My idea
I hope everyone will be responsible enough not to take this idea 😉
Ok, it is kinda long already, so I put it up at the paste.lisp.org
Let me know what you think 
I hope everyone will be responsible enough not to take this idea 😉
Ok, it is kinda long already, so I put it up at the paste.lisp.org
Let me know what you think 
Ok.. so i can’t start coding yet because i have to finish another project tonight first.. but here’s my desk.. ready to code.

Just to post something up while I think about other things, here’s a grid.
I’m going to do something with a grid, and chains across the grid, and creatures that walk on the chains and interact in various ways.
Tags: screenshot
Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.
Im thinking of using a physics lib on this one.
Tags: 2D, chain, chain reaction, heli, helicopter, idea, physics
Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.
Im thinking of using a physics lib on this one.
Tags: 2D, chain, chain reaction, heli, helicopter, idea, physics
This idea might suck, but I think I have it worked out so that its going to be fun. Anyways its basicly a lunar lander type of game, but the trick is you have to pickup objects and the objects can be connected to other objects. Each object can have its own mass and size wich effects your ship quite alot as the objects swing all over the place. Your job is to keep the objects under control as you make your way through the level. I was thinking about also adding the ability to do things in the level that have chain reactions using physics like opening doors by dropping something on a platform etc.
Heres a crappy drawing of what i have in mind. =/
My idea is something to do with playing vs. an AI opponent on a grid. You have to put these Chainer guys down, and they lay chain for the rest of your guys. The rest of your guys will have other effects on the grid. I’m hoping to work out some chain reaction effects between the guys, but I’m not sure how to balance them.
Tags: screenshot
I’m yet to decide if i’ll enter. If a good idea hits me in the next hour i’ll probably do.
Somehow i see bombs. Ticky Ticky time bombs.


Now that i pixelled up some items i think i do have to enter…. 😉
Yes, i am aware, it looks a lot like Lercs. And it inspired me to this. I hope that’s ok and it looks we’re going different directions anyway.
Tags: Endurion, LD10 - Chain Reaction
Well, actually night 1, which lasted about 4 hours.
So far I have a complete design doc.
Units and UnitTypes.
Fighting between units.
A map and world class.
Tomorrow will see the end of most of the core gameplay stuff.
AI might have to wait, we’ll see though.
Then it will just creating a ui and enough content to make it really enjoyable – along with some sfx, and maybe some unbearable music if I catch the whim 😉
Cya tomorrow everyone 
Today, after incitement by a CHAIN letter, a horde of villagers, armed with CHAINs, CHAIN guns, and CHAINsaws, attacked a shopping district in Washington DC, having crossed the CHAIN bridge. There our hero, a CHAIN smoker, sat nursing his drink at a coffee CHAIN. Killing the first villager to disturb his drinking, he took up the dead man’s CHAIN and proceed to battle the forces of evil. Little did he know that the same evil mastermind that sent the CHAIN letter also equipped his pawns with chemical tanks that would set off a CHAIN reaction when combined.

This..is..my..BOOMSTICK!
Tags: army of darkness, boomstick, chain, chain bridge, chain gun, chain letter, chainsaw, smoke
After 2 hours thinking of an idea, and 2 hours of screwing with pyode I think im going to bed. I do have part of the physics working at the moment. Tomorrow I will try fleshing out the physics stuff completly and screw with collision detection. I hope to get the core of the game mechanic done tomorrow basically, and after that I want to work on level design, UI and the other stuff that really doesn’t matter xD.
I don’t have a solid gameplay idea, but I do have a bit of a direction to go on. My laptop is rather pokey in general; and especially so with graphics; and I’m using Ruby…
Because we’re going mining! Or rather, we were, until we discovered that we didn’t yet connect our detonation cord to the bomb. And rubble fell down in our way. And there’s gas clouds. And.. Where’s my coffee?
Ok, so, the theme is Chain Reaction and my idea involves blowing stuff up. Everyone likes blowing stuff up. Right? RIGHT?! Since the competition is now about 5 hours in and I got a bit of work done, it’s time to spam this place up. With pictures.
During the first 2 hours I worked on the level loader and world tileset. Right now it looks fancy colours because I need that to make sure what tile is which tile in the tile set. The result became something like:

Another two hours worth of coding and drawing later, and I had The Bomb™ and the detonator, as well as gas clouds. And I created level 2. Which looks roughly like this:

Then I implemented the chain reaction part, and my game is looking like it might become a game sometime. (There’s moving things on my screen!) This took me about an hour to do, but there’s a bug somewhere in my massive list of pointers. (Note to self: Hardcoding a recursive tree for testing purposes is not good on the brain. Really.) I’d upload a video but it’s not that awesome. 😛
During the next hours I will be adding the pictures of the combustibles themselves, allowing the user to select and place combustibles and add this to the chain. Then I gotta work out some other things such as how the gas clouds try and make a break for it to get to the exit. And explode when they intersect a fire. Stuff like that.
– Deepflame
Looks like i can actually get something done. I won’t be able to use anything near to 48h so i aim for something simple.
Some of the game tech is already working so i can think up some nasty contraptions to stop the player. The basic goal looks like you need to get all diamonds. But before you can pick them you need to bomb their cover off. You can place non-timed bombs which need to be activated by the editor placed time bombs.
The story: What story? It’s bombs, it’s chain reactions, and it has shiny things. There is no story.
I decided before hand that I really liked the idea of putting the game setting in a microbial environment, and generating the graphics procedurally — using bitmaps as little as possible. I think I’d like something like a simple 2D version of the tidepool phase of Spore, with the Chain Reaction theme in place. I think the player will play the part of the single celled organizm that progressively grows and gets more complex by either gathering protien chains, which (when you have enough) react and make a more complex creature… I’m not sure if this will also involve ‘mating’ with other similar looking creatures.
So far I have the initial cell body done with the shading. So far both the shape and colour are functionally generated with alpha blending. I hope to add some organelles (sp?) and other such things tomorrow, as well as some other shapes for the other microbes that you coexist with. Since the shape and everything is generated through a function, the entire cell is animated quite easily and gives a ‘squishing itself through the water’ look as it progresses through the animation sequence.
This is a kinda neat experiment, so far. I’m usng Visual C++ 6.0 and DirectX 8.

My game is progressing nicely, and already I am starting to see signs of what the game will be like when it’s complete. There’s a little movement going on now, and the detonation cords are rendered. And I can now easily make the game end with a “Great Success!” when the bomb is hit. This was worrying me for a while, because I didn’t want to do some kind of ugly tile checking. Lucky, my chain tree is working without a hitch.

Also, as an example why hardcoding a recursive data structure is a bad idea, even if it is just for testing purposes and will be deleted once it’s confirmed to work:
pRoot->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetRight()->GetRight()->GetRight()->GetRight()->SetDown(pTile);
I wont do it again, I promise! 😉
– Deepflame