LD10 December 14–17, 2007

Partycle Popper RC1

Still far from done, now with sound effects and tons and tons of tweaks. Levels are still crap.

1612_146pm_bad_pops_kill_ya.jpg

Someone complained that the game is too easy, and well, it sort of is, because the levels are crap. I made the change that if you don’t pop the partycles fast enough, they will burst in a deadly manner as demonstrated in this screenshot. RC1 available here

Log entry – Nothing, Screenshot

Sunday 12:20
Done sleeping. Tried to think last night on how to make this gamey and chain reactiony enough, but didn’t come up with something. So I need to decide if I should scrap it and do something else, try for it and see, or just give up. Giving up is the far easiest choice, but not very fun.

Been looking a bit at the progress of other games, level of completeness varies quite a lot it seems. Though most are further ahead than me, obviously.

Sunday 12:55
Worked a little, added some planets and the appearance of a jump gate. So took a screenshot showing this minimal thing.

shot1.jpg

The red thing is the ship beacon, the blue things are planets, the big yellow thing a sun, and the strip of greenish lights are the gate.

Tags: log, screenshot

All of my screenshots look the same

It may look the same but the gameplay is much more fun now.

Tags: LD #10 - Chain Reaction - 2007, screenshot

Comments

saluk
16. Dec 2007 · 04:57 UTC
I have no idea what I’m seeing here :)

Yuck, I need to speed this up.

I’m still spending most of my time hawking the IRC and tinkering with my playlist… I’ve managed to write a little todo list of the most important things remaining, but so far only one (out of 8 or so) has been ticked off. No signs of actual gameplay or chain reactions yet, but they’re next on the list. All gfx are still placeholder and will hopefully be entirely replaced by the end of it. If I spend more than another 4-5 hours without having the gameplay “pretty much done” then I’ll be in serious trouble. I need at least 5 hours for content creation and then a healthy bunch for final tweaking as well. Tick tock.

drpetter_07.gif

First shot

I had a hard time coming up with an idea, so shelved it for a while, but then something came to me. Basically, I am making a zuma style game with a space invaders theme. There are some interesting twists I plan on integrating, and all in all it might turn out to be a pretty fun little arcade game. I had some fun making some decent art and getting the basic code framework set up. At this point you can win, although it’s got a long way to go. You can shoot the invaders with different colored bullets, if the colors match the invader is destroyed; otherwise the bullet bounces back. What’s missing is the invader ai, and of course, the chain reactions themselves. When an invader dies, he is going to coat nearby invaders with magnetized energy causing them to be drawn together. If the color matches on any colliding invaders, they will also explode :)

A screenshot

I actually do like my art, although it’s a bit too primary color. I’ll probably experiment with different shades of stuff, and add some more gradient to the palettes. If I finish the game first and have time left over :)

finally the physics work

Alright, I haven’t even made any real game-play with 19 hours to go.  Ive been screwing with ODE for the last 12 hours straight or so, and I have got it working perfect I believe.  Now I have to dump the messy code into something 1/2 usable so I can make a crude map format for levels.  We will see :'(

29th hour

Comments

saluk
16. Dec 2007 · 04:58 UTC
Ode can be pretty annoying to set up in the beginning. Many places to go horribly wrong. Especially with 2d physics!

First screen shot

I’ve finally got a screen shot to show, though, it’s nowhere near as impressive as a lot of other peoples. Still trying to get my game mechanics where I want them to be.

screenshot

Oh well, at least I’m getting some where. I pissed most of the day away just laying around acting like I was thinking.

Tags: screenshot

Comments

saluk
16. Dec 2007 · 05:04 UTC
You were thinking, it just doesn’t feel like it :)
negativegeforce
16. Dec 2007 · 05:08 UTC
just finishing something playable is noble for a 48hr contest. Keep at it.

Day 1 ended, I was to tired to note it

Well day 1 had ended with a nice source to change my origonal source to my new idea, which is basically the same, loads of progress yesterday, hope I do as much today with only about 5 hours.

Paramecium… a monocellular love story?

Here’s the next screenshot of my paramecium game. A microscope-slide-type background has been added, the animation has been fixed, multiple cells can exist, the mouse now works, and there’s a neat new mouse pointer graphic!

The paramecium you play follows the mouse pointer, and ‘swims’ when you move it or click the left mouse button (“swim”).

Time to add some gameplay… but before or after sleep?

