LD21 August 19–22, 2011

MiniLD! MiniLD! MiniLD!

A solicitation for help.

I’m thinking about doing the upcoming MiniLD. Yay! And I’m thinking of doing it in Clojure, a language I barely know. Anybody experienced out there want to chat about Lisp gamedev? Hit me up at johnfn at gmail. I’m particularly interested in how game state is conventionally kept in what is almost uniformly a stateless language. But any other tips or clues would be greatly appreciated. Clojure is shockingly different from the other languages I’ve used.

Comments

huhwhozat
21. Jul 2011 · 06:45 UTC
Clojure? As I have to say is glhf. A buddy at work would be very interested to see the result.

Here comes MiniLD #28!

Get ready, LDers! July’s MiniLD  is approaching!

I hope you guys aren’t tired from McFunkypants‘ awesome MiniLD #27. It was a really astonishing edition: there was thirty great entries! That was impressive. Congratulations to all of you, and special thanks for McFunkypants, who did a splending job organizing it! *thumbs up*

Well, the Ludum Dare #21 is coming next month, so I’ll give you guys a relaxing time to tune your programming skills and exercise your game design. The Mini LD #28 will officially start on Friday, July 30th at midnight GMT (that’s July 29th 7:00 PM EST). But to make sure everyone can join the fun and got enough time to work on your submissions, I’ll reveal the theme on July 23rd, also at midnight GMT. You can start once the theme is revealed if you want to, no pressure. Just have fun!

If you’re a newcomer and isn’t sure how to get started, try visiting the Tools page to get ready, and read the Sol’s LD Survival Guide. Also,  come chat with us on the #ludumdare IRC. Feel free to ask there for help if you’re confused.

As always, everyone is welcome to join! All platforms, programming languages and engines are accepted. You’re highly encouraged to share your source code, but this isn’t a requirement. I won’t be picky about assets either, as long as you have the rights to use it.

See you there!

Psyched for MiniLD #28!

Hello, strangers.

I’ve somehow stumbled across Ludum Dare and wonder how I’ve missed it for this long. I hope to participate in the next LD but I’ll definitely be giving the mini a go as I’m sure I’ll need the practice.

I’ve been inspired by the likes of Praetor and dock and since I love Ogre myself, I’m going to try to follow in their footsteps. I tried making a game in 6 hours to get a feel for the process – I actually managed to make something “playable,” though there was no concept of reward or punishment or even score.

Since I haven’t been in the compo before, I’ll be making a framework as I go. I’ll probably use:

  • Ogre (and the examples framework)
  • C++ (MSVC 2005)
  • Bullet and btOgre
  • An Ogre DotScene loader I got from the Ogre wiki
  • FMOD or maybe openAL
  • Blender 3d
  • The Gimp

So far, I have a VERY simple, sloppy framework down. It’s not really meant for public compilation, there’s hard-coded paths and whatnot right now. Still, you can see it here. You can load a scene and run and jump around in it, FPS-style.

So, Is there anything cool about what I’m doing? I think so!

My thinking for this is that I need to mini-mini-minimize development time. Generally, it can take 60 seconds or more from the time I press ctrl-F5 to when I actually have everything loaded, physics initialized and can see results on my screen. I need to minimize that! To do this, I invented a methodology just for Ludum Dare that I’m calling, “Keep it running, stupid.”

Each component (player, Level, Enemy1, Enemy2, etc) gets its own project and is built as a .dll file. The main app, which is rarely rebuilt, is always running.

When I build a component, like my player .dll, I have a pre-link event that tells my main app to unload the .dll. I implement this as an AutoHotkey script. The .dll can serialize it’s data upon unloading, if I want. Then I have a post-build event to reload the .dll and bring my game in focus.

I only have this implemented with two .dll’s at the moment, Player and Scenery. Time will tell how much this actually helps me in the long run but for now, it’s VERY rewarding to make a change in code and be playing it two seconds after I press F7!

Comments

22. Jul 2011 · 19:41 UTC
You’re brilliant. :)

MiniLD here I come!

Hello everyone. Im 99 percent sure that I’ll be participating in this MiniLD. I just hope that the theme is easy to do in Game Maker…

Tags: ld, mini, shard123

Entering the MiniLD#28

I am totally entering the Mini LD.  I will be

using unity3D.

Mini-LD #28 – A Change of Tools for a Change of Heart

So…

I’ve hit a wall with C++/Ogre. It has just. Stopped. Being. Fun.

So, here’s what I’ll use instead:

  • Language: ActionScript 3
  • Compiler: Flex 4.5
  • IDE: Geany
  • Graphics: Inkscape
  • Sounds: sfxr (AS3 port) + media.io (for MP3 conversion)
  • Music: LMMS (If I get to it)

C++ is killing me. Large projects are killing me. I’ve had enough.

My Mini-LD game will be the start of a new kind of work for me. I will move toward making games that are deliberately simple. I want to make games that can be completed within one month. And then, well, complete them within one month.

I’m hoping that I can accomplish that.

My first project will be the Mini-LD game. I will continue to work on it until it is finished. I’m hoping to make either a top-down shooter or an RPG. We’ll see what I can fit into the theme.

Peace, love, and the simplest possible solution,

— Mr. Dude

Comments

Jedi
22. Jul 2011 · 21:12 UTC
If that combination makes development more fun, I think you’ve made a wise decision.

You gotta keep it fun! :)
23. Jul 2011 · 01:33 UTC
Best of luck sir. I shall see you on the frontlines.
23. Jul 2011 · 04:32 UTC
Large projects can be rewarding, but get stressful easily 😛

Good luck with your entry!

This is my first (mini) competition ever

Hello, my name is Mike.

I’ve been an SQA Analyst, hobbyist programmer and more recently a web developer/desktop support agent.

Games have always been a part of my life, and ever since I can remember (anything) I’ve wanted to make them.

I’ve initiated a few projects here and there which ultimately amounted to nothing. I’ve always shied away from creating my own art and have been shafted by really good artist friends that couldn’t get into it with the same intensity as me.

Hence, my decision to opt in to a mini compo. I will be creating everything by myself with the hope that last-minute panic will kick in by the end of Saturday and I’ll be able to make something memorable, or at least a good start to something I’m comfortable with working on in the long term.

I would like to thank the originators of this competition for an excuse to give my fiancee and family to take a weekend off for personal time to work on something I love, though my boss may not be so understanding.

Cheers,

 

Mike

Comments

23. Jul 2011 · 01:34 UTC
Welcome Mike. Here’s to hoping you pull through :)
23. Jul 2011 · 14:44 UTC
I hail thee!

War Theaters

I doubt I was the only one to break out in a small private karaoke concert when the MiniLD theme was announced. War followed by Cannon Fodder (in all fairness in this version by Press Play On tape). Closely behind followed Fortunate Son. Had this been a true LD these songs would be playing in non-stop repeat. Seeing as how I’ve got more than just the 48 hours, I fear for my sanity should I keep the music running.

Regardless, the music gripped me instantly and tossed me back to what I consider the epitome of W*A*R – Vietnam. The satire of Cannon Fodder and the udder foolishness expressed by both Edwin Starr and Credence Clearwater Revival (henseforth CCR) easily sets the stage for war gone wrong. Beyond this, I’ve had a notion of fiddling with games that work heavily with music. Trying to merge the two has given me three options:

  1. Guitar Hero Vietnam (meh)
  2. ReZ vietnam (still meh)
  3. Compose-a-war (yeh!)

I’m going with the final one. In principle, I’m aiming for an RTS-puzzle hybrid that relies heavily on the rhythm of the music as queues to the player on how to react to enemy movements. This requires some intriguing features not innately accessible in the engine of choice, most notably a run-time dynamic music tracker. Fun fun!

Anyway, to summarize my tools du jour:

Language: AS3

Engine: Flashpunk (custom version integrating RichardMarks’ sound mixer and a few custom fixes)

Sound: sfxr

Music: Pure code (rhythms tested in Musagi and MODPlug Tracker, samples created with sfxr or my vocal cords)

Graphics: Paint.NET

Others: tellusLibsAS, a modest helper library publicly available on Github.

Break a leg, everyone!

Tags: as3, flash, music, sfxr

Comments

joshimoo
26. Jul 2011 · 06:27 UTC
Thanks for the great music tips. :-)

I am a programmer, so the hard part for me will be the graphics, sound and music this should be a fun and great learning experience.  This will be my first entry into LD.  I will probably play it safe and do a WAR FPS. below is my tools. I may edit this post later if i decide to use other tools for the audio section.
  • Language: C#
  • Engine: Unity3d
  • IDE: Visual Studio
  • Graphics: Inkscape/Blender
  • Sounds: Fruity Loops
  • Music: Fruity Loops
Good luck everyone else entering!!

