LD10 December 14–17, 2007

Partycle Popper 1.0

Phew, levels are (more) sane now. I still may update the entry, but this is pretty much feature complete now. Maybe if I can play around with some fractal music generators and make a soundtrack, or something. Who knows. Grab 1.0 from here

1612_534pm_more_sane_levels.jpg

I think I’ll go fry me an egg or something.

First screeny

 Most of my GFX are alright, except for the bicycle, which I can’t draw, then I was gonner take a piccy of my bike fore the game, but I couldn’t as it was at my grans, ah well.

My gameplay is finally coming together now though, you need to cycle into the pillow which will send you up, and you need to make sure you don’t start going down into the acid which will make your chain react in a most unpleasent way. 😀

screenshot-1.png

Some more progress

Things look nicer now, but I plan to make them look even nicer in the final version

nicer

Tags: chain reaction, space

Game tuning

hero_school_a.jpg

Have made a lot of progress, today has been mostly boring to code stuff like a level selector and GUI and few fun things like designing maps.

I’ve setup five test levels, each with vary different parms so I can get a feel for what works and what doesn’t.  For instance, bombs with flames spreading fast or slow, being able to build/destroy walls, diffuse bombs, and so forth.

I had numbers counting down on bombs and counting up on people (protect them for a higher score) but removed it because it was just visually distracting.  Now the bombs have a sequence of fall, blink red, blink fast.  Same info, easier on the brain!

I’m sort of burned out now so I’m done for tonight, hope to look it over with a fresh eye tomorrow before uploading the final.

Game tuning

hero_school_a.jpg

Have made a lot of progress, today has been mostly boring to code stuff like a level selector and GUI and few fun things like designing maps.

I’ve setup five test levels, each with vary different parms so I can get a feel for what works and what doesn’t.  For instance, bombs with flames spreading fast or slow, being able to build/destroy walls, diffuse bombs, and so forth.

I had numbers counting down on bombs and counting up on people (protect them for a higher score) but removed it because it was just visually distracting.  Now the bombs have a sequence of fall, blink red, blink fast.  Same info, easier on the brain!

I’m sort of burned out now so I’m done for tonight, hope to look it over with a fresh eye tomorrow before uploading the final.

Log entry: beautification

Since I woke up i’ve mostly been making graphical improvements, e.g. colored players, textured field barriers.. But I also implemented a better camera, so every moving thing should now be visible at all (most) times.

Later I will try to model a better looking goal, and possibly add a menu.

ld10_0_days_16_hours_0_minutes_left.png

Yawn

Just woke up.. I think I slept like 6 hours or something.. Well back to the grind =). Because most of the progress I made during sleep was mental, here is an image of the current version. This one has the fake fake-AO effect turned off just to show how much of an impact it does.

Day 2, nothing yet

It’s time to rush now. Yesterday was a time well spent reading blog posts and lurking on IRC, today I’ll try to stop doing that. No screenshots yet because I have no graphics yet…

RB[0], based on your blog posts, I might be working on something similar to your game (except you don’t need to kill yourself, but it kinda is a “chess/card/wesnoth/advance wars-esque gameplay” without terrain and with chain reactions). I’m not sure I’ll finish it, though; I’m late.

[Edit: Hmm. RB[0], I just saw you wrote your entire idea before it began. Mine’s similar but slightly different and simpler, but I guess that makes me an accidental copier. Sorry.]

By the way, some games are looking really nice around here.

I see stars

Food did indeed help. Then I coded up a scrolling starfield!

mjau-ld10-2.png

Things left to do:

  • Make sprite code support several frames per image (makes some later things easier)
  • Make more angles for shots and enemy shots
  • Make collisions work
  • Chain reactions
  • Make more enemies, maybe some powerups and such too
  • Make levels
  • Scoring
  • Sounds and music
  • Title screen and obligatory scroller

I think that’s doable in the time I’ve got left. I hope.

Tags: screenshot

Progress(?)