Oh Teh NOES! Game Over

Here’s my game over screen. Once again, it looks the same as every other screenshot I’ve made.

Tags: LD #10 - Chain Reaction - 2007, screenshot

30th hour meal

you guys are soo lucky to see this picture. I shortly raped this after taking it. 😀

30thhour_chow.jpg

Tags: foodphoto

Chain Pain: Title Screen

I’ve had this section done for a good while (and everything finished but the Play), so I figured I’d share it with you all. I particularly like the Creepy font.

chain pain title

Tags: titlephoto

Yawwwn, 2nd edition

Woke up this morning after some nice sleep.

I added the solve code, menu screens, tuned up the editor and level names. It’s always nice to have that simple stuff out of the way in the middle, since in the end you always need to tune things a bit. The simple stuff usually takes quite some time, so don’t leave it for the last minutes!

I see that my game is not that chain reactionary, but it’s playable and i can spend most of the day coming up with levels and maybe some new elements.

Nice stuff is coming up from you guys (and gals). Hope to see a lot of finished entries!

Tags: Endurion, LD10 - Chain Reaction

Time to get my game on!

Woo, after a refreshing sleep (And one hour longer than I wanted, cursed oversleeping) I managed to get a lot done again. I added the last remaining items I needed to add for gameplay, I added some limits to the placement of the chain links, and I finalized my level file layout. Now I need to work on a nice game menu, level transition and make some actual levels. All in all, it’s going pretty nicely.

Gameplay!

I have this peculiar bug when I compile my game in release mode where my last placed link overrides the second last placed link, regardless of location, if this second last link is a wood link and the last link is a breaker link. And now it actually seems to crash in release mode. I’ll have to check that out now I think. Weird stuff.

– Deepflame

Food roundup

 I ate these lovely dishes quite some time ago, but I have been far too busy with my code to even process and upload the photos. At least I took them in the first place!

mmm.. cheese

Burrrrrrrrrito!

Sadly, these will be the last of these that you will see from me. The digicam has just now left with some tourists on their way to Mexico.. Oh well, they need it more than I do.

Tags: foodphoto

A screenshot at last..

Ok, here is my first screenshot. I have been wrestling a lot with the underlying code, so things have been a bit slow. Plus I have to re-familiarize myself with a number of graphics tools.

First screenshot
The premise of this game is that you have a flying island high above a windswept planet. On your island you must gather the precious gas resource and defeat your rivals for control over it all. You have the choice of whether to build gas gathering buildings, defensive turrets (pictured), offensive missiles, or stability buildings.

The chain reaction is that when your island is hit with missiles neighboring areas begin to weaken. If there is too much weight on a weakened area from your buildings, whole parts of your island may crumble.

Ok, time for some shuteye and then the final push!

Tags: 3D, linux, opengl, python, RTS

Egg!

So, another night spent trying to sleep, another extended morning spent sleeping.. Oh well, I worked out pretty much everything I need to do to make this into a (hopefully fun) game, I think. Woke up today feeling pretty bad though, but I hope that’ll pass once I eat some food:

dscn0211.jpg

I’ll go eat this now while humming the “I love egg” song.

Tags: eggs, foodphoto

Overlapping tiles

Not much progress yet, but at least I have an idea what to make now. I’m using overlapping tiles:

ld10-5.png

LD10: Boostcraft

Okay my entry is here:

http://cs.uku.fi/~ralaatik/boostcraft11.zip  (~500 kb, win32).

LD10 boostcraft

I can’t work on the game today so I have to submit what I have. Did all nighter on it (Yawn..) My timelog is in the zip. If you want to check it..

Visually it looks quite a lot like my last game ld9 game, bumpcraft. Had to pick this simplistic graphics style again because I really had only 24 hours to spend on it. Hope you like it. :-)

Tags: boostcraft, chain reaction, final, LD #10 - Chain Reaction - 2007, rale

Comments

16. Dec 2007 · 07:28 UTC
This is a really fun game.
rale
16. Dec 2007 · 17:50 UTC
I fixed some small bugs with the levelsets and levelnames. That’s why the new url to version 1.1.
PoV
17. Dec 2007 · 00:15 UTC
Hi there. Could you upload your screenshot to the site, and edit it in to your post? Images don’t show up in the image grid unless they’re uploaded to the site. Thanks.

i hate trigonometry :)

fydo-prog2

I’ve got some small bugs to work out, but I think I’m on track for a release before the deadline. Whew 😉