Comments

23. Jul 2011 · 04:37 UTC
Haha, I was wondering if someone would make a FPS! Good luck!

Some Post-compo Stuffs!

Man, it’s been a while. Been caught up with school, so i couldn’t attend the last few LDs :(
That said, I have had the time to work on my skills a little, and have been working on a game in AS3, with the help of good (not so) ‘ol FlashPunk.
If any of you remember LD#18, i entered a game called “AfterDark” (you can find it HERE). Well, the entire game has been re-written in ActionScript since then, and this is the result:

GET A BETTER BROWSER DAMMIT!

Slight graphics upgrade since last time...

GET A BETTER BROWSER DAMMIT!

Also got a new name, and a new logo!

The game is still in sponsorship stage, but if you want, you can give it a go on FGL (you will require a developer/sponsor account) HERE

First Compo!

Well, this will be my very first Ludum Dare mini …

Might be the wrong timing, because my nephew is coming over the weekend of the mini, so I will have to spend some time with him on sunday. But being the age of under 2, he’ll have to take a nap and go to bed early.

Because I knew I didn’t have the time, I did *some* lines of code in the past, without entering the compo. Just to check if I  was up for it.

I still feel a bit worried about the whole thing (specialy time management, knowledge).

I do have a bit of a history with programming, from GameMaker to VB6/VB.net and Truevision3D. This compo I’ll be using:

  • Language: Java
  • Tech: LWJGL?
  • IDE: Netbeans
  • Graphics: GIMP

 

Now, more learning so that I’m ready for next weekend!

Comments

23. Jul 2011 · 15:14 UTC
Hi there!
23. Jul 2011 · 15:20 UTC
You can start earlier if you need to, no pressure. Good luck with your entry!

My Idea: Warfare

I’m making an RTS. The title is Warfare and it is about two nations (The “Northern Empire” and the “Southern Union”) who are fighting a war due to the fact that each thinks the other is evil. Really, that’s it. That’s all they need.

Each has nine units (3 infantry, 3 ground vehicles, 3 aircraft) that they share and three units (1 infantry, 1 ground vehicle, 1 aircraft) that are unique to them. Each also has a shared defense structure (a machine gun turret) and one that is unique to them. There are several other sorts of structures that both can build, as well.

For the Mini-LD, I’m hoping to have something with a skirmish mode and at least the common units between the factions. Well, here’s hoping anyway.

I’m going to be working on this thing after the Mini-LD and eventually posting it on Kongregate.

Peace, love, and armed conflict,

— Mr. Dude

Comments

23. Jul 2011 · 14:36 UTC
I approve ^_.^
23. Jul 2011 · 15:07 UTC
Woohoo, RTS goodness! And sounds like it’s a pretty ambitious one. :)

Sounds interesting, good luck!

MiniLD

Haven’t done one of these before, looking forward to it.  No ideas yet, but I’m enjoying the extra planning time.

I guess I announce what I’m using here?
FlashDevelop, Flixel, GraphicsGale, Paint.NET, either SFXR or BFXR

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This entry was posted on Saturday, July 23rd, 2011 at 2:54 pm and is filed under MiniLD #28. 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.

Still thinking..

This theme challenges me..

I’m having a hard time thinking about a proper game.

But I’ll possibly go with some sort of sefight thingy, if I can’t come up w/ anything better ^_.^

Gonna start up FamiTracker, and compose something ^_.^

– Folis

I’m in (most likely)

I’m going to enter this miniLD! (most likely)

I’ll be using Flash, making graphics with something, and probably simply ignoring sound effects :)

I already have a game in mind, and I hope I’ll be able to finish it. It’s called Warmonger. More on that later…

I might start early or go for more than 2 days, because I’m afraid I might not be able to finish quickly enough. And I plan to actually post about it this time around so expect posts soon and at some minimum frequency.

By the way, the theme is great.


Mikhail Rudoy

Peace, love and lines of code

 

Ok, miniLD27 was a miserable fail for me due to starting new internship /w lot of work for school /w promise things for people I didn’t had the time to finish!

So new try for me and in order to have a better karma I chose to make a anti-war game.

 

 

WarBeats

So the tentative title is WarBeats and is hitting the borderline between games like Rez (where the music reacts to the player’s actions) and Guitar Hero (where timing is key to high scores).

Warbeats preview image. First alpha

I’ve narrowed down the actual design and working on putting the pieces together. Three to four weapons are used to destroy the same amount of enemy types. Firing and destroying generates musical queues, while the marching army generates a constant beat to the music. They fire automatically, my intention being that the rifle shots are the central melody of the composition. So, beat (marching), tune (rifles), incidental rhythm (player actions). It either becomes sweet music or bitter cacophony. I’m too far now to turn it any other way 😛

I’m piecing together standard parts right now, trying to ignore the really tough features. I’ve figured out a model for the music sequencer that should (hopefully) minimize delay between synchronized musical samples to a very small millisecond count, but coupling this with movement of spawned enemies to the rhythm is quite a different beast.

Fun fun.

Tags: as3, flash, screenshot

Comments

24. Jul 2011 · 14:55 UTC
This is a great idea. Much like one of my favourite PSP games ever: PATAPON. Look it up, view some videos – you will love it. Can’t wait to see your game!
Jedi
27. Jul 2011 · 10:30 UTC
It seems like you’ve got a nice, innovative but simple design. All the stuff a winning LD entry is made of (I imagine). I’m really looking forward to this one.

Making progress

My framework is coming along pretty well. I now have the very basic beginnings of enemies. I’m just using Ogre’s built-in stuff for now (and perhaps for the mini). I can spawn multiple ninjas and have them stand around, randomly going through their three idle animations. If the player moves within range of them, they start slowly stalking the player.

The stalking behavior is because the only translatable animations for the ninja are “stealth” and “walk” and “walk” seems to be very carefree.

So, I can spawn a group of ninjas and make them stalk the player. It’s kinda creepy to be stalked by a bunch of ninja – but in a good way :). Next, I think I’ll make them attack. Then, I need to make them collide and be smarter – it looks trippy when they all bunch up.

#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 */ creepyninjas1 creepyninjas2 trippyninjas1

So, there’s still not much but hey, you can run, jump and stuff can chase you!

Comments

24. Jul 2011 · 14:54 UTC
Being stalked by ninjas!? Awesome.

In Progress: War Choices

 

This game is disturbing.  It is based on actual war stories I heard from my grandfather.  Could you make impossible choices in order to survive a real war?  I don’t have that much content yet, but as I can remember more by the deadline, I will add them.

The ending is deliberately anti-climactic, because the real victory is just to live and continue.

http://devinmoore.com/actualwar/devinswar.php

Comments

25. Jul 2011 · 15:10 UTC
This is a wonderful idea. Real war stories from your grandfather? Powerful stuff! The game is rather sad – but then so is war. Great sketches! I’d love to see more than two choices at each junction. Great work!

Intending to enter MiniLD #28, with a plan this time!

While writing this I’m sitting in Boise, ID and going back home to Norway Wednesday the 27th. after a month long summer exchange. So my plan is splitting the development schedule up into two: Trying to get the programming/scripting/technical whatever during flight, or more if I get the time. I will be traveling for 12+ hours, so I’m hoping to get a lot done during this (if I manage to stay awake). Then I will try getting some graphics and sound done as soon as possible when I get home if not also on the plane. It will only be me and Game Maker up there while programming, so no interwebs or other stuff to distract me.
I’ve also got an idea for some gameplay and theme, but I don’t wanna share too much now other than it will probably be in the anti-war category. Don’t know if it’s been done before, but temporary(?) title is MWWAT?, pronounced “uhm, what?” and short for “Modern Warfare With A Twist?”. Just because it was the first title I came up with and doesn’t fit my idea at all.

My next post will (hopefully) be as soon as I get hooked up to the web after I land. Maybe I’ll be the first in the world to release a Mile High Game? :)

Comments

Jedi
27. Jul 2011 · 10:22 UTC
I really dig the title in particular :)

Hello all,

Brandon from Critical Developments here.  This is my first game programming competition of any kind, so it will be a treat to see how well I do.  Being a junior at my local college for Comp Sci, I don’t have a whole lot of real development experience to draw off of.  Thankfully I just finished a software design course last semester, so that’s where I’m starting off.

