LD10 December 14–17, 2007

Lasers and Explosions

Screen2

Wee, lasers and explosions! What more do a game need? Oh right, should make some particle effects later.

The explosion physics turned out really nice on the first try , but you can’t really see that in a screenshot. They actually do have a chain reaction feeling to them, but more of that is coming.

First screenshot, featuring lazers, quads and.. Well that’s it

Here’s a first screenshot from my game. Writing it in python and spent a few hours on it so far. I hope I have time to put some better graphics in it (sprites at least ;)) but we’ll see how much time I got left after finishing the gameplay parts.

Enjoy..

First screenshot

Lunch Day 2ish

It’s day 2, and this is one big big hearty meal.  Luckily, I have assistance in eating it.

ld10 lunch

I was going to arrange it all pretty, but I figured I had to capture the moment while it existed.  This is my piggy plate, which my wife gave me as a joke, since I have issues with different foods touching (but not nearly the issues she claims.  Still, I like the piggy plate!).  Gardenburger, fries, and apple juice.  The latest issue of Game Developer arrived today and is in that pile there.  I didn’t renew my subscription about 2 years ago when they last asked, they just keep sending it.

Tags: foodphoto, lunch

Heli grappling a tripod

Camera and sidescrolling implemented (not wrapping yet though)

Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.

Heli grappling a tripod

The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.

Tags: 2D, chain, chain reaction, heli, physics, scrolling, tripod

Heli grappling a tripod

Camera and sidescrolling implemented (not wrapping yet though)

Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.

Heli grappling a tripod

The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.

Tags: 2D, chain, chain reaction, heli, physics, scrolling, tripod

Late start

Starting late. This is my second attempt at LD48 (first one I missed the start and only made half a game). For those who do Pyweeks, I’m the same Tee from Pyweek (despite my generic name :)).

Anyway, I think I have an idea. Although the idea is just a seed and not really fleshed out, I’m starting to code something now.

First Post!

Hi!

Well several hours in and all I have to show so far is a crummy map that you can click on to select different countries. I’m using Java because my game is going to have a lot of GUI stuff going on and I like Java’s Swing library.

Here’s a fascinating screenshot:

screen11.jpg

Comments

Endurion
15. Dec 2007 · 13:26 UTC
Can’t go wrong with Elbonians in your game 😉

Doing this all wrong

This is my second entry, the first one being in the LD 2 or 3 maybe… Anyway it was called Wolf’n’Granny and I don’t even remember what the theme was (I think it was about tetris pieces, otherwise I am not sure why I had some in the game)

I’m 12 hours late, but to my defense, I was sleeping, and this is the week before Christmas, so I am not sure that my girlfriend will be as understanding as she was at my first Ludum, which was before the house and the kids…

I’ll post a screen later, here’s hoping that Blitzmax with a png loader is acceptable for the compo… (I have kind of a hard time navigating that site, not finding the forums and stuff)

Gameplay is a go!

Level editor works now and the game can be played to finish with the first types of units that there are. So the aim here is to get the one sad guy with the hat to laugh, by starting a chain reaction of laughter through the level. You start by placing different kinds of units on the level and then press start to see what happens.

First gameplay

Ugly as hell, but I’m just a coder. I’ll have to work on that tomorrow.

Comments

XMunkki
15. Dec 2007 · 14:28 UTC
Haha, awesome idea.. =)

Finally I can start…

Man, I’m getting into this a bit late.  My all of my finals were packed into the last two day so I had been up studying for the past few days.  I sacrificed my first night for sleep, but I think it worked out for the best.  I’ve got a simple idea now that I might actually be able to finish before the deadline (my first idea was ridiculously difficult to produce).  Plus, I get to do it in Python!  It’s been so long since me and Python have spent quality time together…

Sat. Morning Foodstuffs

Ooooh .. these compos always keep me from going to sleep. I think out of the 8 hours I lay in bed I got .. a lot less than 8 hours of sleep. Which is a pity, because I usually get some of my best coding done while I’m unconscious. Anyway, to awaken my soul this morning I ate some Frosted Flakes. Sort of an industrial breakfast .. after I already made it, my wife said, “Oh I could have made you muffins!” It’s the thought that counts, right? Maybe tomorrow.

p1007588.jpg

Tags: foodphoto

Kaboom, Version X

This is it probably for today, i’m going to a restaurant with wife and kid, empty their buffet and then waltz to bed 😉

Anyway, there is sort of a chain reaction going on, i decided to add another element, so you get a real goal. Any gameplay fun seems to be decided by level design. Again. Dang!

