fortress Leviathan screen concepts

Fortress Leviathan screen concepts


I might have to leave these really rough, because I’m already behind schedule. Note that some of the panels are failures.

The left title screen has some potential, although it needs to be 960×512. I can keep the game over screen really simple (top one).

The creature refit screen is the most complex one and I haven’t quite nailed down the game mechanics there yet.

The game/shooter screen is pretty simple, just a static sky background with baked in power meters for heat and health. Clouds can go in the foreground. I might just do 5 quick islands which will scroll in. The water… maybe some animated tile. Doesn’t need to actually scroll. Only the clouds and island would move. I drew some sea gulls too.

Also, I ate a Wienerbröd for breakfast.

Comments

SonnyBone
25. Apr 2010 · 12:24 UTC
oh my

Is that spam?
25. Apr 2010 · 12:41 UTC
Thanks. I’m not sure if I’ll be able to finish this. It’s difficult to tell with programming because a lot of work can be spent on the seemingly endless amounts of game logic and misc funcs… and it seems like you’re going nowhere, then bam, you suddenly realize that you have very little work left.
25. Apr 2010 · 12:57 UTC
This is looking awesome man, the art as well as the concept. Keep it up and get us something playable 😀

Added a layer

I added a background layer (which is the same as the foreground, but mirrored) and tuned the colors some more. Not sure what to do at the bottom where the water starts.

screen shot 2

oh god oh god 1.5 hours left at most

Jesus christ. It’s been a rough day, but a damn fun one at that. It was nice to talk with some of you on IRC.  Hopefully it all works out in the end for those of you still flipping out about “my physics isnt even x at the moment” or “i forgot this what to do”.

Anyway, the game:

Currently, the player is a circle. he’s not on screen at the moment for the purposes of the shot. Other than that, there’s a lot of game left to insert. there is no menu. there is no points. there is no dying. this is practically final destination.

Breakfast blog

I would have taken pictures but I don’t have a good setup for that right now. Breakfast was bacon, turkey sausage patties, and a scrambled egg fried in the fat of the other two. Then a “Fiberful” fruit bar, and then my usual supplements(a multi, additional D, calcium, an Omega-3, and whey protein), followed by some green tea to wash it all down. This is food that makes me work well. Heavy carbs like beans+rice, potatoes or cereal just make me feel hazy, ill and unmotivated.

Day 2’s todo list

I’ve got an awful lot to do, but I’m confident of having /something/ out the door before the deadline.

My todo list for today (in order of priority):

– Improve map paging

– Biome parser

– Entity definitions

– Implement efficient scrolling

– AI

– Interface (at the moment there isn’t one, beyond keyboard)

– Create own tileset (I’m using the stock Dwarf Fortress one just now)

– Resizeable canvas/curses UI

– Resource management (food, grog, plunder)

– Crew management

– Weather / Day-Night cycle

– Dynamic vector field for wind direction

– Lose condition

– Town/Battle mode (separate game mode from the main “high seas” game. more traditionally roguelike – may not make the cut, which would be a shame if ship-to-ship combat was just like trad roguelikes but with blue tiles)

– Procedurally generated content (maps, biomes, entities, markov chains for town and people names)

Behold the teleport towers!

Oh really?

Oh really?

Yeah really!

Yeah really!

You can make you own little network of them, if that makes you happy. ’cause you know, it’s just a sandbox for now…

Tags: screenshot

Here be monsters… CMonsters…

LD48_17_4

Comments

25. Apr 2010 · 10:55 UTC
Do we play as the SMOKE MONSTER?! 😀
SonnyBone
25. Apr 2010 · 12:22 UTC
This looks pretty cool…

I feel dumb…

Just spend a solid 2 hours trying to remember my trig to make a compass to point the player towards theyre island, only to realize its always in the bottom left corner of the map, and so the compass pretty much just pointed south east, all the time. *facepalm*

Comments

SonnyBone
25. Apr 2010 · 12:21 UTC
OH MAN. lol

That sucks.