Pursuant to that, I haven’t started looking at anything on the technology side yet, because I don’t have anything close to a full design yet.  I’m thinking that the basic theme is going to play off of the card game War, but how I’m going to spruce it up is still under consideration.

Any tips for the new guy?

Slick out.

Comments

Yrael
26. Jul 2011 · 03:55 UTC
Good luck with your first time !

I’m starting now, if that’s okay…

Okay, due to time issues, I’m only able to do the Mini LD right now, I can assure you that I haven’t seen the theme until just know, and even then that was caught on the timelapse…

Anyway, my idea…

Title for "To End The War"

Sorry if it’s insanely huge, I make them at 640X480, which is what my games’ resolution is…

How does this tie in with war, apart from the title?

Well, the main(ish) character is at war with himself.

That and it’s a FFVII-ish setting, too :)

The FFVII theme becomes evident as with this image made in PAINT.NET, like most of my “screenshots”

An example of a conversation for "To end the war"

 

The blue arrow represents who is talking, as it’s a birds-eye-view…

 

Thanks guys, I’m looking forward to my first (mini)LD!

Mini LD #28

Gonna try to participate. That’s pretty much all I know for now. 90% chance of using Python /w Pyglet cause that’s pretty much what I always do.

Plans

As I only intend on producing a working prototype, I’ll be using the python language with the pygame library. I still haven’t decided on which tools I’ll be using to produce content, but I plan on trying a few on the tools page and deciding as the compo date approaches. If anyone has any advice about the tools on that page or other free tools that may work better, I am receptive to it.

Without giving too much away, my idea has to do with tribal warfare and simians. I want to model it after Advance Wars, but place more emphasis on sabotage, reverse engineering and intellectual development between tribes. There will be three simian ‘types’, each filling specific roles in the overall effort. Much of this is based on Planet of the Apes, but of course the game will not be using any copyrighted content. The game will be turn-based and units will have a ‘Vet’ system to improve their capabilities.

I will spend the next few days in my time outside of work writing the base code, which will consist of a loose framework, and I will spend the weekend building on top of the base code and creating content. On Friday I plan to post the base code I’ll be starting with as well as the full code and all assets on the last day of the compo. If all goes as I plan (which it rarely does), I’ll be using this prototype to produce a well-constructed game in a lower level language. Right now my eyes are on Java and C/C++. Going forward from there I would like to keep the project cross-platform, which some languages handle better than others.

Of course, I am receptive to advice that anyone has to offer. This being my first go at a competition, I realize that the head start we were all given might negatively affect my future endeavors with upcoming competitions. Hopefully that won’t be the case.

Thanks,

Mike

Comments

Jedi
27. Jul 2011 · 06:59 UTC
Sounds like fun :). Ambitious!

Mini-LD #28 participation

The early release of the theme for the mini-LD #28 has really got me excited. I have an idea that is probably not going to be unique, but I look forward to trying it out anyway. The waiting is killing me, though – I really want to get prototyping and trying out ideas.

I just hope I get all the time I need to work on it this weekend. This is my first participation, so my design is probably far to complex for the time available.

My intended tools are:

  • Python / PyGame
  • … maybe GIMP for graphics? That isn’t my forte.

Well, day two, and not much to show!

I’ve been working more on some of the backend stuff, so not much is done right now…

http://dl.dropbox.com/u/32276379/To_End_The_War.zip

Well, I doubt that it’ll be too exciting, but hey, I’ve got more time today, and I’m pretty inspired (started FFVII again, maybe I’ll beat it this time!)…

 

Feedback, comments, critique, really anything that this site allows in comments is fine!

 

EDIT: My dev tools!

Language: C++

Library: SDL

IDE: Visual C++ Express 2010

Music: Musagi

Art: PAINT.NET

End of Day two, and a little more to show…

Well, it’s the end of day two, so the link is the same, but you can actually move around!

Just FYI, if you use an arrow key to continue from the story, the character will start moving…

Anyway, art and such is in the Data folder, you can edit the map file using notepad

01 is the dirt, and 00 is the swamp, anything else will cause issues!

also, the first actual screenshot!

an in-game screenshot for "To End The War"

Let me know what you think of it so far!

Tags: screenshot, thePalindrome

Comments

Jedi
27. Jul 2011 · 06:41 UTC
It’s definitely a start :). I really like the FF inspired, “End the War,” theme.

Busy weekend.. starting my 48h now.

I noticed that NMS 2011 is held in my town the weekend after the mini-LD and having a family being away 2 weekends in a row wouldn’t fly at all. So i’ll start now instead.

Funnily enough my idea that i had a few miniLD’s ago (that i knew i wouldn’t have time to complete) fits perfectly with this theme so i’m gonna do it this time around instead(albeit with a different focus perhaps :)).

The unglamorious halfdozen

I learned how to walk today

 

Ninjas walking towards the player. Spheres indicate which foot is planted.

Walking Ninjas

I would like to take a second to talk about a pet peeve I’ve always had with 3d games, and it’s something that I still see in modern games like Fallout: New Vegas (and probably MANY more).

What I’m talking about is when a character walks but their feet don’t make frictional contact with the ground, instead, their feet slide in relation to the ground when they walk. I hate that.

Here’s a rough overview of how to fix it:

Pick a bone to be fixed in the scene. I usually go with the lowest foot. Next, perform a frame of animation and see how much that bone moved. Translate the character the opposite of this bone’s movement, moving the player and leaving the bone fixed in the scene.

Here’s a video showing off the walking, with spheres drawn at the fixed bone. It’s MJPEG. (the low FPS is because I’m using the app itself to dump its screen contents).

I have a demo of this with my framework here (binaries and source). I spent a lot of time revamping my framework; others should be able to build it now. The code of interest is in CNinja::doFrame(). You can also enable the feet balls in CNinja::Spawn().

 

Comments

saluk
29. Jul 2011 · 04:49 UTC
Nice fix for this flaw. It does annoy me in other games as well. The problem with this technique is that you are basing the movement speed on the animation and not the other way around, which is a tiny bit harder to balance than just saying, “well, these guys can run 2 units per second” or whatever. Small price to pay for good looking animation though.

A nice update to my html5 engine

Today I’ve just make it work very nice!

I upload a new physics demo online, this show that I can use several tiled layers as background and how to use a tiled layer as a collider layer.

I also uploaded my simple html5 game editor, wich is in very early stages but it can help me speed up my demo scenes.

Anyway, I think I’m almost ready to go html5 in the next mini-ludum.

Please check the github project for more info.

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This entry was posted on Wednesday, July 27th, 2011 at 4:47 pm and is filed under MiniLD #28. 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 the idea: The Warmonger

I have a concept for the miniLD. I’m not sure how much of it I will manage, but I am aiming for my end result to be a working prototype.

There’s a bit of background to this one that I’m not sure how I’ll introduce in-game. Here goes:

We know of the Greeks and Romans and their pantheon of gods. And of the Egyptians with theirs. We know of many ancient civilizations and we know of the gods they worshiped. But there is one civilization we know nothing about. And it is their pantheon’s fault. The king of their gods had but one name: The Warmonger. And it was due to him that his people were wiped out.

So that’s the background info. By the way, if anyone has suggestions for how to put story (like that ^) into a game, please comment.

Read on for the actual game play.

The screen is  a possibly side-scrolling side view onto the world. There might be terrain or it might just be flat ground all the way. On the ground are little stick-figures. The color of a stick figure represents its faction. The stick figures have weapons and they run around and make war. They have hp bars and other stats that either float above them or are accessible through roll-over or clicking. You play The Warmonger. As a god, you derive your power from being worshiped. As a god of war, people pray to you for military success. Since people only pray for military success during war, war is good. Your goal is for the war to go on for as long as possible. If everyone dies out or only one faction is left, you lose. So stalemates or near-stalemates are what you want.

At the side of your screen, you will have a power meter for each faction. Power goes up when individual people worship you. Whether they do so, and how much depends on several factors. Faction wide factors such as how hostile the faction is towards other factions, how much they need help, whether you’ve generally worked to help or hinder them, and how responsive you’ve been to previous prayers affect all people in a faction. In fact, I might even make some power come directly from the faction (i.e. from people off screen who I don’t actually code). Individual factors are exactly the same but with the individual. How hostile the person is, how low their or their opponent’s health is, and other such things can boost or decrease the power you get from an individual.

