LD12 August 8–11, 2008

An idea at last!

And now it’s all whiteboard’d (yes I have a big whiteboard). Here’s some really low-quality pics of most of the whiteboard… I’ll actually be surprised with myself if I get everything implemented in time.

Tags: journal

Comments

bcjordan
09. Aug 2008 · 04:09 UTC
+2, for lasers and stick figure genocide

Some mockups

So, I’ve been lurking on IRC but remaining mute … deep in thought (plus a little bit of Olympic mens beach volleyball … Go Australia !! .. just beat the Brazi… er… I mean Georgian team).

I saw Jach mention his whiteboard, and thought, what the hell, that may help. So fired up the Wacom and let the Gimp off it’s chain:

I’ll leave everyone else to have fun speculating the what these diagrams mean (like I even know myself yet :) ). It’s a likely to be a two player game, unless I can make some AI for a CPU player.

Yay towers.

Ok, I have a totally different concept now. It is perhaps doable in the weekend. So here’s the first screenshot with some towers in it..

It’s going to be an auction/action game! And no.. that’s not a typo, it will have auction and action. Whee.

Tags: journal

Turning in

Ok, it’s almost 3am and I’m heading to bed. I have an idea about a Wizard who must fight his way up tower levels to face a final boss. I have some working code here http://www.fivefables.com/ld/tower1.htm and I’ll keep at it tomorrow. See ya!

The Lorax

Bombs away!

 

Ok, i think i will enter. Tower is not one of the themes i voted for but whatever 😉

Interestingly we had the same topic a while ago on the 3h Gamedev.Net compo.

 

Setting us up the bomb

This time i’m trying for a demolish-the-tower-with-as-little-as-possible-money-used. And probably some more stuff if i can get a decent damage routine going.

 

For now i’m still partially using some art from my LD#10 entry, but they’ll be replaced eventually. The goal is to get a working prototype as soon as possible.

Breakfast!

So i woke up and saw the theme was Tower. Not what i hoped for and i didn’t have any ideas in the first seconds.

So first some breaksfast and a little C&H for inspiration!

Porridge!

Tags: foodphoto, ld12 food

Programmer’s art

(thanks sulix for the word and the idea)

Tags: motivation

Idea! (lightbulb)

I’m sort of a climber. And pondering about the teme, i stumbled upon Spiderman! The real one. Alain Robert.

You will not be Alain ofcourse, unless you finish the game. Then you get the Alain Robert award of stickyness. Or something.

The game will be something like this: You have to drag someones hands/feet to different position on the building/tower and if it’s good, he won’t fall down. During the climb there will be numerous hassles like birds, window cleaners, office workers, and policeman trying to stop your tour the force.

This might be a bit too difficult for a first game, but trying doesn’t hurt. It will also involve some physics i guess, and i wonder how good i am with that.

So this will be it. I wonder where i’ll be tomorrow.

Update: I might do something different altogether.

Tags: idea, LD #12 - The Tower - 2008

Journal checkpoint

09:01
I seriously need to find what to do next, instead of playing with the jetpack guy and idling on IRC while making posters. 1 days 19 hours 59 minutes left. Oah, that’s a lot.

09:20
Starting some collision detection code. I hate it. But I need it too.

09:22
First backup. My backup system is as follows: regular copy on the external hard drive, plus FTPing to the family computer downstairs. Paranoia, yes.

09:43
Colision detection works with rectangular shapes. Yay. It was pretty easy, actually, once you realise you should check for non collision cases instead of the opposite (http://www.gamedev.net/reference/articles/article735.asp)

10:10
Randomly generated platforms, all with colision detection. Maybe it will need a bit of optimisation…

10:33
Getting a bit slow at innovating stuff. Maybe it’s time to make a blog entry and take a walk.

Tags: journal

First break

After i got my idea, i really got involved in the proccess, and i forgot to took pictures and write a journal. So I did small video of my progress.

owerview

Here the plot. The great tower has fallen, and the poor bystander need to run for his life. He need to watch out for rocks, branches birds, which could slow him down and beery him under the rubble. It should make for a funny game, i hope. Think ill call it tou (jappanese pronounciation of tower )

Tags: journal

Irresponsible use of time

It’s 4:46 am here and I have a bit of insomnia.  Anyhow, I spent more time than I should have creating the main character for my game, since so much more needs to be made.  My original plan was to write a simple 3D engine, so here’s Castle Man looking at something that cought his interest:

Castle Man

Tags: LD #12 - The Tower - 2008

Comments

09. Aug 2008 · 06:39 UTC
Looks totally sweet!
Sivart13
09. Aug 2008 · 08:26 UTC
That little bastard is adorable.
09. Aug 2008 · 12:45 UTC
Dood! That rocks!

Tower? :(!

Well yesterday I was all “welp, I don’t want to make one for Evolution”

So all night I was trying to work out an idea for it – and came up with something awesome!

Then I wake up and find out it’s tower? RAWRG

Oh well, I’m doing something anyway – here is desk.