At least i’ve put an editor inside :)

Tags: Endurion, LD10 - Chain Reaction

Progress, Day 2

Now there are sounds courtesy of SFXr (just the fuse burning and explosions, at the moment, but that’s really all that can HAPPEN at the moment), and your fuse burns, and if it goes next to a barrel, the barrel blows up.  The barrel explosions chain to neighbors.  There are also a few assorted items visible on the screen – x2 and x4 score multipliers, and gold.  The gold and multipliers are intended to entice you into taking risks you shouldn’t.ld10 screen 4

Still all temp art, but I suspect the flame particles will stay like this.  They shoot up super vertically, looks like the barrels are practically launching into orbit.  Initially an accident, now a favorite feature.  I’m going to do art now, because I need to have the style down before I do the font stuff, which I feel is sort of next on the list.  The core gameplay is done, you just can’t lose.  And since this is a game of score, I need to get that score tracking up so I know what is happening there!  Art’s definitely the biggest portion of what’s left, so let’s get on it.

Tags: barrels, explosions, fuse, tiles

Slow going

It’s been another 4 hours almost, and not much has happened as it seems. I’ve wrestled a bit with drawing order for mobile objects in the isometric world, and I think I’ve got something usable now. It’s not as good as I’d like it, but good enough to move on. I might get back to it later. The main problem is probably that I handle map tiles and sprites similarly, despite map tiles having a clear 3D shape that allows more accurate Z ordering. Maybe I’m just stuck in a stupid line of thought here. My approach is to treat objects as billboards and apply a shaky offset thing to make moving objects from poking through the floor, but maybe I could do it in more of a cube/square fashion, using the isometric coordinate system instead of screen coords… I’ll give that some thought tonight, for now things at least look ok in most occurring cases.

Time to eat some and start putting in a bit of gameplay code. Ideal scenario would be to have the majority of code done tonight so I can focus on media and polish tomorrow (oh, and studying for my exam… but that’s a bonus for if I get some extra time left over ;))

drpetter_05.gif

There be more organized map elements and a placeholder player sprite with shadow. Topmost blue tile is broken, need to figure out why…. oh right, just struck me – I iterate from 1 and up in the drawing loop instead of starting at zero 😛

First tank

I’ve got the first object up. This is a close up of it. The tank has been made with the marching cubes tesselator. I may have to tweak it a bit to get it look a bit better. But even this one has something like 67000 triangles :). Oh well. Such is the coders way (I cannot draw myself out of a blank paper).

Log entry – Cake (not a lie), Some coding

Saturday 21:19
Back from lots of cake etc etc. Was a bit distracting, even though a lot of fun.

Been thinking about my idea. I think it could be a fun game, but I’m not sure it’s actually chain reactiony enough. Need to come up with something for it. I’ll just get on coding and see what happens, I guess.

Saturday 23:19
Been coding. Have the basic structure. And gravitational forces. Most advanced so far is the ship circling the sun. I also have state cloning and so, so can probably do the path thingy without much of a problem. Is pretty tired, so will go and sleep now. Not really sure I’ll have time to make a game of this tomorrow, but we’ll see.

Tags: log

Log entry: dinner approaching

So I kinda went back and forth between some ideas I had sketched out. They all involved the same mechanic though, so I was basically just figuring out which was more fun.

I came to realize that there’s simply too many possibilities with this setup. There could be major amounts of violence, I mean, just look at the spikes on those tails! But, I think i’ll simply make it into some kind of sports game, i.e. get the ball into your opponents goal, at least just for the compo entry. I will, however, be keeping the spiky tails.

ld10_1_days_9_hours_45_minutes_left.png

Dinner will be had in approximately 30 seconds.

More Progress, but is it a game!?!?

Here’s more of my progress I’ve made with the game:

HUD, CHains, Better graphics!

I had a pretty strong idea of where I was going with this, but I’m not sure it’s enough of a game.    Oh well.  It should be fun once everything’s in place.   Back to the board….

Heli bowling

Farseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.

Heli bowling

Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!

Tags: 2D, bowling, chain, heli, physics, pin, sleep

Progress

Work is going pretty slow, but I’ve finally got some interaction into the game. Also made a font and some more gfx, and gave it a (temporary) name.