The purpose of power is to fuel actions. You can only do an action if you have enough of the correct type of power. For instance, you can’t smite a blue stick figure with a lightning bolt if the only power you have is blue power. In order to shoot a lightning bolt at a person, you need to have power from an opposing faction or individual (a specific red person might have disliked that specific blue person even though red and blue were not on hostile terms).

The actions are split into 4 categories: you can Bless, Curse, Cast, or Meddle.

Blessing: any blessing is a temporary buff. You could bless a whole faction or an individual (or a group of individuals). For example, you could bless the blue faction’s weapons and they do more damage for a limited time, or you could bless a specific blue person with invulnerability to arrows, or you could bless a specific area with critical hits and every person in the area at the time of the blessing will do critical damage as long as you could pay for that person.  The power comes from the faction that got the benefits. Afterwords, that faction/individual pray more.

Cursing: any cursing is a temporary debuff of a faction, person, or group. The cost is distributed over the enemies of the specific individuals affected and the enemies of their faction. Afterwords, those who were cursed pray less.

Casting: any casting falls into one of two categories: smiting and area effects. The difference is that for smiting you target a person and for area effects you target a location. This is the category for all the standard explosions, fires, lightning bolts, poison fog, etc… Those effected pray less afterword and their enemies pray more. The power cost for a smiting is distributed over the enemies of the person you smite and the enemies of his faction and the power cost for an area affect comes from a faction you chose. however, that faction gets invulnerability to that specific action.

Meddling: meddling refers to meddling with the factions. You could introduce dissent into a faction so that later you could split a faction into two with a rebellion. Introducing dissent and rebellion are two meddling actions. By meddling, you can improve or worsen relationships between factions as well as affect the stability of a faction. Factions with bad relations make war. Factions with really good ones can ally and join into one faction. Factions can surrender and become parts of another faction. Stable factions are less likely to surrender or split into two by rebellion. Unstable ones do. All these things occur in game without meddling, but Meddling lets you affect them. The power for meddle actions comes from a separate source that simply accumulates over time. There is also another very specific type of meddling. Teaching costs no power, but its impossible to take back. You can teach a faction certain things like a new unit or a better weapon or better resistance, but once they have it, they don’t get it back. The reason you might want to take back a teaching is because the things you teach also make your castings and curses less effective against that faction. For instance, if there is a flaming catapult on the red faction and you teach the blue faction fire-resistant armor, the fire resistance will also work against your fireball casting. Factions slowly learn things by themselves, with increased speed when they fight or ally with a faction which has something they don’t (they learn from each-other). Basically, if you over-teach, you won’t be able to affect the battle much afterward and whatever faction had the slight upper hand will quickly defeat the others (making you lose).

I might start the game with this scenario: there is a cease fire between two factions because one is going to surrender. Because of the lack of fighting, you have no power. The factions start at opposite sides of the field, and if they meet, one will surrender. So your only choice is to teach them something (or you lose). If I have too much time or if I keep working on this after the 48 hrs, I might make a small cutscene thing where you lament that you had to give them something that makes them less vulnerable to your (fill in the blank) action.

Looking up, this seems like way too much for 48 hours. So expect something a lot more basic. As long as I have the power meters, at least some rudimentary individual and factional relationship system (relationships to other factions, other individuals, and to The Warmonger), some actions, and the people running around and fighting, it will be complete enough. I hope I can manage it :)

Comments, suggestions, ideas: please post 😛


Mikhail Rudoy

Comments

saluk
29. Jul 2011 · 04:56 UTC
Love where you say “if I have too much time”. I love the ideas though, it almost sounds like a reverse of my peaceful god scenario where the factions always want to fight and you don’t want them too. It sounds like you have a better idea of how to scale your grandiose imagination down for 48h than I do. Good luck!

Starting….. NOW!

Just got back from vacation and I am getting right to work on making my entry. I’m thinking of making a pacifistic strategy game…

I’ll be using:

-Game Maker (again)

– A hip new drawing program I found called Paint.NET

Tags: ld, mini, shard123

So, here’s the pitch…

Okay, so I have done a lot of the groundwork for my entry, now it’s time to finish the design. I thought it was a good time to take a moment and post on my theme.

When thinking of war, the first thing that came to mind was the idiotic kids card game, War. If you haven’t played War,  it boils down to the world’s longest coin-toss: you and your opponent each flip over a random playing card. Highest card takes both. If the cards are tied, you add more cards to the wager. Repeat until someone runs out of cards. No way to affect the outcome, no strategy. The game is mindless idiocy, but some might say that makes it the perfect analogy for real war.

So, what can you do? In the game, you play a regular grunt, and it’s your job to stack your generals deck. In a top-down shooter, raid your opponent’s territory to force him to burn cards. Collect high cards and special power cards to give your a chances a boost. Complete objectives to keep from running out of cards, all while your mindless general is playing ‘War’ in real time.

This is my first Mini-LD, or any LD entry, and so I hope I haven’t overshot. I will be busy on Friday, so I hope nobody  minds me starting early.

I have attached a screenshot of the game in action. As I have not as yet done any work on the graphical side of the program, all I have to show is a text dump of the War cardgame implementation I hacked together :)

The card-game engine in action

Also, any suggestions for a game title are welcome.

Comments

saluk
29. Jul 2011 · 04:40 UTC
Haha I like the idea. War is a great card game for the general to be playing, since you don’t need to worry about ai at all. I’m not sure how much it will add to the other gameplay though.

Progress

I made a lot of progress today! I’ll hopefully have a demo up tomorrow once I add some more game play.

Until then… Here’s a screenshot!

Tags: ld, min, shard123

I’m going to take a whack at the MiniLD.

Let’s see where this goes.

Programs:
FlashDevelop, Photoshop, Bfxr, Renoise, Audacity to convert files

Libraries:
FlashPunk, Tweener

Best of luck to everyone entering. :]

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This entry was posted on Thursday, July 28th, 2011 at 11:46 pm and is filed under MiniLD #28. 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.

Some kind of first C&C clone in 3D

Hi everyone, I didn’t participate LD some time but I hope this game will find it way on miniLD28 list.

This is what I have done yesterday.

I have used my previous LD engine. It is pure C++/OpenGL (GLFW). Graphics consists of 2D sprite units and 3D terrain. I have used some free sprites from net for soldiers. For now, player can select units with mouse and issue move command. My plane is to finish soldiers shooting each other and maybe to add some 3D tanks.

There’s no way I’ll make any good RTS AI in such a short time, so enemies will be some static soldier camps that player will have to eliminate.

That’s it for now.

 

 

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This entry was posted on Friday, July 29th, 2011 at 12:09 am and is filed under MiniLD #28. 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.

A few ideas but unsure…

I have a few really cool ideas, but all are a bit experimental and not fleshed out. I kind of wanted to do something simple and well-tread, with maybe a twist, as I haven’t really been making games in a long time. But I don’t have any simple, well-tread ideas that I care to put any time into. So awkward and experimental it is, if the mini-ld 28 is to be at all.

First idea – a “troop movement” game. In this game, you command a small squad of units, who are trying to achieve some objective. Your only controls are to change their formation, and choose when they halt or advance. I imagine the structure of the game to be similar to a scrolling shooter, but the gameplay is a bit simulation-ish, since you don’t actually control the units.

Example: you are in wide formation marching through a field. A few enemy units pop up but they are quickly taken down. A tank rolls across the top of the screen, taking out the top half of your units. Should have switched to a compressed formation! Your units would be sort of like health and firepower combined, and throughout the level you would have opportunities to call in various reinforcements. There will be terrain elements such as trenches or towers that have some advantage when they are used.

 

Second idea – war prevention god game. Two civilizations are being built in close proximity to each other. They get angry at each other at the slightest provocation. If one city makes fire before the other one, the raw meat eaters are likely to try and take out the guys with fire – with a bad outcome.As the game progresses, the cities get larger, so it takes more work to take them out, but they also get stronger weapons, making them more destructive.

You play a god who wants to try and keep both civilizations alive for a certain amount of time. You have certain powers, like raising mountains (to slow army attacks), raining down food when they are hungry so they forget about fighting, or raining down destruction to keep a potentially more bloodthirsty civilization from gaining too much of an upper hand. You have to temper your use of power though. If you rain down food on one city, they may worship you, but the other city will grow jealous, and all of a sudden the two nations are at war over you.