I am a lazy lazy laggard

It’s now time for bed, again, and all I’ve achieved since last night’s bedtime is adding a player object with the ability to jump from “island” to “island” (just pretend the white circles are islands, ‘kay?), and thus create rigid connections between the islands.

Which isn’t nothing. But it’s a lot less than I needed to get done if I wanted this to turn out like a proper game. The cause? I simply haven’t put enough time in today.

islandrepairman2

Here is a screenshot of me (the bluish streaky comety thing) jumping towards the final unconnected island, having knitted four of the islands into a nice solid triangle + one that’s just kind of hanging there. Reaching the unconnected island without hitting any of the red circles is the win condition. Or at least it will be, once I’ve added code to check for that.

It looks a little better in motion… but not a lot better.

Things I don’t have, and should:

  • Game-y elements: Win condition, lose condition, lives counter, level progression
  • Proper physics balancing. Notice how many of the circles are pressed up against the edge? That can make gameplay really annoying sometimes. I need to increase the force that pulls them back into the centre (or solve the issue in another way). But make the centre-pulling force too strong and everything bunches up, making the game impossible to play. And it needs to be able to cope with arbitrary numbers of circles, as that’s the level progression mechanic that I have in mind. Hmm, maybe I should remove the collision between circles, then it wouldn’t matter so much. Would make it look uglier though, especially if I make the graphics less abstract.
  • Graphics that don’t suck rotten eggs.
  • Sound. ANY sound.
  • A public build. Need to remember to statically link the VC++ runtime so more people can run it.

None of this is terribly complicated, but I need sleep now and when I wake up I’ll probably only have about 3 hours to the deadline. 4 at a pinch. Sigh.

The worst part is that I don’t even care that much. So unmotivated. LD was supposed to solve that problem. :-(

Comments

chrisp
25. Apr 2010 · 10:52 UTC
“Solved” my physics problem using ghost copies of the circles, but that creates a nasty performance problem. Release mode and reducing the FPS helps, but now my physics is all out of whack. I thought I was being framerate-independent, but I guess not.
chrisp
25. Apr 2010 · 11:03 UTC
Set back up to 60 FPS and performance is magically okay now. Not sure how I managed that. Oh well. Gift horse, mouth. Maybe I can pull this off tomorrow after all. It may not be pretty, but there’s a game in there somewhere. Maybe even a good one!

Gameplay complete!

Super Island Colonizer is COMPLETE!….

gameplay wize..

Now i’m going to see if i can get some sound into it before the deadline, and maybe pretty up the graphics a little bit..

but now…. time to relax for a bit and play some submittions.

I hope you all had/are having fun :)

Water

I’m working on making it look like these are little islands in the sea, still needs some waves.

screen shot 3

Comments

chrisp
25. Apr 2010 · 11:06 UTC
Looks more like mist than water, with the gradient. Nothing that can’t be fixed with a harder edge and some waviness! :)

Welp

I’m pretty much done but I was thinking of adding more enemies and a boss (if you’re crazy enough to last that long). Anyways, here are some pics:

 

Title Screen

Title screen o’ doom!

screenshot105

Don’t let them hurt your island!

screenshot104

Lots of enemy chaos!

I’m out :P

I’m out of LD#17. Hate to do it, but I hit a massive wall with scripting in general. I’ve been reading up on unity script for the last couple of months and I thought I could wing it over the weekend … I was wrong! 😛

However, thanks to a lot of help from rptb1, I managed to solve a lot of initial problems in the script and then even go on to actually debug my own script which was very rewarding.

Good luck to everyone else and thanks again rptb1 for all the help! :)

Comments

25. Apr 2010 · 11:00 UTC
You’re welcome. Sorry it wasn’t enough!

starting with gameplay

Ok, added collision. It’s really buggy but as much as can be done with just a polygon soup imported from Blender and no 3d engine. I also realized the external camera might not have been a good idea without an engine either… not that the camera glitches could make the game much worse 😛

Anyway, the game ideas is, you are the blue guy who is an airship taxi driver and has to drive customers (the yellow guy) from island to island.

screenshot3

Comments

chrisp
25. Apr 2010 · 11:05 UTC
Sweet homebrew 3D goodness!