Fire!

Now I just have to make the enemies do stuff, add collision detection and such, and add the chain reactions.. and levels..

Tags: screenshot

So far so good

I like the topic “Chain Reaction”, however I haven’t had any time to work on the game yet. This is going to turn into a 24 hour compo for me. Or something. I’ve got a few good ideas, so I hope my entry is complete and looks nice.

Was playing around in Blender for hours.. and still have no idea about the game mechanics. Somehow, there needs to be a chain reaction of light bulbs Santa can somehow initiate or influence. Or maybe I’ll just add some bombs and have them chain react, worrying about what Santa has to do with it later..

lunte

My first attempt at any sort of “timed” programming challenge. My concept idea is a bit of a stretch of the “chain reaction” theme, but I’m slowly making it fit. Really more indirect interaction, but no matter. I’m still fairly early on.

Fairy Light screen

BLAH

agh! i’ve got crap-all so far and i can’t seem to think of anything that hasn’t already been done already! if i can’t think of anything decent by tomorrow morning i’m going to have to play my Come From Behind Desperation Game card.

 http://www.slayradio.org/home.php for the win!

Tags: idea, music

PoV Food – 27 hours to go

It’s as if I’m here just to post food photos. :)

PoV Food 27

This delight comes to you all the way from India… assuming India was in Canada. Authentic or not, I’d go as far as to say this is the tastiest Butter Chicken I’ve ever eaten. I keep a couple of these in my freezer at all times, for just the right occasion (i.e. dinner).

And a surprising good contrast, Red Rave. The Costco cheap Red Bull clone. I actually like it better than real Red Bull. It’s sweeter, or something.

And a fork. I shouldn’t have to explain to you what that’s for.

Tags: foodphoto

brain food?

ld10-03-200712151558.JPG

yum yum chikken

Tags: food

first codings

OK, I have spend a lot of time with modelling this damned arachnid.  I have started a little bit coding. The two arachnids are making a kind of random walk. The yellow figure is controlled by the player. If the yellow figure is near one of the arachnids, they escape from it. This is a way of indirect controlling the arachnids, like a shepherd dog and the sheep.  My idea is to start at point A and bring as much of them to point B. There will be some dangers at the way and of course I have to implement the chain reaction, which will be something special, but more later.

ld3.jpg

Aaaah, arrows!

You tell me:

Aaaaaah!

I need to add some sort of intelligent checking for occupation or something. This is nuts! 😛

– Deepflame

*Sneaky ninja-edit*

Fixed! :D

Fixed! 😀

Day 1 – it’s over!

Yeps. Will try to get a bit of sleep now (a little bit, not too much!), before going at it again tomorrow. I’ve managed to put in a number of things for one day and I guess I should be pleased. Haven’t spent my time very efficiently but I never do. Done maybe 6 hours of work in total so far.

So what I have to work with for tomorrow is this little placeholder guy able to walk 8-directionally and jump/fall on an isometric map. All that’s left of the groundwork is to size the level up, make it scroll and put in some animation code. Then we proceed to game stuff and graphics/audio.

Preparing for the compo I intended to focus primarily on the gameplay and objectives this time around, before doing anything too technical or diving into graphics. So far… no. Will have to keep reminding myself tomorrow that priority #1 is to get it playable and fun if possible. But then again… if it’s still crap when I only have 5-6 hours left I’ll probably leave it like that and make some snazzy gfx anyway, ’cause pretty crap beats crappy crap!

drpetter_06.gif

Uh, did this thing just start?

Uh oh, for some reason I thought the 15th was next week. Finals sure got me mixed up. I can’t believe December is half over already. Anyway, we’ll see if I can even come up with an idea for this, let alone code anything!

Ok, I should probably come up with something I can actually accomplish, versus the over ambitious ideas I usually do. Some kind of puzzle game should do it. But it has to be somewhat unique or I won’t care enough to finish.

Hmm, I’ll think about it for a few hours and see if I can come up with anything. If I have any good ideas, then I can begin mad coding time :)

To much sleep, not enough for a 12 year old

I dunno I think I’ll wait till I’m 15 before I attempt this again, to unrelaxed.

Still I’ve made up for all my missed time with a nice readable peice of coding, hope it lasts like that, now I’ll be off to add in object see ya!

End of day 1 for me.