 

Hmph. The formation shooter will be easier to make, but hard to make well I think. The sim game will be hard to do everything I want to do in a short amount of time, as well as being even more experimental and difficult to determine if the gameplay even works. I am leaning toward the god game, but worried that like most of the sims I have made in the past, it will feel like you pretty much just watch stuff happen and there is not much gameplay.

Anyone have any advice?

On the technical side I’m torn between trying something new like flash, or sticking with my trusty python+pygame. Overall I expect more trouble with the game design than with any technical problems.

Comments

tcstyle
29. Jul 2011 · 09:47 UTC
I like the idea of the formation shooter. Reminds of the tactical play with infantry in the RTS “Blitzkrieg”. For example it was better to spread an run close to a tank to throw a grenade but better crouch when facing enemy infantry.
Mikhail Rudoy
30. Jul 2011 · 18:39 UTC
You’re right, the peaceful god idea sounds like an exact opposite to my war god. Actually, I think that I could simulate your idea using some very specific adjustments to mine 😛
saluk
30. Jul 2011 · 19:52 UTC
Go ahead, I went with my first simpler idea! If you have time it would be neat to see how it works.

Idea: War of the Flying Fortresses

Here is my idea for the Mini-LD this weekend. It is about equiping your flying fortress with different parts and weapons to fight an enemy fortress. One might say “where is the war in it, it’s just one battle.” The plan is to make this battle not last until destruction of one fortress but calculate the damage after some number of rounds and determine the influence of this results on an ongoing war. After that the next battle awaits.

So far I have a mockup of the battle screen:

The silhouettes in the background are other flying fortresses. Before the battle begins you can change the four segment with different hull strength and change weapon types. Then you choose which segments attacks which enemy segment and start the first round. After that round and each following you can change where each segment aims again.

In this mockup there are some examples of weapons: torpedo, big gun, small guns, some smoke device for defensive purpose and a hangar for attacking gliders.

Tools I will use:

  • Python with pygame or pyglet (I’m not sure which lib to prefer. Just have tested pygame some time ago but pyglet looks slicker but lacks collision. Any advice?)
  • Gimp or Paint.net
  • Bfxr

My Ludum Dare starts today.

Hey everyone, I am starting the MiniLD now.

My plan is to use Unity3d and make a simple FPS level. and the setting will be futuristic. Aliens and War always seems to go well together.

 

I will post up pics as the day progresses, I am also doing a screen record of my time so hope to post that up later

*update* My screen recorder is messing with my screen to much, so just pics will be posted.

 

*UPDATE*

Hey everyone, it is still a major work in progress but you can check out what I have done so far here:

http://fatcowgames.net/ludumdare/miniLD28/WebPlayer.html

*UPDATE*

Nearing the end of Day 1. Not as far as I wanted to be, but here is what i have so far, I had way too much planned, so i scaled it back down. and since I have very little skill in the way of graphics, I will be going with Block Wars. :).

Due to my schedule the Second day will begin on Sunday. It will be a crunch day for sure, I refuse to fail this.

 

 

3-directional field

When I decided to enter miniLD #28 a very long week ago, I already had decided my concept: my mini-LD entry would be based on javascript, and, most important, on hexagons. Hexagonal tiling is the most classy regular tiling of the plane. And the most brainfucking too, when it comes to reproduce it in HTML/CSS and a few JS.

I’m going to do this mini LD with a partner in code too. He read my twitter news about mini #LD, but he didn’t want to go alone. So he took me. However I cannot introduce him, he did not create his account here yet.

During the last week-end, we managed to produce a hexagonal-tiled field generator of a gorgeous realism.

Green ! Rock ! Forest ! Meanders !

Yay ! Now, just… err, do something with it. :)

I’m thinking of a kind of memory game on these hexagonal tiles, which would help you gain resources. With these resources, you would do war things on the same plate. With 2 brains and a good night of sleep, we will finally get a more precise idea of  “war things”, I guess.

So, good night, and good code! :D

Tags: hexagon

Declaration of intent!

This MiniLD hits a good weekend, so I’m planning on doing something this time. And somehow this seems a bit more relaxed than the big LD lately, not too many people to actually follow what others are doing.

Generally my LD:s have been painful because I’ve always tried to think of something too out of the box with the theme and in the end run out of time to actually implement the cool parts. So this time I’ll just do a really simple desing without much innovation in it. I’m thinking of some kind of a Robotron/Tower defence combo/clone with lot’s of blood and guts. One screen, player war dude vs. increasing amount of enemy war dudes, just basic stuff. But hopefully get it done to the level where it’s actually fun.

My self imposed schedule:

Day 1 (sat): Setup project, implement rules, objects, controls

Day 2 (sun): Do graphics, sounds and effects

 

Randomly encountering!

quick, name the most annoying part about RPGs…

 

bingo, Random Encounters every two seconds!

My basic random encounter system is working, but it runs about 30 times a second, but hey, I can get that tweaked!

 

Anyway, I might not get any story done, but at least with the random encounters done, I just need battle, levels, money, and shops, and that should be enough for the Mini LD!

 

No updates yet, as the changes aren’t visible, but there’ll be an update tonight, I promise!

 

FYI, the “Black Triangle” is a milestone for the programmer that nobody else knows/cares about, like outputting a black triangle on a black screen, it’s a huge achievement, but nobody notices it!

Tags: Black Triangle

Comments

johnfn
29. Jul 2011 · 21:11 UTC
I agree, this is one of the most annoying parts of RPG. Would like to hear how you fixed it.
huhwhozat
30. Jul 2011 · 01:09 UTC
Usually the chance to encounter is based on # of steps taken. For instance I believe it was Tales of Phantasia that had an almost guaranteed (90-ish percent) chance of an encounter after 30 steps. This is good because it moves the random checking from a per-iteration to a per-step basis, hence lessening processor load slightly. It also makes encounters more predictable (depending on how much the chance to encounter is varied.) This also stops you having to disable the clock while you’re in menus or standing still. Overall its more elegant than a timer.
30. Jul 2011 · 12:57 UTC
I never understood why people are down on random encounters. They work out almost identically to randomly-placed respawning monsters that replaced them, but don’t obscure the fancy background artwork :)

First timer

This is actually my first time Im making a game for a competition! I had never really attempted since I always felt nothing I could make would be good enough, but I’m quite confident for this Mini Ludum Dare :)

Im using game maker because it is so easy for making fast games! It will be a retro themed artillery game. The idea is to make the controls and concept as simple as possible but give the game a lot of depth and strategy.  Hopefully it will turn out very fun.

 

Im excited but also a bit confused. Is it okay to start work before the Mini Ludum Dare begins?  If so, how much pre-ludum dare work is acceptable?

Comments

saluk
30. Jul 2011 · 01:22 UTC
I’ve done enough of these to realize that almost nothing I make is good enough, but I find it to be one of the only ways to motivate me to actually work on games at all.

Surviving in a warzone

I have an idea for what kind of game I want to make, but I’m not 100% certain about how successful I might be.  I have been wanting to test out Unity more and the idea I have might have quite a bit of content, so between how much might need to be figured out and how much needs to be made I might not have enough time.  That being said, I still intend to try to make something.

The idea I had was to present a different perspective on war.  You play as a defenseless civilian in a war-torn area.  There are soldiers, tanks, artillery, and bombers throughout the area battling each other.  The city is being destroyed and crumbling around you.  All you need to do to ‘win’ is to survive to the end of the battle.

Tags: MiniLD #28, unity, war

Comments

saluk
30. Jul 2011 · 01:20 UTC
Sounds like a great premise! Survival horror of a kind.
Yrael
30. Jul 2011 · 03:54 UTC
Yeah, it’s a good idea. I hope it turns out okay !

Formations

I decided to go with a more or less linear shooter, with the variation that rather than have direct control over a single unit, you have more strategic controls over a team of units. I still like my other idea better (the god game where you try and keep two warring nations from destroying each other), but I was having some major design difficulties with making that work. When you are doing well, the game basically consists of watching not much happen, and when you are doing poorly there really isn’t the feedback to know how to do better. Going to shelve that idea and maybe work on it later!

So, how to do formations?  I have some pretty good ideas of how to give enough control to the player to really be in charge of the outcome of the game without it being challenging or turning into a click fest. I’ve started coding, but making the units actually work is going to be interesting. In addition I don’t think I really have much time to actually work on it :)

I will consider it a success if I can get the 3 formations I have planned to even work properly, and at least have some opposition that makes the gameplay necessary.  I have my doubts.