Player Interaction

The clock thingy says 13 hours left, so I think I’m in decent shape. Unfortunately, I’m starting to feel the time pressure & starting to feel tired. I’d rather have one or the other…

Player can now place objects, and the Glompers and Kiwis interact correctly with them. Screenie:
interactionScreen

Playable build here.

It’s kind of funny– I originally planned for the glompers to only be visible 1% of the time. So part of the game, was to figure out where they were and build defenses to keep them away from the kiwis. But unless I slow everything down, that just doesn’t matter.

The other problem I’m seeing is that the Glompers reproduce just way too fast. So, instead of having them spawn every time they eat a kiwi, I’m going to require them to eat a specific number of kiwis. (I’ll define as a constant, and tune as I work on other stuff). This -might- give the player a chance.

Another thing that might be better, would be to have the walls stop both Glompers and Kiwis. This would let the player create a preserve of kiwis.

ToDo:

  • Game Reset
  • Win Screen
  • Lose Screen
  • Title Screen
  • Lots of Tuning
  • Implement Hunger
  • Life limited traps (like the trees)
  • Sound (ha,ha,ha,ha…)
  • -TF

    Back from lunch

    The music’s done.  It’s not quite what I was aiming for (I was going for a slightly eerie feel, but it’s more cheery than eerie), but it works fairly well.  I’ve also done a quick watercolour wash for the background to the cut-scenes (waiting for it to dry before I can scan it).  Lunch was pretty much the same as yesterday; Irn Bru, beans on toast, and ice cream:

    SundayLunch

    Now I’ve got some cut-scenes to draw…

    Spritesheet!

    well, no real progress over here. at least i got this funny spritesheet to show

    chicken

    Comments

    chrisp
    25. Apr 2010 · 11:08 UTC
    Love it! Especially the ones of him getting bonked on the head.
    25. Apr 2010 · 16:57 UTC
    nicely done

    Don’t play with fire.

    Hello, Skynet here, connecting your islands faster then you can say Terminate.

    SkynetHasYourBase

    Comments

    chrisp
    25. Apr 2010 · 11:09 UTC
    I was scared that you had used “from __future__ import skynet” but then I realised it’s Flash, not Python.
    Mstrp2ez
    25. Apr 2010 · 11:11 UTC
    It’s in the sky, creating nets.
    25. Apr 2010 · 12:53 UTC
    I love how “dragons” is a resource apparently 😛 Keep it up, I wanna try this out!

    The Floor Is Lava — Milestone: Actually Playable


    7-ish hours in, and nearing completion. Just some stylistic and gameplay tweaks to go. The music certainly isn’t my best work, but it sort of works as a minimalist-ish thing, I guess. Waffling over whether the kobold-speak in the text is charming or annoying.

    Try it out here.

    Where are my islands???

    Well its seems I wont be able to fully complete something in less then 12h, but I’ve learned some valuable lessons for next time 😉

    – Use tools/API you are familiar with and check that you have a base code running before…

    It seems I didn’t respect this at all, as I went with SDL (I’ve used it in the past on my Windows box for doing GP2X development, but never used it on OSX with Xcode, oops got many surprise there).  And didn’t have a base code running (well I was finally able to get sound running late yesterday and still no graphics pfff!).

    – Make sure its not a monthly production week-end at work…

    Well I knew about this, but since the last few month they were never got any problems so the guys doing the support never had to call me on week-end.  Of course guess what happen? Yup got a call at they were some several errors with processing data in the data base, so had to connect via VPN debug the crap :-(.

    – Verify the schedule for family events…

    Well yesterday had 2 important family events in our family, first it was my wife birthday of 40 years old (an important year), 2nd we were also celebrating the 50 years old marriage of one of my uncle and aunt and came back late.

    Here a little screenshot of what I did so far ahaha in the few time I got ;-).

    My Ludum Dare #17 desktop