Nomming cornflakes – BORING BREAKFAST IS BORING

My desk

Tags: desk, deskphoto, foodphoto

*Yawn*

Good morning everyone. “Tower”, eh. Hmm. I’ve got two ideas in mind at the moment; the first is a simple platform game and the second is more of a strategic defend-the-tower kind of affair. I think for the sake of keeping it simple I’m going to have to go with the platformer.

My weapons of choice are:

  • Java (going to use basic awt stuff for 2d rendering)
  • Eclipse IDE
  • Graphics Gale (for pixel art)
  • The GIMP (for any CG art)

and if I have time,

  • Cakewalk (for music)

This was my incredible breakfast of porriage (made with water because somebody used the last of the milk)

mmmmmm

Tags: foodphoto

Castle in place

And buying towers works, they can cost gold and wood and should be taking time to build. My goal is to get it playable and have sound and music. Something I’ve neglected in my prior entries.

Gasp, foiled again

Well, looks like I’m with PoV, not going to be able to continue on LD12. My wife is off to Seattle next week for her grandma’s funeral, so I’m not going to be a total jerk and work on code all weekend. I did come up with a concept, feel free to implement anything from it that you’d like. I basically wanted to flip tower defense, and make it so you were intruding a fortress (giant tower with guns)

Look & feel:

Very few colors, either monochrome with green pixels, or inverted with slight shades. Very sprite heavy 2d graphics, with small particle engines that use transparencies (removes the true old-school feel while still feeling really really cool)

The main character is either a super deformed ninja, a less super deformed ninja, a karate robot, or a robot with huge hands.

Enemies look like evil undead zombies, the fortress looks like some kind of laboratory that would spawn evil undead zombies.

So basic gameplay mechanics –

2.5D, you can move left right, slightly up and down in perspective

Two attacks, one is for launching enemies, one is for smashing enemies. The game is pretty simple, try to take down the tower’s defense system so you can infiltrate it.

The tower has 4 methods of defense:

–  1: swarming guys at you from an opening in the front. This is actually how you wind up doing the most damage, because the minions swarmed at you make ammo that you can juggle and fling back at the fortress. When you launch an enemy, they temporarily fly off screen, then on their way back to earth you can either jump and launch them towards the fortress, jump off of them, or launch them into space again using the launch attack.

– 2: two laser cannons that are rather difficulty to kill, and will fry you if you get too close to the tower when they are activated. You MUST destroy the laser cannons to get into the tower, or else you will get zapped.

– 3: missile launchers on the top of the building. Although these are somewhat docile, when they do launch a missile or two, they can cause serious harm. You do not need to destroy them, but doing so will help you greatly when you’re being showered upon by missiles and bad guys.

– 4: finally, the tower itself has health points. You can’t just enter a fortress without destroying a bit of it first!

The game also implements a time limit, so you can’t dink around for too long, and a health bar incase you let too many minions hit you, or one too many missiles injure you.

Yeah, so I really can’t work on this this weekend unfortunately, next week my wife is off to Seattle for the week though, so either I’m going to work on a new TIGs entry for “demake”, finish Ultraviolent Moon Patrol, work on beatShmup, work on Tetris for NES, or start some totally new game. Anyways, I’ll lurk on the IRC channel and judge games :)

Comments

kai
09. Aug 2008 · 08:29 UTC
I’m sorry to hear about your wife’s grandmother. Kind of puts things into perspective. I hope your wife is doing ok, relatively speaking.

Oops

Bit late I suppose, but just to make things clear I’m using a really simple template for Slick apps which does nothing but opens up a window and listens to key events, that I’ve done beforehand. You’re welcome to it, of course, but I doubt anybody will find much need for it :>

Tags: LD #12 - The Tower - 2008, template

Picking donuts

I have written hex picking code, so now I could add some kind of interaction. Might be fun. Also been to the store and bought some microwave food for tomorrow. I really should have prepared yesterday, but you know what they say: “If you work all day and play all night you don’t have much time to prepare for LD48”.

Also bought some cheap low quality donuts.

Tags: donuts, foodphoto, log, picking

A screenshot.

For my first compo, things are going well. I have an idea. I have a prototype and I have icky, vomitworthy, stretched and scaled programmer art.

The idea is based around owls (as I can’t draw owls, at the moment they are O.W.L. spy planes) that poo on towers. There is one evil tower and several good towers. The aim is to destroy the evil tower while harming as few good towers as possible, without being able to tell one from the other. I hope to add a time limit and owl limit (or perhaps owl feeding limit), and possibly some powerups.

So far there are:

  • O.W.L.s
  • Poops
  • Extremely dodgy particle effects.
  • Code to remove particle effects if the framerate drops.
  • Randomly generated levels.
  • A poop sound that changes pitch depending on owl height. (But that doesn’t work perfectly).

The game is being developed in C++ with the SFML library. I hadn’t used SFML before, and I quite like it, although its sound code is horribly broken and there are some grating design issues.

Unfortunately, my win32 machine is br0ken, and the game has been developed under 64bit linux, so I may have to release it on a platform that no one has :(.

We’ll see how this goes.

Happy Hacking!

Comments

mjau
09. Aug 2008 · 07:24 UTC
That’s what cross-compilers are for! See if your distro has a package for mingw (or xmingw, mingw32, etc), then just compile your game and dependencies with that. Use wine for testing =)