Well, I just spend 14 hours semi-straight programming. It’s been a great refreshment after slacking off playing MMORPGs for all that time. I made some unbelievably newbie mistakes, for example my 1GB memory leak because I forgot to initialize an integer. Go me!  I was initially dissappointed in the selected theme, I was hoping for Time Travel. But I quickly worked out an idea, and I set off to flesh it out pretty quickly.

I made some great progress on the game. I actually have it somewhat playable now, although I really have to add 2 more objects to the menu to finish it up. Then I have to add limits to make it actually challenging. Finally I will have to create more levels, because one level in a puzzle game aint really a puzzle if you know what I mean.

My code is a hacked up pile of text now though, maybe I can clean it up some tomorrow. Although I doubt I will, because I’ll probably end up adding more features to the game to make it more interesting. I got some neat ideas still.

Man, I’m so wasted. x)

– Deepflame

Grasping at straws

I can’t get a stupid concept of blowing up suicide bombers out of my head. I’m not even racist (or American), but damn is it hard to get aways from certain clichées when one thinks of suicide bombers. So I have no screenshots until I find another concept, because my game even offends myself as it is :)

Plus, it would appear that a game of Battlelore was planned for me tonight, so I’ll have really not much time to make something cool..

Progress, Day 2 Late

ld10 screen 5

Lots of visual progress, a little bit of real progress.  All new pixely graphics all around, and a new HUD at the bottom.  The game automatically zooms the display in to cover the portion of the map that actually has stuff in it, so instead of scrolling, it just gives you a wider view on larger levels.  That’s good because you need ot know the whole layout to make your plans.  This zoom feature is currently very questionable, I seem to have to manually tweak exactly where it goes, depending on the level layout, so I’m missing something there, but it mainly worksish.

Currently, you can’t win or lose, but if you could be killed, boy would it be hard.  Thinking ahead is a must, and it all goes quite fast.  Each level has a percentage required to complete it, and you also need to stay alive, and the main gist is to get the best score you can, provided you blow up enough and avoid dying.

Tags: barrels, explosions, fuse, pixels, tiles

Progress, Day 2 Late

ld10 screen 5

Lots of visual progress, a little bit of real progress.  All new pixely graphics all around, and a new HUD at the bottom.  The game automatically zooms the display in to cover the portion of the map that actually has stuff in it, so instead of scrolling, it just gives you a wider view on larger levels.  That’s good because you need ot know the whole layout to make your plans.  This zoom feature is currently very questionable, I seem to have to manually tweak exactly where it goes, depending on the level layout, so I’m missing something there, but it mainly worksish.

Currently, you can’t win or lose, but if you could be killed, boy would it be hard.  Thinking ahead is a must, and it all goes quite fast.  Each level has a percentage required to complete it, and you also need to stay alive, and the main gist is to get the best score you can, provided you blow up enough and avoid dying.

Tags: barrels, explosions, fuse, pixels, tiles

Physics Works

Yee haw.  Finally got the physics working.  It’s pretty simple stuff.  Axis aligned bounding boxes, with a verlet/relaxation based solver.  As far as my concept is concerned, the shapes should all be axis align.  Otherwise, your multi block monstrosities would fall over in most configurations.  On to the screen shot.

Pillar Shot 1

Next up… I don’t know yet.  I might run out for some groceries (I hear there’s a no tax sale at “Super Stores” this weekend, 5-11PM).  That should give me time to think.

Tags: physics, screenshot, wip

end of day 1

 First in-game screen shot. The projectiles move, the ship is controlable. Allthough

i am probably behing my unwritten schedule, i’m kinda happy i got this far.

Just need to add the explosion’s and build some kind of collision detection. I thought it

through so this maybe even be submitable till the end of the comp, but it doesn’t stand

much of a chance. Time to get some sleep, I’ll fill in the lost time tomorow, with some

energy drinks or coffe and an all nighter, if need be. :)

screenshot-ludum-dare-10.png

Beetroot and pomegranate soup

One of my flatmates made some beetroot and pomegranate soup for us to eat today:

Yummy

Pretty good stuff =)

Edit: Recipe here =)

Tags: foodphoto

First & last update for today

I have been keeping a fairly detailed journal of my progress at my LD10 Progress Page, just haven’t gotten around to posting the link yet until now. To summarise for everybody that’s too busy to check the link (probably everybody) I’m fairly pleased with my progress and though I am slightly behind schedule, it’s not a train-smash (yet).