All right, here’s a screen from my game.
The concept is this, a level consists of several blocks, some “characters” and a lot of strings that connect them to each other. The strings are elastic and the player has got a scissor, and can therefore cut them, thus launchin the characters in sore direction (hopefully towards the goal).
I hav got a lot of work to do, the game is far from playable (maybe shouldn’t have picked an idea with that much physics in it…).
screenshot-16.png

I love the smell of Ludum Dare in the morning

Now it’s the beginning of the second day. Morning so to speak. I still have something like 15 hours to go, which should be plenty, if I don’t end up wasting it by doing something idiotic. Like starting to build this elaborate animation system, which seems really tempting… I sense the presence of a Programming Succubus.

Yesterday I got off to a really slow start. I over slept and lost something like 10 hours. But I got a lot done. The gameplay is pretty much there already (little tweaks here and there) and today should be all about the “polish”.

Here’s a screenshot of the game in action…

Yeah, it’s a color matching game… I feel so ashamed.

Tags: screenshot

Phil’s Breakfast Feast!

The wife got into the spirit of things and put together a feast of muffins this morning!  Ha ha!

p1007594.jpg

Tags: foodphoto

Chain Pain: In-game Screen

Here’s a screenshot of the in-game thing (taken by scrot, I was too lazy to do prt scr), featuring invisible Chains! (Except those holding the player down.) Once I implement the chains graphics I can work on prettifying it a bit more (sad to say what you see here is pretty much the limit of my art capabilities). You’ll understand what everything on the screen is when I release the full thing. =P

chain shot

Tags: pygame, python, screenshot

Log entry – You can has buttons

Sunday 18:47
Just writing to give you another screenshot really. You can now ‘win’ a level (you can get the ‘next level’ button, only it doesn’t do anything yet), and you can run the simulation if you want to. Yeah, and the buttons are all new. Next thing would be to actually have real actions you can do to achieve the goal.

shot41.jpg

Tags: log, screenshot

status quo

Most of the work is done, now the fine tuning is needed.

Here comes the story. The former evil arachnids are now tiny sweety crabs 😉 . They are  captured inside this big kind of crab trab. Using this red vehicle you can rescue them by controlling them to the exit or open water, respecively. The more crabs are rescued the more points are awarded.  But the problem is, that some crabs get infected by a virus, and if they come into contact with other crabs the virus is transmitted, which works like a CHAINREACTION. So you have to kill the infected crabs by pressing the left mousebutton if you are in contact with an infected crab. A huge cone will come up and destroy the bug.

ld5.jpg

Log: Snowroller(?)

First screenshot. We can see snowballs beeing pushed away with a explosion (notice the great explosion animation) and that is all. Now I only have to put some gameplay in this game and it will rock! :) As I have used pyglet and pymunk for this game, the little code Ive written myself is almost nothing, but that will change now when I have to make it playable…

Screenshot of snowroller showing snow, snowballs and a cabin.

Tags: avalanche, snow, snowroller, winter

Breakfast, Day 3

waffles

Eat ’em and weep, boys.  That’s homemade belgian waffles.  And a rose!  Actually, pen that looks like a rose.  Hmm, the colors didn’t come out right in this picture… Dadgum lack of sunlight.  Maybe I should’ve tried turning on a light.

Tags: foodphoto

Bullet hell

Progress! Finished the first few points of the todo list. Also, enemies can now have their own update/AI function to do stuff, such as shooting at you.

mjau-ld10-3.png

Hm, perhaps I should reduce the amount of shots a tad..

Tags: screenshot

taking some shape finally

well, I have started working on gameplay stuff.  I figured out how to make levels with trimeshes, but its going to take some more work to get it textured and have full scrolling.  The ship now has working landing gear and I can connect bodies to the ship and fly around nicely!  So all thats left really is flesh out the level format.

The objective of the game will be will have carry any items in the map to a location to drop it off and land successfully.  The trick is that these items can swing and can cause a chain reaction which can make you crash.  I was even thinking about adding motors to items when you pick them up so it can get really nutty.  I know its not really fitting with the theme as best I would want, but oh well…the game should be fun anyways.

34th hour