Here are the 3 formations:

Line – the standard formation. Think revolutionary war. Everyone lines up and fires at the enemy that appears in their sights. You can control the position and spread of the units. Best used in situations where the enemy is also in a line.

Circle – your units stand in a circle aiming in all directions. Most obvious use is when you are surrounded.

Concentrated – Sort of a diamond shape, with your units all aiming at the same spot. For when you really need to bring the firepower!

I’m sure I could keep going, but this is probably as far as I can get. I’ll probably have 2 types of enemies, a tough and a grunt, and they’ll basically come in waves and with very simple patterns. If that.

Watch me develop!

Here’s my repository. I’m coding in Clojure, which is going to be…interesting.

I have no idea what I’m doing with the theme yet. This is extreme writer’s block. According to the repository, it has something to do with a block moving around…

MiniLD #28: Statement of Intent

Ohai thar.

 

So I’m entering this time round, and it’ll be my second forty-eight hour stint, the first having been LD #20.

 

  • Language: AS2 (Please don’t judge me! :P)
  • IDE: Flash CS3
  • Any extra tech: sfxr, probably.
Theme is war, so plenty of routes to go down there. At present I’m thinking sneaky-stabby-spy game, and the idea seems to work out alright in my head. But then again it always does, right? Wish me luck!

Entering MiniLD

I’m going to enter Mini LD #28, with hopes of writing a fun game that’s playable. I have an advantage this time, which is two good ideas and I’m not ill!

I expect I’ll be using HaXe/Swfmill (flash compiler), the GIMP, SFXR (or BFXR) and possibly Inkscape/Blender.

I’ll probably use my personal (messy) utility code too: http://dl.dropbox.com/u/16895250/tools2.zip

[Insert cheesy locked-n-loaded joke here]

jsGameSoup cross browser Javascript game engine

Hey LD48ers,

Just wanted to post a quick heads-up about my cross-browser Javascript game dev library, jsGameSoup.

I think you will find it a very quick way to make a game and get it in front of players! For example, I made this demo in a few hours. :)

Have fun!

Tags: dev, html5, library, web

Comments

stqn
31. Jul 2011 · 20:13 UTC
Hey, thanks. I’m thinking of writing a game in JS and your engine might help. (I probably won’t use it directly, unless it’s really great-simple-bugfree-welldocumented-fast-easy-wonderful, but it can help me figure out how to do things.)

Squad formations and shooting

The units go into formation and shoot. For now there is only the line formation, but you can toggle the direction the line faces by pressing the direction keys. The units shoot at a steady rate, but stop shooting when you change directions, so you can’t just go back and forth to quickly shoot all directions. I might add a timer to prevent you from changing to rapidly, or I might leave it. Right now with the small number of units it kind of just feels like r-type :) Not that that’s a bad thing but it’s not quite what I was going for.

The units only move forward when they are facing to the right, so you can stop to fight things off and then set them marching forward.

Nothing to shoot yet, but that comes next. Then I find out how tough I can make it to force you to need to change your formation.

Lets do this :3

Im ready, and armed with: Stencyl, sfxr, & Paint.net

My idea is, that you control a dude in this “peaceful” environment, and you evade mines, and bombs and mortars(?).

Entering Mini LD for first time!

Hey, this is my first Ludum dare.

I am going to develop a game for android phones/tables cause that is what i want to learn right now.

I’m looking forward to see all the results =)

I will use:

Andengine (www.andengine.org)
Box2d extension
Inkscape.

Yes that is pretty much it.

good luck y’all

Progress – War of the Flying Fortresses

So here comes a screenshot showing first progress. It’s still some steps apart from being a game. Just created basic class-structure and positioned sprites.

Next step is to add one round of fight with random/preset presets. After that the player interactions gets implemented. At the moment I’m unsure if I have enough time this weekend to really finish this game to a playable state. Btw, I figured out my project has a nice abbreviation: WotFF!

I’m in like a fat rat in a cheese factory

Yup, and I’m serious this time, the idea is pretty simple, you play the role of a Field Marshal in a tower-defense-ish game where you have to place mercenaries and other obstacles along the path of peaceful protests, If you follow the last events in the middle east you’ll easily see where this idea came from.

My gear:-

  • Programming languages: C# -Maybe I’ll have me some JavaScript as well-
  • Engine: Unity -With Monodevelop of course-
  • Graphics: 3D Studio Max & Photoshop & Inkscape
  • Sound: SFXR & FL Studio -probably Audacity if needed-

Now let’s rawk…

 

Energy Island: Conquest 3D

OK WAR it is I’m in!

Starting late but will limit myself to 48 hours from now 30/07/2011 15:41 UK.

What interests me about WAR is not so much the battles but why they occure, so I’m going to try and make a game about WAR that focuses on the resources we fight over! So I’m going to rebuild/remake in Unity my Energy Island Conquest game which was a Ludum Dare 17 attempt made in flash.

That’s my main goal, my steps are…

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40]
2. Ship Movable
3. Marine Moving
4. Robots Moving
5. Shooting / Damage
6. Hubs / Decoding
7. Energy / Resources / Unlocks

Phase 2 – Polish Gameplay / Sound / Music / Models / HUD

Regular uploads to a webplayer version of the game as I progress!

That’s the plan… b4n

Comments

30. Jul 2011 · 13:43 UTC
16:40 1 – 7 Islands and a nice sea, thanks to Unities terrain tool and water prefab!

Memo-hexagonal concept in progress

My (male) partner is helping a friend of us to change houses, so I (weak female) am alone for coding at the moment. Thus I lost a lot of time creating a girly design that does not fit the theme at all. 😀

Anyway I wrote a few lines of code: I’ve done my memory idea for gathering “resources”. Like in Mass Effect 2 hacking passages, you see the symbols of the plate on mouseOver, until you click on a tile. Once you’ve clicked, you are in “hit” mode : if you can remember where the same other symbols where, you click on their tiles. If you find a different symbol or if you get 5 times the same one, the series ends and you earn X! resources.

I like this idea of a little “intellectual” challenge crossed with another more traditional game. I think I should add a limited-time dimension, with resources slowly decreasing or something, to stress the player.

But I have still no idea of what I could do with these resources. Maybe I could call them “Mana” and use them to cast some kinds of spells (yay! a war between magicians!)… And I still have to code a no-cheat system. For the moment, you can win the max amount of resources simply by clicking 5 times on the same tile. -_-

Hexagons ! Meanders ! Beautiful symbols ! Girly design !

You can try it out if you want!

Tags: girly, hexagon

MiniLD #28: WAR

Wow, I can’t believe the next MiniLD already started!

I’m not sure if I’ll be entering a game this time around since this weekend is pretty packed for me. I might try to create a game in a few hours and see how that turns out since the theme (WAR) sounds like it’ll result in a fun project.

Good luck to everyone participating and I look forward to playing your games!

Joining MiniLD

I got to blackscreen late Friday night, but knew I was expected to go into work. While laying in bed, frustrated with work and not having the ability to join LD, an insane hack/idea popped in my head to complete my weekend work task in about an hour. Which to my luck has, mostly, succeeded. I could be working on the bugs it still right now but – I figured it mostly works and other engineers probably have better ideas at the areas I fail. Fast forwarding, my point is that I am now able to start working on my mini-LD project, something I’ve been looking forward to do since the theme was announced way back when.

So, here I sit, at 1pm Saturday, hoping that I my mini-ld project is mini enough to see through completion.

Global Warfare

I’m doing some progress on my little game for this MiniLD. The game is still a little bit rough around the edges, and there isn’t much gameplay there yet. You can try the game as it currently stands here:

http://www.vangen.org/javascript/global-warfare-compo/

I will work more on it tomorrow, adding some polish and sound effects. I would also like to add more gameplay elements into the game, but I don’t think I will get the time to do that within the timeframe of this competition. What this game needs is more weapon types and a research tree in order to give it a bit of tactical gameplay.

Time for tea…

Quick update the ship is now a submarine after I added a Capsule shape and scaled it.  It has basic movemnt but trying to give it some floating bouyancy like physics.

Time for Tea!

Progress update I

Getting tired, have been working on this since morning (It’s 9:30pm here). I don’t think I can do much anymore today, but at least I’ve got the basic framework there and most of the gameplay elements too. So I’d call it a semi-success. Tomorrow is all about adding graphics, sounds and polishing it up.

Screenshot (not much to look at currently though :)):

Spring to the rescue

Basic sub movement working with ‘bouyancy’ and fixed the problem of roll with a spring physics joint!  Not really great looking but prevents the sub from rolling over if you bump it into islands!