Here’s a current screenshot of my game which I have decided to call Glob Combat, it will be a RTS / puzzle game:

Latest Glob Combat screenshot.

I was going for cute globs, but I’m not sure if they look cute or diabolical:

A glob.

First Screenie

Actually, just a mock-up. I want the main character to be quite small so that he can duck and dive around projectiles while he’s being chased by waves of exploding fireworks boxes For this purpose, he should probably have double jump, and a bit of jump-time thrust. Why not. Will probably ditch the idea of having a separate button to go into defensive mode – better just to design the levels with little holes to hide in.

Comments

15. Dec 2007 · 19:50 UTC
Diggin the art!

Progress progress…

Things are moving forward and it’s feeling great. My game idea is far from innovative but it’s fun to code it anyway, and that’s what counts for me.

So far you can spew out tons of bombs and set them off with a pewpewlaz0r, and the chain-reaction part is the bombs chaining together of course.. The plan is that you will use this to combat hordes of enemies (the blue boxes (they can’t do anything yet (Hey! is this what lisp is like?)))

Anyway, here’s a quick screeny.. Green bombs are waiting to be hit by the laser or other bombs.. the red ones are about to detonate.

Bombs and stuff

More pretties!

Multi-layered parallax star field? CHECK!

Big player explosion with screen shaking and shockwave? CHECK!

Score system? CHECK!

Some custom made sound effects? CHECK!

…. and other miscelanious tit-bits. Don’t let the screenshot put you off, it looks great in motion!

ludumscreen3.png

http://www.myrmidonprocess.com/ludum/Ludum10c.rar (Windows bin, arrow keys and z to shoot)

YAAAY LODOM DARES

-Fiona

Comments

Papper
15. Dec 2007 · 19:26 UTC
Score: 86800 ! :)

Where’s the reaction now?

Yawwwwwwn…

Started to add sounds, DrPetter needs to auto-win this competition singlehandedly for his awesome sound effect tool. I can’t thank you enough for this one.

Now beside chain-exploding bombs there’s also an objective of the form “bomb-the-ball-into-the-goal”.

Innovation, where hast thou gone to?

Still, i’m happy with my programmer art and it’ll look like i can deliver an albeit simple but finished entry. Yay!

Sleepy good nighty night.

Tags: Endurion, LD10 - Chain Reaction

Gonna give it a try, but it’ll have to be a 24 hour competition for me now.

Checked the winning theme this morning (around 7 hours after the start of the competition) and my mind was just blank. I opened up GraphicsGale, drew a bomb which I was quite pleased with, and that was it. No ideas popped into my head, and aside from deciding I wanted to use the bomb I’d drawn, I had nothing to work on or with. I then went out for the afternoon.

I got home 3 hours ago and started doodling around, until about an hour ago I finally have an idea.

It involves trying to detonate all of the bombs on a level by sliding them around so that when one explodes, it ignites the fuses on any unlit bombs next to it. At the start of the level one or more of the bombs will already be lit, and to make things more interesting, the bombs can have different length fuses.

I’m hoping to be able to come up with a range of levels of varying difficulty, but there’s only just over a day left, I want to get at least some some sleep tonight, need to get to bed early tomorrow, and I’m in the mood for coding rather than working out level designs, so I’ll just have to hope I can get the bulk of this written tonight and in the morning, to leave me a couple of hours early evening tomorrow to put together some levels.

I’ll be coding this in FreeBASIC and just using the standard graphics library, so it’ll be cross platform and work without any dependencies, unless I also find the time to add sounds effects and music of course,  in which case it’ll need FMOD.

Got to pop out for an hour now, but when I get back I’ll put together a quick mock-up screen.

Tags: bombs, freebasic, idea, puzzle

BOOM

Hmmmm. Well my game still looks exactly the same as the last screenshot. Not that I haven’t been working on the code underneath, mind. But here’s a nuke explosion sprite that I just finished:

nuke_boom2.gif

I’m pretty proud of it 😀

Hopefully I’ll get some countries blowing up soon…

Dinner, Day 2

ld10 dinner

A classic combination served by Ukrainian chefs – delicately braised french bread with butter sauce and fresh fruit compote, and puffed maize drizzled with Romany salt and a light cow’s milk cream blend. Paired with this we have Crystal Geyser grapeless unfermented chardonnay.

