LD21 August 19–22, 2011

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