Progress Update…

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40]

Tea Break

2. Sub Movable [Done 19:45]
3. Marine Moving
4. Robots Moving
5. Shooting / Damage
6. Hubs / Decoding
7. Energy / Resources / Unlocks

Next up marine – may resemble green capsule!

Tags: unity

completly half assed entry!

Decided at around 1pm today to do an entry for the mini! I have been meaning to make a version of rampart for iphone since a friend told me that my last LD reminded him of that game. So, I started on that, and then just went to a bbq for like 5 hours. While there I realized I would rather make crossfire for iphone, so now I am doing that!

Ha! If anything comes out of this, it will be amazing!

Oh Dear, RUSH

So, I’m going to join in on the MiniLD. I’ve been trying to brainstorm ideas and do a little art before the ‘Offical’ Start date but that’s it. Now I woke up to late, spent to much time doing other things and I’m not sure how much time I’m going to have. Yep, everything is off to a wonderful start. As for my tools.

Flashpunk and Actionscript 3
FlashDevelop
SFXR
Photoshop or Something for art (Not sure)

I have an idea, but I’m not sure if I’m going to be able to bring it to life. Wish me luck, and Good Luck to you!

Comments

30. Jul 2011 · 19:33 UTC
you can do it!!! I am also in the late to start club. And I am pretty sure I can pull it off, maybe!

Those stupid bugs

Looks like I am really out of practice. Some bug stopped my progress for like 1.5 hours. All the bullets just wanted to fly the same direction. Finally I found the issue and now it looks as intended. But still I’m not beyond some demo state. Probably I should quit for today after over 15 hours being awake with a lot of coding (I know… I’m getting old).

Shortsighted idea

Oh man, I just thought of a great variation for my idea, but I don’t think I have time to implement it. For now I think it’s best to stick to the plan. I thought of it because as part of the design, I made the game load in the formations from image files:

You can see in the top all of the image files which present the selectable unit formations. What would be cool is, if you had to create new formations during gameplay, where instead of me predefining them, the game is about finding a set of formations, or a single formation, that allows your units to beat the level. Anyway, I’ll see what happens when I add enemies.

Yep, I am following my old ways – implement just enough of a shell to provide the programmer in me lots of things to tinker with, and then delay adding the actual game by tinkering into eternity.

Finally made a google code project for it: http://code.google.com/p/mini-ld-28-unitformations/

ToDo:

* force self to make gameplay

* force self to make gameplay fun

* ???

* profit

Launching

The Sub can now launch Missiles and Marines in a forward direction fixed angle, but the Marines which were supposed to use the same control mechanic as the sub are going to take a little bit of work, they keep falling down and rolling about!

Small steps!

Tags: unity

well that isn’t nothing!

I got some box2d going on, got a graphics pallete picked out, now just need to make the rest of the game!

One unfortunate thing (for LD) is that y’all won’t be able to play this, but I am going to try my best to get it ready for app store submission by compo end.

Oh, I guess I should also mention that I am using ofxBlud, my lua framework that I started building for LD19. To get it working you will also need openframeworks. HAHA! I AM THE WORST LD’R EVAR!

Maybe joining MiniLD 28

Woah, this weekend is full of things to do. I’ll try to make something playable this night, because war is such an inspiring theme that I’ve already come up with a few ideas, only a few minutes after having read the theme !

See you all on IRC (although it might not be such a good idea if I want to make something before the deadline 😛 ) !

Marine Moving

Progress Update…

Swimming moving Marine (green blob) next to Submarine (black blob)!

Started –  15:41 UK 30/07/2011.

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Tea Break

2. Sub Movable [Done 19:45] 4 hours in
3. Marine Moving  [Done 22:48] 7 hours in
4.  Turning Turrets and Moving Robots [Paused for sleep at 23:59 –  8 hours in]
5. Shooting / Damage
6. Hubs / Decoding
7. Energy / Resources / Unlocks

Next on the list is Robots and Turrets!

Tags: unity

Comments

30. Jul 2011 · 21:00 UTC
Calling it a night at 23:59 got basic prefab of Turret with tower and gun made, just need to code it up tomorrow!

At least they can walk

I’m tired, sleepy and half-naked in the dark, so I guess I should call it a night, I’ve got the basic movement and gamplay done, tomorrow should be more than enough to get the other things done, hopefully.

Done:

– Navigation System
– Waypoints
– little dudes Animation
– Score
– Programmer art…etc

 

To Do:

– Units Attack System
– Add other units
– Improve Graphics
– SFX/Music
– Levels variation/progress..blah blah

First day progress update

I didn’t really have a goal set yesterday. I had a few ideas, but nothing concrete. Last night, an hour or two before I went to bed (which was about 2 hours before it started), I decided to create some sort of hacking game where you and a team of people have to achieve a specific end goal for your country before you hit a specific deadline or else. So a cyber war, basically. It would be a bit like uplink, but also quite different. I have a bunch of ideas for the end result, including a realtime office mode, multiple ways of dealing with things, and an interactive world where you are not alone. Lots of stuff, too much for one weekend, but it was fun to think about. Whether it’ll be fun to play, I don’t know, but still.

So today I worked on it for a bit. I’m creating it in WPF (which is .NET), because it’s GUI heavy and I know it well enough to get something done in it. I have a bunch of stuff done, but still a lot to do for it to be a proper game. I’ve created a nice little world, one which is filled with about 20.000 people (each with a name and email address, most with a job in the game world), a few hundred companies (with employees, admins and CEOs), each with one of a dozen server software packages for their websites, each with a dozen possible different versions. All of it randomly generated from lists of names. And you can bypass login screens of email services if they have crap security and you select the right options in the comboboxes, but that’s it.

I still need to do many things. For starters, it needs a goal. I also have to make the websites (they’re just empty templates, but I have to create the templates), some data to gather and abuse (like email addresses, source code, etc), create viruses and worms (to use on the email addresses), make hacking risky, simulate latency (if you want 7 proxies, go ahead, but don’t complain that it takes a minute to load a page), useful teammates, some sort of money system, digital (black) markets, botnets, more ways to hack, news, a living world, and lots of other things. Way too much for one weekend. But we’ll see how far I can get, and after it’s over I’ll decide if it’s worth continuing. 😀

Convoy defense

The title says it all… or maybe not. :) Let me explain the basics of what I’m gonna work on: you have some sort of convoy to protect and it has to travel from point A to point B in a given time. To do this, you can only use two commands which affect the physics of an area: you attract or repulse the objects in that area (each having differents properties, such as weight, damage caused around it when destroyed, attraction/repulsion (pulses) or bonuses such as more shields for your convoy, extra time or even time freezing).

Let’s code !

Ancient Arts

This is my 4-hour late declaration of intent to join MiniLD 28 and also my first progress update.

I really don’t have time to participate this weekend, but the theme is just too awesome to pass up on!

I’m going to try to do a simple little tribute to The Ancient Art of War. I’m using AS3 & Flixel (for the first time) so please wish me luck – I’m going to need it!

Here’s an early screenshot:

Ancient Arts - Menu Screen

Menu Screen

Comments

31. Jul 2011 · 06:29 UTC
I find your title screen really cool. Really curious to see the game itself. :)

Interesting game I came up with.

It’s not exactly fun, but that’s what the second 24 hours is for, amirite? I think my main problem is I got a bit carried away with how easy and fun it is for me as the developer to design all these crazy formations. Within the actual game, choosing from such a large selection just doesn’t work that well. I bound 4 very directional formations (basically lines facing in each cardinal direction) to wasd, with the other ones bound to the arrow keys. It’s not terrible, and I can pretty easily kill the two enemies that spawn.

I REALLY need to actually flesh out the level in some way that I can judge the controls and gameplay a bit better. But I guess this is still a pretty big milestone, so I’m happy!

Getting Off the Ground with Wham Bam

Having reintroduced myself to EaselJS, I can join everyone’s exciting efforts with my second Mini Ludum Dare entry. Brace yourself for Wham Bam: Fighting the War of the Sexes in a Relationship-Restoring Educational Rhythm Game.

I put in about three hours of work so far (having foolishly ignored Sol’s advice on scheduling) but I have some very basic functionality to show for that short burst of activity.  If I can advance it to a state capable of keeping score and refactor out some proper MVC structure in the process, I might just leave myself time for minimal graphics and music.  Too bad that my schedule nearly killed this attempt in the cradle.  What time remains still leaves me plenty of opportunities to learn before the next full Ludum Dare, though, so the development continues.

