LD11 April 18–21, 2008

26th Hour Update

I was planning on posting this 2 hours ago, but it took a little longer than I expected to get it working. This is the 2 hallways and parlour, generated differently each time.  A number of rooms branch off the hallways (not visible here), in one of which the murder takes place.

I’m devoting the next few hours to implementing the timeline – sorting out who goes where, when.

Tags: day2, journal

Comments

PoV
20. Apr 2008 · 02:40 UTC
That’s a very cool looking shot. Lots of potential to that.

Ludum Dare, end of day 1

Despite many distractions, I now have a castle map that you can walk around in. Monsters spawn and will chase you (but don’t hurt you yet). You can outrun monsters and they’ll lose aggro.

Can't catch me!

Now I need treasures and puzzles. Puzzles will require a tag system and frankly that scares me. I now have 22:30 left…can I finish in time?! Tune in for the exciting conclusion! (Excitement not guaranteed.)

Tags: screenshot

Comments

20. Apr 2008 · 00:50 UTC
Looks like you’ve got your work cut out for you … Good Luck and Godspeed !
Dathgale
20. Apr 2008 · 02:38 UTC
If you don’t have time for the puzzles, I’m sure you can make the game fun with just monsters.

Progress: First Screenshot!

After laziness and distraction, I’ve finally got enough of the game coded for a screenshot:

1.png

Right now it’s just some nodes pushing around signals when you click on them. Eventually I’m going to add nodes which take different actions  when hit with signals, and build some puzzle elements. Tonight, I’d like to get the tech side of things done, so I can focus on design tomorrow.

Tags: screenshot

End of Saturday

So I spent all of Saturday making Kirby-esque gameboy style graphics, which I have a feeling was a mistake as I’m going to have to code all of the game in one day and I’m still all too green with python. Oh well, hopefully something comes out of it and at least I have the graphics pretty much done for what I have in mind. And no, it’s not really going to be a platformer and no, that’s not an alien (it’s a grasshopper I swear). If low-res 4-shade black and white graphics isn’t minimalist enough I plan on it being a one-button affair. Here’s hoping I get this done tomorrow!

leap

Tags: grasshopper, journal, leap, screenshot

Comments

20. Apr 2008 · 01:59 UTC
looks nice :)
20. Apr 2008 · 02:03 UTC
Wow, very cool
DrPetter
20. Apr 2008 · 07:37 UTC
No mistake.

Saturday’s grill-a-thon

Well, I’m back a couple hours later than I thought I might be (go figure..) 😉  But, I did snag one great picture of copious amounts of dead thing grilling over a backyard fire at a friend’s house.

Saturday Night Grill-A-Thon

Anyway, I’m back and checking out all the posts and happenings I missed while most of you were still coding away today!  Gotta get back on the coding horse if I’m gonna pull this thing off tomorrow, still a lot to do!

Tags: foodphoto, grill, journal, meat, saturday

Framed by my Frames

Well, I’ve basically completed my game, though I want to add some “minimal” background music as it is a thinking/puzzle game.  It’s turned out to be a little more interesting than I first thought, which is, of course, good.

However, after initial feedback from my Dad and girlfriend, I’ve had to try and make it a little clearer about what you’re supposed to accomplish.  Which I think warrants an easy/hard mode toggle as the “clear” method makes the game a lot simpler.

Think that’s all for now.  Probably going to go to bed soon and work on the music a bit tomorrow, maybe.  Of course, ate the staple of pizza for dinner, but it was also for other reasons beyond my control…

They Shoot Back!

Ahhhh! After playing with weapon-less AI for so long it is as drastic change to have them actually shooting back now! I didn’t initially intend for this to be a hardcore shooting experience, but I’m liking it so far so that might be the final product…

I ironed out a LOT of bugs over the last few hours, and I’m making headway into the deeper gameplay I didn’t know if I would have time for. Exciting! I’ll probably leave sound and music out and blame it on my desire to keep it one single file. This will give me lots more time to work on the game. I’ll likely work on some music and sound after the compo (and without the 48 hour creation restriction) and roll them into the game later on.

They Shoot Back!

Tags: journal

simple dungeon is coming along (sort of)

Screenshot of Simple Dungeon

Well, I’m definitely going to have trouble finishing this thing in time. I have already thrown out the idea of any graphics or sounds. The fact is though I think the game now fits the theme really well. It looks like that old game hack or rogue you may have played years ago. I’m using characters for graphics. My game is much much simpler and smaller though.

 Getting a rpg done in this amount of time is all about finding shortcuts and simplying things as much as possible. So far I like the direction it’s going. I think it might be a fun game. Whether I have time to finish it or even balance it at all is a another matter.

In any case, I’ll have something for people to try at least.

First release

Ok here is my first release!

It is a java applet so it should simply play in the browser if you go here

Instructions:

You are the blue block, dodge the red blocks using the arrow keys. Control the green block with the mouse. Left click fires a yellow block to help deflect red blocks.

Second Screen shot

Comments

20. Apr 2008 · 03:09 UTC
Pretty neat!
matrin
20. Apr 2008 · 03:41 UTC
Very nice.

End of Day 1 and Howdy!

Howdy!  This is my first LD.  I’ve tried to compete before, but it has never worked out.  My entry is a MUD written as a facebook app.  I’ve always been a fan of MUDs in general and I figured a MUD would fit the theme pretty well.

