LD12 August 8–11, 2008

Brick Tower – The Gameflow

Solved the stalemate on the game design by adding another color… that breaks the pattern and makes the game more fun…

Now I already have win and lose situations, with all the flow in it…

As usual, took me longer than I wanted, the glue structure of the game (get to the next level and such things…)

Anyway, this part is done… game starts, goes to the first level, if you’re successful (that is, if you can build the tower with bricks to spare), you go to the next level, otherwise, you get to repeat it…

Now to add the lives indicator, and add the game over and well done screens…

I’m a bit worried about sound… I doubt I can make it work today and tomorrow I won’t have the gear for it… K

Tags: journal, LD42, log

Now with Collision Detection

Ended up on the phone for about an hour, and went to the grocery store for a few small things. Came back and made homemade salsa.

Homemade salsa and non-homemade corn chips.

The game is coming along. The lines that make up the tower all behave like walls, and the staircases finally behave like staircases! Meaning that you can use them to get between floors. This is great progress, and I’d be really happy if only I didn’t know all the hacky stuff that’s going on behind the scenes. I’m actually thinking about writing some unit tests for the collision and game logic code, since it was a really touch and go process to get the stairs working correctly.

My dog is dying for some attention, so we’re going for a walk, and I’m going to consider what to do next. The easiest thing would be to add items to pick up (keys for locked doors, I’m thinking). But the most technically difficult would be enemies patrolling the floors, since it’s entirely turn based at this point (I only draw when a key is pressed). So I would have to add an animation thread to get something moving on its own.

Tags: foodphoto

First Stack

End of day 1 for me.. after a lot of messing around with physics and n00b flash stuff, I have something playable to work with.  The cats appear from the top and are controlled tetris-style.  The aim is just to stack them as high as possible.

An unstable stack

Hmm…

…well, I am not yet sure whether I will really try and compete, or if not. It’s been crazy busy around here for a while, and I dunno if I want to devote the time needed to really make this go…

That being said, I do have some nice prgress for about 3 hours work to show. Basically there are two images, one a black and white only, showing where cities can and cannot exist, the other a color version.

Cities are randomly generated, and you can make more.

Here’s a screenie:

Magic Island 1

Nom nom nom.

Here’s a bit of what I’ve been eating. The first dish, believe it or not, is Maruchan Ramen Noodles. I prepared them Thai style, stir-fried with chicken, cole-slaw mix, peanut butter and a chili-garlic sauce. It was my first try at this recipe and it was delicious.

The second dish is what I am eating right now: Chicken and Artichoke Casserole. Probably my favorite dinner right now, short of Paella. So delicious; and easy to make.

Both were prepared by me.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ food-001 food-002 food-003
food-004 food-005 food-006
food-007 food-008

Tags: foodphoto

Moonbase Defense

I’m changing concepts yet again… my last idea didn’t make any sense.

Now my gameplay can be described as “Moonbase Commander” meets “Tower Defense”. Which should be pretty cool. So it’s yet another tower-defense game but different. If you’ve never played moonbase commander you should look for it.

I’m still learning to use Ogre so im not sure if I can pull it off but we’ll see.

I spent the morning mostly making some gun tower models and getting them into Ogre. Now I’m going to see if I can get something playable.

Tags: journal

New screenshots, and AI woes

The idea in my game is that you don’t control any of the tiny men directly, but rather just build buildings for them use use. It’s working relatively well right now, and the code for adding new buildings is actually not that horrible.

However, the AI sucks. 😉 They frequently pick up rocks only to run away with them and get lost in the woods. I’m trying not to add a too complex AI as I believe much of the fun in games like this comes from figuring out how the AI works and exploiting that.. besides, there’s not much time left.

Where’s my gameplay?

Looks like i’m not the only one with the problem:

I have a working prototype but the game is not inherently fun. Dang. It does make kinda fun blowing up the building though. So far you can set up the bombs and some protection and need to get a certain percentage of the Tower razed. Right now there’s not too much challenge in there. I’ll have to find something tomorrow (i hope to dream the solution up during the night).

I’m leaving the level design for tomorrow as well. At least i have half the menu system going, so the drag part is mostly done. This leaves lots of time for late bug inducing 😉

Back from Lunch

I took a little longer than I expected to get back from lunch.

Lunch

That’s a Turkey Twister sandwich on pretzel bread and fries, and I ordered a basket of tater tots. As you can see, I tried to make a tower. Maybe it is more like a ziggurat?

Tags: foodphoto

Journal post 6

LDT +1755

Local time: 22:55

 

I fixed the collision code, and did a bunch of small improvements. I also slacked of the last hour or so to rest my eyes. I should start planning level 2.