Slow Progress

Well, I guess I’ve made infinitely more progress than expected since I didn’t expect to work on this MiniLD project. That said I am disappointed with what very minimal progress and effort I’ve put in, given how excited I’ve been about this for the last two weeks.

I wasted time on a Splash Screen right from the start, then a quick “Play Game / Quit Game” Main Menu. My idea was to network a very simplistic game, but not sure if I’ll be able to do that. I have abstracted a ‘GamePlayer’ class for the option, and the game is turn-based. I just need to add the world, turns, and gameplay. Lets see if the steam will raise, I’m not nearly as hopeful as I was previously.

Can’t participate

Unfortunately, stuff came up, and I didn’t find the time to do anything for this miniLD. I am not happy about that. I know I won’t be able to make my idea in only 1 day as even doing it in 2 was a stretch. I hope I will go back and make my idea at some point. I really don’t have anything more to say.

:'(

Day 2 Begins

Next on the list is Robots and Turrets, codeing turrets then robots.

Started –  15:41 UK 30/07/2011.

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Tea Break

2. Sub Movable [Done 19:45] 4 hours in

3. Marine Moving  [Done 22:48] 7 hours in

Day 2 11:23 UK  [Zzzz from 23:59 – 19 hours in]

4.  Turning Turrets and Moving Robots

5. Shooting / Damage

6. Hubs / Decoding

7. Energy / Resources / Unlocks

 

Memoxagonal wars : day 2, 1PM

We now have a little wizard who can walk in his hexagonal land. He can now cast spells, too.

Next step: give him another locomotion mean than the firebug console and a method name containing far too many letters…

A wizard! A river! A… firebug console!

 Next next step: fill this peaceful land with evil minions. *evil laugh* This wizard needs something to fight against, after all. >:)

You can check last changes on our brand new google code project, or directly test here. :)

Status update II

I’ve been drawing some graphics and building effects since this morning.

Here’s an in progress screenshot (robots are attacking, beware!):

Next up: Sounds!

Comments

31. Jul 2011 · 09:17 UTC
Did the robots steal some birthday gifts ? BTW, your little soldier is cute. :)

WarBeats in the mud

I have serious doubts as to whether I’ll reach my goal during this miniLD. While my initial ideas were interesting the fun factor would be very circumstantial.

I’ve reached a point where I know what needs doing and most of it is cleaning up code in aggregate classes, art assets and sound. Sound is my enemy, and unfortunately such a central part of the game, still. Luckily, I “only” need to make a single music track with four or five instruments (reason pending) for a single level of gameplay, maybe 3 minutes or so.

I have just under 23 hours to finish this thing. Let’s get crunchin’

As the screenshot hopefully implies, it’s still a chaotic mess. Maybe I should add five pixels worth of depth?

It goes BOOM!

Yeah! Added explosions with fancy transparent scale effect. Next I need some visualisation of the damage taken per hull part.

The Final War – first demo

Hi !

So I’ve been working on my entry since yesterday, and it’s really far from where it began.

I started by working on setting the game (the battlefield) then worked on the Soldier class, animations, sounds… I’m now working step by step on the available actions to the player.

Quite a lot has been done but I still need to have : scouting, flares, mg nests & orders that go with that, artillery strike, smoke drop, reinforcement call and maybe something else if I have time.

Go check out the current version (how to play is in the Help menu ingame) : Here

Turning Firing Turrets…

Turning Firing Turrets

Turning Firing Turrets

Another step forward, Turret(orange and yellow cube) turning towards and firing at Marine (green blob)!

Rockets even have smoke trails!

Next up robots…

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions

4.  Turning Turrets and Shooting [13:57 – 21 hours in ] and Moving Robots

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 – 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started –  15:41 UK 30/07/2011.

 

Tags: unity

My Mini LD Entry

My entry is a space invaderish game.  You try and defend against the enemy assault.  You can buy new weapons.

 

 

 

What I still Need to Add

  • Airstrikes
  • Enemy snipers
  • Allies
  • Fortifications
  • More weapons
  • Scenery

Submitted Global Warfare

Please note that I wrote “submitted”, not “finished”. This is how far real life allows me to take this entry:

http://www.ludumdare.com/compo/minild-28/?action=preview&uid=3796

I don’t really like how the interface turned out, but it stands as it is. If I find time between my other projects I might work some more on this game in the coming weeks in order to make it more into a fully fleshed out game.

 

 

 

Moving Shooting Robots

Robots Open Up

Robots (Red/Pink Cubes) Marine (Green Blob) Turrets (Red/Orange T’s)

Robots move towards and shoot at marines or subs – Running behind schedule (Slept in!)

Next up – Shooting Back Marine / Submarine Missile – Damage and Explosions (Yay!)

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions

4.  Turning Turrets and Shooting [13:57 – 21 hours in ] and Moving Shooting Robots  [16:09 – 25 hours in]

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 – 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started –  15:41 UK 30/07/2011.

Tags: unity

Got the game loop in.

http://www.youtube.com/watch?v=BTxKJaCEhl0

I think that is probably the shortest amount of time that it has ever taken me to get a full game in. There is still a bunch of tuning that needs to be done, but so far so good! I think this is a pretty ok version of crossfire, and it also plays a bunch like FingerBattle, one of my favorite two player iphone games.

Update the 4th

Just did the following:

  • Rebalanced the game, played against my girlfriend a bunch, now it is anybodys game. Also made the ammo limited, so there is more of a strategic bent to it.
  • Did audio. Luckily I had some code lying around that I could rip off. Thing might not have gone as smoothly if not for that.
  • Came up with a name, and did the default screen and icons.
Still need to do:
  • Clean out the assets. For some reason, the .app is 24mb. This is absurd for such a small game.
  • Submit to Apple.
  • Fix all the size constants so that it works correctly on an old iphone, non-retina display.
If anyone would like a build of it, I could send you one on TestFlight. Add your email addresses in the comments if so :D. You will need some iOS device.

Entering First MiniLD

Hi Everyone!

I’ve been following LD off and on for a while, and finally decided to enter one.

I started yesterday and hopefully will finish something by the end of the day.

I’m trying for an android app.  I prefer pygame, but will be using the corona sdk for this since I haven’t tried pygame for android lately.

Also, I’m using inkscape, gimp, and a little bit of imagemagick.

Here’s screenshot so far:

Holy Shamoly

Well well well, I’ve actually managed to build something for this compo. It’s hardly what you would call done, but I’m pretty happy so far. This was my first time implementing collision-detection from scratch.

I wish I could work on this some more today, but I have an important birthday to attend =D. That said, there was plenty of extra time, so I shouldn’t complain. What can I say, time management for this is hard, but I feel much more ready for the next LD

Ancient Arts: Defeat

I’m afraid I won’t have time to finish Ancient Arts far enough to submit… too much work and Flixel took a bit longer to figure out than I had hoped.

I’m quite happy with my graphics and animation and hope to come back to this later when I have more time to actually prototype the gameplay!

You can play with the rough prototype at my website.

Here’s a final screenshot:

Ancient Arts menu soldiers fighting!

Menu Combat

Status Update III

I’m pretty much done. The game even has a name now, “Pvt. Littledude vs Robot Armada”.

The game is fully playable and completable and suprisingly fun. In fact, it turned out so well that I’m still thinking of adding some kind of an achievement system into it at the last minute. We’ll see if I have the energy, I’m pretty dead for the day already though.

Here’s a new screenshot, not much visual changes since last time:

MiniLD #28 Results!

UPDATE: Mini LD 28 is officially over! Congratulations to all the participants!

See the resultsSee all submitted games

Mini Finished

Pyoing

I am done! Woop! I got the non retina graphics working, and sent it out to a few friends. I decided not to submit to apple tonight, so that my audio buddy can get his paws on it and fix the audio track to be more nice.

One thing that really bit me is that when I changed the sizes for the graphics, I also had them tightly coupled to the box2d objects, so all the weights of things got jacked up. I did a quick fix and platform specific’d everything, but now the game plays slightly different if you are on retina display or not. Luckily there is a pretty big fun area with the mechanics.

The offer is still open if you want a build, just fill out this form, and I will hook you up.

Comments

onefineline
01. Aug 2011 · 00:37 UTC
Woa, dude! I’d never heard of TestFlight! This is dope! I didn’t realize that there was an easy way to distribute iPhone betas!