Tags: foodphoto

Log entry: getting closer

A bit progress here; it’s now possible to actually score! I took a really lousy approach to getting score displayed on the ground.. It’s a quad with texture coordinates, and then I have a texture for each number (i.e. 1, 2 and 3). Not very awesome performance wise, but meh.

ld10_1_days_3_hours_59_minutes_left.png

explosions

Ok, I went the easy way and just added bombs with a chain reaction explosion. Took me hours to make those explosions in Blender. Oh, and for anyone who was wondering: Blender’s particles can not be made to cast shadows – no matter how hard you try.

lunte

I can haz starfieldz?

Yes you can!

Time to get cracking on the enemies… and then maybe some sound? I heard that kind of stuff is great to have.

3rd screenshot

Technology about done

Phew it was a lot of work, but finally the technology from game side is about done. I haven’t made many shaders in my lifetime, so when I set out to do some sort of semi ScreenSpace Ambient Occlusion to my engine I was a bit scared what would happen. Well it ate plenty of hours that’s for sure, but I now have something I’m fairly happy with. It has some artifacts and it’s not perfect, but compared to no lighting or diffuse lighting only it really rocks. Here is a screenshot:

A few words about the game. I’m sad to say my imagination didn’t carry me further than explosions =). The point of the game is to have every cannon fire (the cannons see here have 4 barrels). When a cannon is first hit by an ammo it fires (only once) all its barrels. Some of the cannons are fixed to a certain position, and some you can move. All of the cannons can be rotated however, and the “starting” chain cannon can be selected by the player. Also hitting walls will make a small hole to the wall, so you can strategically blast a holy through a wall to get to a cannon.

What is still missing is basically the game =). I have the exploding  walls (courtesy or marching cubes level building), but I need to make the game logic (moving cannons, changing cannon directions, starting the game from a cannon, completing a level and choosing a new level to play). I also have to make some sort of level editor. I’m planning on hitting .NET and WinForms for that.

Now I only wonder. I use SINGLE as a gfx render target buffer (32bit floating point buffer, single channel). I wonder if that is supported on most PS2.0 hardware. Oh well, if I remember, I have to make a fallback to disable the AO effects if it’s not found.

Family Christmas Dinner

I sacrificed two hours to go have a good meal, here’s some pictures!

drinks
I had a good amount of Pepsi, and I have more at home for tonight…

choices
There’s the buffet table…

dinner
And here’s my dinner plate! Ham, beans, cookies, chips, rice krispy treats, carrots, roll… I’m full for now.

Tags: christmas, foodphoto

Comments

15. Dec 2007 · 20:52 UTC
wtf beans
PoV
15. Dec 2007 · 21:52 UTC
I like how you have those 2 tiny carrots to contrast the cookies and chips. :)

End of Day 2

Things are really about done here.  Tomorrow is going to be all about making levels, the main menu, and polish.  I think it will be relatively fun, depending on how the levels are done.  You can now both win and lose, the former of which is shown here:

LD10 screen 6

There are 15/14 barrels done because the barrel you carry is currently extra to the count (you can set it down any time, which is an important part of the strategy and a very important part of not exploding), which I think will change right this second.

I have extraneous ideas for other things levels could include, like rockets that shoot off elsewhere when lit, but I’ll probably not bother.  Just polish this up and ship!

Tags: barrels, big pixels, prospector

fooooood

ld10-04-200712151950.JPG

suppertime! turkey&ham salad and some garlic cheese toast. yummmmmm

Tags: foodphoto

Grids for all!

For giggles, I added a grid.  I also created some levels.  I had some folks try to play them, but unfortunately, since I didn’t bother to add in a menu or anything, I’m not sure anyone actually played them.

Anyway, I’m not sure I’m going to do much more today.  I need some rest for the final push tomorrow.  I’ll be working on polish tomorrow: menus, explosion animation, shiney level graphics, music, and sound effects.  I was thinking about doing particle effects, but I don’t really feel up to the whole python+c thing this time around.

philhassey6.png

Lunch pics!

Hmm, after I told my wife that we were sort of having a food competition too, suddenly the meals got fancier. :)

nabe_before.jpg

Nabe with shimifuri Kobe beef!

nabe_after.jpg

This beer should help me code better!

cookies.jpg

Fresh baked cookies for dessert.

After all that, now I just feel sleepy…!