Facebook MUD Screenshot 1

I’m not as far along as I would like to be, but it is a lot further that I thought I would have gotten.  So far you can walk around, talk, and act like you are going to attack somebody.  Tomorrow I plan on finishing up combat, polishing up the interface a bit and adding a lot more content.  Now it is time for some sleep!

Tags: journal, screenshot

Comments

Dathgale
20. Apr 2008 · 03:26 UTC
A MUD as a -Facebook app-?? Wow. I can’t wait to see that.

Late Start, Long Road Ahead.

04-19-2008 11:30PM EST
Hey all, I am JamesDM. I have never coded a line in my life. I have however worked with NegativeGeForce for quite a while, learning the ins and outs of game design. Through NGF I heard about Ludum Dare and decided I would give it a shot. I am downloading Python as I write this and will make an attempt to learn basic python, write and code a text adventure game before the deadline. This leaves me about 22.5 hours to complete this. Hopefully I can make the deadline and I hope to learn a thing or two and hopefully have alot of fun.

04-19-2008 11:59PM EST
Python is installed and I just finished skimming the documentation. I also outlined my game and have started working on the storyline.

04-20-2008 12:58AM EST
I’m still tossing around some ideas of how to use the minimalist theme to its full potential for this project. I went over some basic code with NGF and he helped me with some basic examples. Also, Dinner time…

jdmfoodphoto

And pre-game desk.

jdmpregamedesk

Tags: desk, foodphoto, python

Comments

negativegeforce
20. Apr 2008 · 03:33 UTC
you copied my corn dog idea >:O
Dathgale
20. Apr 2008 · 04:14 UTC
Huh. Well. Learning your first programming language is -very hard-. So good luck. =)

Graphics, sound, and gameplay

I realized that I could spend a lot of time optimizing the monster flocking behavior… or I could just remove it entirely to save CPU because the player hardly gets to observe it. Now the monsters just wander aimlessly and chase the player when they see him. It hardly impacts gameplay, except that it runs more smoothly.

As for the rest of the game, I drew bad pixel art and threw together some bad sounds for whenever the player collides with a monster or when a character bumps into the edge of the arena. Now, just as soon as I make the monsters actually kill the player, I’ll have a full game.

Tags: Omnihunter

Music Made with Music Tools

Well, I’m not quite happy with my music loop yet, but it’s close. I’m using Musagi to generate my music. It’s a very useful little tool, though it has a bit of a learning curve. Need to dig out my three button mouse for it though tomorrow.

I’ve also used his Sfxr program as mentioned in a prior post for my sound effects. Along with a base of Python + PyGame for my programming. It’s 361 lines of codes and few external files for the images, sounds, and music track. I’m pretty sure I’m all done now, but I’m going to get some sleep, work out my music a bit more tomorrow, and I’ll post my final version then.

In the meantime feel free to listen to my first complete attempt at Musagi here (ogg).  And the screen shot of my updated menu with updated instructions:

Comments

DrPetter
20. Apr 2008 · 07:28 UTC
Heh. It reminds me of the tune from Ganon’s castle in Zelda, if you disregard the bright notes.

Actually you could try lowering the volume of those, to keep them from being so prominent. They would probably be better suited as a faint background sound with the long dark notes being most dominant.

Remember to play around with different instruments as well, you can reload an instrument without destroying the parts of the song which use it (although I recommend keeping backups of the song just in case :))
20. Apr 2008 · 13:27 UTC
Yeah, I’ve tweaked it a bit, and in the game the volume’s lowered so it’s mere background music. I think my tweaked version turned out alright. Not wanting to spend a lot of time on it. I’ve never quite found a music tracker that I’ve liked 100%, but Musagi’s up on the list. Just get confused with all the different buttons and keyboard shortcuts. I keep having to look them up.

Song List

songlist

Things are getting out of hand… There is a helper python script that scans a directory (such as your iTunes directory) for mp3 files, reads the ID3 tags, and makes an index for the game to use. So if you have some mp3’s lying around, you should have plenty of content. It should come as no surprise that it’s a rhythm game.

I’ve got the bare beginnings of the gameplay done. “Focus” was the title for the old, complicated idea. The new one is…. well, different. And still secret. But much more minimal.

So I’ve spent almost 2/3rds of the time on the title screen… now onto gameplay…

Finishing up

I finally implemented the enhanced collision detection which determines who wins a fight when the player and a monster overlap. It took me a lot longer than expected– two hours– but now that that’s done, all I have left to do is polish off the game.

No screenshot in this post, because the only changes are visible in motion.

Tags: Omnihunter

Early morning progress

ArcBall rotation still isn’t working, and i’ve basically given up on trying to fix it. Below you can see what i’ve spent my morning doing.

ld11_shrt_3.png

  • Gradient background
  • Fonts
  • Better shading for the main model
  • Better shading for dirt
  • Improved model for dirt specks

Time to sleep

Idea is ready.

Opengl code for graphics is ready (i do windows .exe totally in linux :) ).

Time to sleep now, when i wake up i just implement the idea and be happy about it, maybe even add sounds if time permits :)

Hopefully catching some zzz’s will heal up cold I caught just in time for LD11…

Wish me luck, if I succed you will have a kick-ass game :)

Tags: cold, sleep

first screen shot

this is my first screen shot. that is not game yet.

i only use pygame, and next i make gameplay part.

umm… i need more time

scr1