 

A snack:

Supper my wonderful girlfriend cooked:

Tags: foodphoto, journal

End of day 1

Tou is comming along slowly. The sprites are way harder than i thought at first. But I think i am a good half through the whole thing, which should give me just enough time to finnish. But sadly no sound. :(

Here a pic:

sprites

Tags: journal, Tou

First days progress

Though I’d post before I knock off for tonight. It’s you basic climb the tower knock off (I don’t know what the original is called and I don’t think I ever played it)

So far I have all the media assets (textures and sounds), the tower is drawn with our damsel in distress and the enemies but no ledges yet. You can fly the player about the tower (via invisible owls) but there is no other game play yet. Tomorrow I’m going to start with drawing the ledges from map files then onto player movement physics.

Starting

I’m on my way!

Forgot my pizza :P

hhhh didnt have time to post my pizza muhahhhaha to busy doing a special attack 😛

so here it is Bon Apetit XD

pizzaaaaaa yammmeeee

ohh you know you want a piece! >:} well you won’t get any! its all mine!

Comments

Fiona
09. Aug 2008 · 18:12 UTC
You’re right… I do.. X_X

Game engine pretty much finished. (Journal)

I’m almost finished with my game engine (rather, I believe I am); I’ve done numerous improvements to the game since my last journal (one would hope so) so right now I’ve just got to finish off the game. I also composed another short song for the game. No real great new screenshots though.

Tags: journal

Demo!

I’ve gotten as far as having a demo to show. It’s Java webstart this time – will probably create an exe wrapper for the game before submission tomorrow. Try it if you like! :)

Tags: demo, LD #12 - The Tower - 2008, Towerball

Comments

09. Aug 2008 · 18:47 UTC
I managed to get to the goal with a score of 17, and then with 27. Then I stopped playing and went back to work. It’s a tricky game until you get the hang of it. I wasn’t aware that dampening was a limited resource. Perhaps have the colors change when you are dampening so that it is obvious when the effect is depleted?
09. Aug 2008 · 19:03 UTC
Very interesting, indeed… Very hard aswell, but the collisions and physics are very nice… Good work!
nilsf
09. Aug 2008 · 20:37 UTC
Very fun!

Day one finished

Looks like I got the basics of gameplay right, although it’s not really a game yet. Tomorrow will be mainly about finishing code, add score, better graphics, and above all, level design. Unfortunately I don’t know how to make music nor have the time to add sound effects.

Two Meals

Lunch: LD baked potatoes with sauteed veggies on top.  Hard to tell that it says LD, but I swear it does.

Dinner: grilled cheese with tomato soup and horchata.  We tried burning LD into the bread by putting butter in the shape of the letters, but it cooked evenly anyway.

Tags: foodphoto, horchata, taters

Arrr!

More progress shots! Wee!

Banging My Head For What???

I spent the past couple of hours trying to get a simple spacial partitioning system working so ray/triangle intersection tests between game objects and the world mesh would be reasonably quick … or so I hoped.  On my machine the frame rate drops horribly with even as few as 10 intersection tests per frame!  I guess Python’s not a good platform to write a 3D engine in.  :(

Tags: LD #12 - The Tower - 2008

Comments

09. Aug 2008 · 19:02 UTC
Have you tried using Soya? It’s a 3D engine for Python that has a lot of stuff you might need already pre-built.
ArmchairArmada
09. Aug 2008 · 19:10 UTC
It might have been a good idea for me to use an existing 3d engine … but I wanted to try to write a simple engine from scratch. I thought it would be fun!
RB0
09. Aug 2008 · 20:05 UTC
I remember doing the same thing during a Pyweek once, rewrote the code almost a dozen times. Then abandoned the idea and moved on. Ended up being just a couple things I missed really.
ArmchairArmada
12. Aug 2008 · 12:34 UTC
I forgot to mention it earlier, but I figured out how to speed it up quite a bit. I was using a simple 3D grid of cells for a spacial partitioning system with each cell containing the triangles that intersect with it. A lot of the slowdown problem had to do with how Python works. I found that dictionaries are A LOT faster than arrays, so I decided to use dictionaries as arrays. They dictionary keys were simply [z * width * height + y * width + x]. It sounds a little stupid, but the speed increase was amazing. I went from only being able to comfortably do about 7 ray-triangle tests per frame to being able to do around 70 — which would have permitted me to have around 20-25 moving objects (with around 3 ray-triangle tests per object). Unfortunately, this realization came after MANY hours of frustration, leaving me no time to actually complete the game.
ArmchairArmada
12. Aug 2008 · 12:38 UTC
You mentioned C++. I decided not to use C++ mainly because I thought development time would have been significantly shortened with Python. C++ requires a lot of extra typing and any change that’s made requires editing a lot of other bits of code. With that said, however, if I used C++ I estimate I would have been able to do thousands of ray-triangle tests per frame. Python is VERY slow.