Tags: foodphoto

Back again

I’m back from the concert, we played Beethoven, Brahms, Buxtehude, Weill and some others. Here are some pictures:

ld10-2.jpg

ld10-3.jpg

ld10-4.png

Comments

15. Dec 2007 · 23:17 UTC
Awesome, hope to hear it in the game!

Newest Screenshot.

Here’s a screenshot so everyone can see what I’m working on. Yay quads!

Tags: screenshot

milk and cookies

to keep me alive during this LD.

food

Tags: foodphoto

Almost half way status

Well, there’s about 25.5 hours left, so it’s about half way.

Here’s what I’ve got so far:

The main game screen - Still fairly spartan

I think it’s a game now.   At very least, you can win or lose; there’s some limits, and everything on the screen functions as intended (except the score readout, which I honestly plan on pulling off)

The Menu to select game options is 95% done.  Here’s the rest of the stuff on the to do list:

  • Other Unit Ideas – I have at least 2 more units I’d like to introduce
  •  AI – The Random AI makes some very stupid mistakes.   I need to write one that works a bit better.
  • Tutorial – How to play screens, etc.

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

First Screenshot

first screenshot

It’s almost playable and all the music and sound effects are in.

Comments

15. Dec 2007 · 23:15 UTC
Wow… I’m dying to know what this one is.

GOOOD MORNING LUDUMDARE!

Yawn, darn I’m tired although I slept, in theory, at least 8 hours. Oh well. Still lots to do today. I hope to be able to continue in a couple of hours after taking the dogs out etc..

I’ve given up on the ‘food’ category, btw. Simply haven’t had the inspiration to photograph everything I’ve eaten, which so far has consisted of mass amount of different sandwiches and some oddball soup.

Gettin’ there…

Seems like I had to give up on a billion ideas, but today I finally got one I liked… making progress, bit by bit. Basic mechanics are in, but still lot’s to do to make it a game. Hopefully I don’t die from Red Bull before I can finish.

title.png

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

work in progress

So far I  have implemented the controls. The red figure controls the “herd”.  Now it’s getting hard, I’m thinking about the chain reaction.

ld4.jpg

End of Day 1 Progress

I really feel like I’ve got a decent amount done. Currently, you inderectly control the little grey thingy by telling it when to jump, and manipulate the environment by making the jewelry do things. The energy beam is just a nifty little effect that I love. There’s still little sign of the “Chain Reaction” theme, I’m brainstorming how to get that in. Maybe a good night’s sleep’ll help.

betascreen2.png

Tags: WIP Day 1

progress

Well, I’m sticking with my original idea, and not adding a bit more, and it is coming along nicely now, finally.

We’ve hit the half-way mark, and I think I’m right on schedule. The only serious gameplay part that is missing is the ai.

Hopefully I can finish that tonight, along with a particle fx system.

Then tomorrow will be all images, sound and music :)

Halfway there?

Ok, some improvements:

  • The lasers explode on collision
  • Added enemies with basic AI
  • Stars! Lots of them.

Python was a little to slow for a few thousand stars, so I had to resort to Pyrex. Pyrex really needs better error reporting, but after looking at the generated c-file and tweaking some it worked. Now I can have 50 000 stars without problem :) Under 10 000 is enough though.

Next I think I have to do something about that artwork… but that’s for tomorrow.

Screen3

Tags: pyrex, screenshot, stars, wip

a screenie :)

Well, you can now buy units, only one type for now, and it costs you points.

Everything seems to be holding up, so we’ll have to see if we get anymore bugs from the current batch – but here is a screen shot of the ugly art in game 😉

Voltzies - first screenshot

Tags: screenshot

Editor and game integration

Phew, it was a lot of work but I made a level editor from scratch and integrated it into the game. The editor is made for .NET and it allows me to reorder levels, place cannons and walls and change their types and attributes. All in all pretty swell for a few hours of work and the quality of tools tend to dictate the quality of the game (at least in bigger projects :). Here is a screenshot from the editor:

Those balls are cannons and the walls are pretty obvious. This is what it looks like in the game:

As you can see I can have different types of cannons too. Also holes in the ground are possible (makes it possible to make areas where you can shoot over but not place a cannon to). It’s pretty darned late though (6am local time) and I’ve been going hot for like 18 hours straight now. I will grab a few hours Z and then continue. Things are looking good and I may very well get a game ready =).

Heli sound!

