LD14 April 17–20, 2009

An idea…

Woke up about 1h30 ago, had breakfast and saw the theme… URGH!

Advancing Wall of Doom is a terrible theme… Anyway, after a city-wide power outage, I had an idea.

My game consists on a maze-like scenario, where the player has to find a key to open the exit to the next level.

Only thing is that some of the walls is the labirinth move from time to time, picking up speed and killing/dragging the player.

Other ideas include a weapon that can help the player manipulate the environment in some way, lava pools, enemies and all the normal goodyness of game development…

Now to get a map working…

Comments

Mike_W
18. Apr 2009 · 07:35 UTC
I thought about the maze doing a couple different things with it – I am curious to see your project

I woke up

I was asleep for about 3 1/2 hours – but I am up and might as well apply myself.

Not sure about breakfast – but here is my work area. It’s taken with my camera phone which isn’t the greatest/

I only feel that blurry

Comments

18. Apr 2009 · 07:49 UTC
That’s a pretty realistic view of your desk after 3 hours of sleep!

Gameless Screenshot

I am so very uninspired this weekend — it looks like I’m going to fall on that (trusty) old standby, the sidescrolling platformer. Having some fun playing around with the visual style, though.

Wait — you don’t see the game in that screenshot? It’s right there! No? Aww, comon:

Yeah, you can really see where my priorities lie. Or at least my ability to prioritize.

Anyway, it’s a wall. It’ll kill…anything on the stage. Too bad the stage is empty. Sigh.

Tags: LD #14 - Advancing Wall of Doom - 2009, screenshot, SSSP

Comments

5parrowhawk
18. Apr 2009 · 07:58 UTC
Ahaha, my ability to prioritize is worse than yours:
18. Apr 2009 · 08:10 UTC
I enjoy these mockups subtle gradients and style… nice.
18. Apr 2009 · 08:20 UTC
I enjoy your diagram :)

Title screen

I’m going with an ink on paper (recycled, ‘bamboo’ colour) visual style, and I’ve just got a title screen up and running:

The title screen

I wrote a wee command line app to take the greyscale ink jpegs from my scanner, and convert them into RGBA pngs with the inverse average of the RGB components becoming the alpha channel (i.e. any white spaces in the original image are made transparent).  This way I can just draw the ink images on top of the recyled paper image , and not worry about the (white) paper I did the inking on.

Comments

18. Apr 2009 · 08:06 UTC
lol. I want to play this, just to see that titlescreen in action.

First screenshot

My gameplay mechanic just started working, so I thought I should share a screenshot. If you can imagine the white blob in the middle as a character, and the other white milky blob as ‘lava’, you get some idea of where this is going. :)

Basic shmup logic done

In case there’s any doubt, the blue bullets are going downwards.

Only one problem: I haven’t implemented collision detection yet, so no shooting enemies and no getting shot. And the framerate is already acting funny for some reason. -_-; I have to force myself to concentrate on making the gameplay work first…

Tags: LD #14 - Advancing Wall of Doom - 2009, shmup

first ld

first ld… i’ll have to fail spectacularly..

a late start is me

Hex grids, yummy

Basic hex grid logic is working. Ahh, don’t you love the old-school strategy flavor that they radiate?

Yeah, it’s fugly. So what.

Now to actually come up with a gameplay idea. This is always the hardest part for me, I hope I won’t fail this time.

Currently making myself some spring rolls for lunch, hopefully they’ll inspire me.

Tags: D, hex grid, spring rolls

Alpha blending for the win

After much struggling with getting all of my tool chain setup, I finally have alpha blended particles in OpenGL. That’s what I call amazing progress in just three hours :).

Alpha blending

Comments

18. Apr 2009 · 08:14 UTC
The sun of hope shine on you :)

Zombies and dead or alive

decided to go with having zombies as the wall of doom, kind of like Zombies!!!. I decided to use ncurses (should probably have at least tried it out last night) so you will control @ and try to get away from zombies marked from 1 – + (the numer of zombies on a square or just a + if theres more than 9). You will probably have some kind of AOE attack that doesnt kill zombies, but move them to either a random place on the  map or to graveyards or something, will have to see.

So far I only got a basic drawing and halfway map loading done, but it’s coming along nicely.

Also for some reason I have gotten addicted to Dead or Alive – you spin me round (youtube link), so it will be interesting to see what happens when I combine sleep deprivation and You spin me round on repeat for 48 hours

Noodles

Ah, noodles with stuff:

Still waiting for a geistesblitz though.

Tags: food

Ok, the bunnies are in!

Second screenshot of BunnyWall

Bunnies, advancing walls of doom (the spiky things), and player interaction.

I have NO idea how to turn this into a game..

Comments

18. Apr 2009 · 08:32 UTC
let the player rescue the bunnies from spikes!
18. Apr 2009 · 09:06 UTC
that looks really nice, very bomberman-era :)
18. Apr 2009 · 09:24 UTC
damn.. that looks sweet.. and so far along already.. DAMN!

Motivation–;

Construct just crashed on me. I had forgotten to save.

All my progress is gone. Fuck. 😀

I like it, I can’t help it.

Woo, the toys store downstairs is having a relocation sale.

Earlier on I was thinking how fun it might be to ‘digitise’ myself for the weapons in my game. I’m no longer planning on adding guns, but I still felt like macing Mao.

Tags: procrastination

LD14 Advancing

Ok, so I’ve got a solid 8 hours in. 4:20am now so I’m pretty tired, going to get some sleep after this.

The game I’m making is Advancing Wall of Math and it’s set in outer space! Hmm, didn’t I do a math game before?

Well, this one is going to be of the shmup style, but you’ll be shooting numbers into ships to complete math problems. Here’s an advancing wall of doom if you consider 1+3=doom.

Comments

Fiona
18. Apr 2009 · 08:35 UTC
BIDOOF

Progress! (-ish)

Spent most of the day pondering the theme, procrastinating, and playing TF2. Finally opened up flex builder and drew a sprite, I guess this is progress.

Game is basically humpty dumpty walking along his wall, having partaken of a beverage or two. The wall advances in front of him, and there’s plenty of doom on it for him to avoid.

Tags: alcohol, compo, eggs, progress

Comments

yoyo
18. Apr 2009 · 09:34 UTC
I guess he does, kind of. Completely unintentional. I’ll be making him more eggy, and giving him a hobo suit if I get time.

Doomed Forest

I spent the morning not doing anything, most of the afternoon playing UT2004 and Red Alert 3, but then maybe 2.5h ago I figured I should actually try doing anything. So I started out drawing some graphics (mostly vegetation sprites). Then I coded a little to get a random forest sort of thing.

And it’s doomed, you know. You are going to convert this cute little forest into a dark waste. At least, that’s the idea. We’ll see.

Tags: doom, forest, journal, random, screenshot

Journal #4

13:01
Lunch break is over. Back to coding.

(mmm, noodles and an apple, and chocolate out of the photo)
14:23
Isometric view is complete!

No 3D engine here, just a bit of geometry and vector graphics, oh yeah! Imagine it going slowly downwards, and it’s really scary. Woooh.

Tags: foodphoto, screenshot

Yum

Crackers – the ultimate comeback food.