Thank to DrPetter’s sfxr app I managed to get a decent heli sound. After wrestling the XNA sound app, I got it to pitch with the heli’s thrust value. I got rid of the polygon objects and focus now on rectangles. perhaps I need some springs… hmm. Oh and I got to get some gameplay, important that one. Anyways I gotta catch a train, there is a x-mas “smorgasbord” waiting for me 110km south… ta ta!

Tags: heli, sound

Yarg! Day 2 end

It’s getting tight. 16 hours to go, and I’d like some sleep tonight. I’ll try to set my alarm to get 5 hours, ’cause I’m gonna need as much time as I can take.

Unfortunately, I don’t think I’m going to have enough time to do any art or sound, but I should still make playable.

I just finished up a vitally important class, the guts I need to get the rotation mechanics working clean and stable. I’m actually surprised I hadn’t thought of it before the compo, but that’s what’s great about LD.

A 2D grid class.

Sure, sounds easy enough, but that’s until you want it dynamically resize able, resizing alignments (centered and/or edges), merging of grids (generating new grids that contain 2 grids), Grid merge blending (color zero style), rotation, mirroring, and element counting. And you want it made in 48 hours with a game from scratch. :)

So anyways, now I have a nice clean way to implement the rotation mechanics.

So after some sleep, I’ll have 8-12 hours to make it a game. I am concerned, as I haven’t yet got to start my mouse input code, or any minimalistic gui features (buttons). Off hand it sounds easy, but in 8 hours with everything else?

Even if I don’t make playable by the deadline, there’s a good chance I’ll still finish one. I think this concept has a lot of potential, and I’d love to see it through.

To sleep I go!

sg’s entry

ld10-sg-200712160145.PNG

hey get off my game idea!

ld10-sg-200712160146.PNG

grrr this’ll show ya.. BOOT

gonna drop a timer in there and make successive waves deadlier than previous ones. then some sounds and probably a backdrop. tomorrow i continue this madness!

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

Another Screenshot.

Things are going pretty well. No major crap-ups, etc… After using XNA though, I have to say, I’m not all that impressed. It’s just managed DirectX with support for loading objects (which makes it very useful, mind you). I think I’ll stick with OpenGL. -_-

Tags: screenshot

Dinner

Quote from my wife: “But will my dinner beat Hamumu’s?” (she saw his dinner pics… I think she just made this personal. Very personal. Be afraid.)

dinner1.jpg

Tags: foodphoto

Dinner

Quote from my wife: “But will my dinner beat Hamumu’s?” (she saw his dinner pics… I think she just made this personal. Very personal. Be afraid.)

dinner1.jpg

Tags: foodphoto

Kill yourself…

And no, I don’t mean killing yourself trying to win the compo, kill yourself to win my game 😀

As long as it is bug-less the entire game-logic minus the ai is finished 😀

You can attack your own units, starting a chain reaction – since you are the only player right now that means you start a chain of your clansmen under attack, but it is really cool :)

Look out for chess/trading-card/BfW-esque gameplay in the very near future :)

Still much left, but at least past more than nothing

I didn’t start working until maybe 18 hours of the competition had passed. This was because I was wisely spending my time sleeping and playing FF7. Now I’ve started though, and even though it is not much I think I should post something about my game. Hopefully it will make me want to finish it more and make it better.

A screen!

The purpose is to send energy to all the planets in the area to complete a level. The purple things in the picture are rays of energy. The grey thing in the middle is the space station, that will send out energy. You can see a comet also, followed by some particles. The rest of the particles (yellow) are from a planet that blew up when a comet hit it (this makes you lose). Never mind the thing at the bottom.

Right now I’m fighting a really annoying bug.

Comments

saluk
16. Dec 2007 · 05:01 UTC
Looks pretty interesting. I waited a long time to start myself. Usually with these contests I have a plan long before the contest starts, but I kinda forgot it was happening until Saturday morning.

Good morning!

I’m up!

I’ve got the gameplay sorted and working, it’s not fun yet though. I’ve now begun touching up the graphics the best I can. That’ll take a good part of the next hours. After it looks ok, I’m thinking of adding some sort of scoring to the game. Then I have to do menus and such. Then some sound effects. And last, a bunch of levels. Plenty to do… Oh, and yeah. I’ll have to try to make it fun too at some point. :)

Touching up the look

Comments

saluk
16. Dec 2007 · 04:59 UTC
Looks pretty fun to me, but I guess looks don’t really play into it that much.

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

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?

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 😉