LD14 April 17–20, 2009

Advancing without graphics

After the first five-six hours or so I’ve gotten the basic gameplay working. The game design is a turn-based strategy game where you control a kingdom fighting yet another Dark Lord and his advancing wall of darkness and orcs*. I wanted the wall to bulge inwards when it hits a city, but LOVEs polygons don’t seem to like being concave very much.

* Does not contain any actual orcs, or any kind of graphics yet!

Programmer Art!

Off to a pretty good start programming wise, nothing to show yet, but hey, have some sprite sheets.

 

Wall o\' Doom

Wall o’ Doom

Blotty

Blotty -loveable main character

I wanted to toss a food pic in here but it turns out I don’t have the right usb cable for my camera. Why can’t they all just use a universal plug?

My Game No walls?

I’m doing a strategy take on the theme. You use your resources to conquer the cities on the map. Any cities you control builds a wall between themselves, that the other army can’t cross.

I’m afraid I’ve bitten off more then I can chew. With wife, kids, and such, I don’t think I’ll have enough time to complete it. Originally the idea has a little turn based battle happening for control of any give city, but I definitely won’t have time to complete what will turn out to be two games. Of course, I’m only 4 programming hours in, so who knows what will happen.

first screen

Tags: LD14 - Advancing Wall of Doom, screenshot

Shaktool enters the ring

Getting a late start here, due to a power outtage. >:( 

I’m going to be using wonderfl to code a sort of life sim. Is anyone else using wonderfl? 

Tags: peak

Hard stuff pretty much done

map collision, object detection, wsad and arrow key keyboard support done

analog / digital joypad support comming in next, then its off to make a camera, and finally start to polish this thing into a game

Comments

Tenoch
18. Apr 2009 · 15:59 UTC
yay, lost of Löve!

The original wall of doom

OK, with 33 hours remaining, hamburger’s finally going to start thinking about getting started.

“Advancing wall of doom” is a pretty morbid theme, guys. I feel compelled to make a game about the original wall of doom, that one that is advancing upon us all – death, of course!

I picture myself on my deathbed, waves in my head slowly shrinking to whispers, then nothing. I have a little bit of energy left in me, but not enough to run the whole machine of my body. Should I focus it in my eyes, to see my loved ones around me? Or in my ears, to hear what they’re saying? Or in my hands, to feel when they hold them? Or should I focus all my energy inside my head, to keep those waves alive?

Is this a game? I hope so. I’m going to try to run with it. If you have any suggestions, please make them. :)

Tags: advancing wall of doom, concept, death, deathbed, dying

Comments

18. Apr 2009 · 15:33 UTC
I’d be interested to see what you come up with given this intro.. :)
18. Apr 2009 · 15:34 UTC
A manic-depressive dream game! :) If they could be happy with anything, ofc… :)
mirosurabu
18. Apr 2009 · 15:51 UTC
You are my hero. You just helped me come up with idea for this compo! Death, of course, how didn’t I think about this.
18. Apr 2009 · 15:53 UTC
It could be a game about evading and escaping death.
18. Apr 2009 · 16:34 UTC
Hahaha thanks for that clip. I needed that.

Advancing Development of Gameplay

Photobucket

Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don’t get hit by falling cans.

Tags: gameplay

Initial tests

Framework working and some initial test code is also in place (the object placement there, rest is just fooling around!). And no, there’s not even the wall yet.

Brunch

It’s got C-Power(tm). I never really eat breakfast anyway, but unwrapping oranges is fun.

Jetpacks are go

Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack.

Off to lunch now.

Comments

Tenoch
18. Apr 2009 · 15:58 UTC
I say yay to jetpacks. Worked not too bad on my previous compo :)

Not playable, but showing something

Random board generation is ready to go, with controllable piece density:

A randomly generated board

Silly Maze Game [Working Title]

I’ve decided to enter my first LD, we’ll see what it brings.  So far I’ve got a quite playable bouncing ball that’s being chased by an autoscroll.  Next is to add traps and special kinds of tile.

Here’s a shot.  There will be a deadly wall of spikes on the left…

Comments

mirosurabu
18. Apr 2009 · 15:52 UTC
Love the aesthetics. They are so superflat.
18. Apr 2009 · 16:16 UTC
Oh shit, I didn’t realise you were entering this! This is looking fantastic so far, keep going!

Monster Wall (or better: wall of monsters) approaching!

When I heard about the theme, this was the picture that got in my head (or at least something like lava where you have to escape). Doing good so far (still having to calibrate, as the monsters are still too strong right now :D)

monster wall

Evening snack

Didn’t take a pic of meal a few hours ago.. but here’s one from evening meal:

Morning coffee leftovers (with fresh milk) heated in microwave.. again a Karelian pie, this time with some tasty meat aspic on top. The tomatoes are there just to fool you again.

Tags: food

Progress

What I’ve noticed during the programming of this game: I code too “cleanly”. I waste time with making stuff be in seperate files and stuff. I got like, 17 files or so and what I got now is this

Tags: tigs

Step 3: Creating assets.

Fortunately, I came up with some simple idea. So I started working on assets. This is what is done so far. I don’t think I will need more. Now onto basic engine.

Comments

Shabloosh
18. Apr 2009 · 16:23 UTC
Great disign. I like the simplicity.

Mysterious Progress!

Oh yes, I will mysteriously reveal my progress, in a very mysterious way. This way, you can all see what I’m up to, but not! Anyway, the gameplay is working pretty well now, and it’s not turning out too badly. There are still a few things I can add, but I’m pretty happy with the progress so far. Here’s a screenshot.

Tags: journal

Comments

18. Apr 2009 · 17:02 UTC
Charge, eh? *monocle*

UUWD Update: Passwords

So, I “cleverly” avoided making a saving system with something that actually turned out becoming harder than just regular saving: Level passwords. Each level has it’s own password, and if you enter the password into the menu, it goes to that level. Seen it before, right? Well, I took it to the next level.

The next level would be file writing. After quitting each level, it will tell you the password of the level. Then, it asks you if you want to save that password onto password.txt. If you say yes, it will write the password of the current level to password.txt, otherwise it won’t. Then, in the password section of the menu that allows to to go to a level, it will show the default password as whatever it reads in password.txt. Thus, the password default is the most previously saved-at level. Convenient. Unfortunately, this took a huge chunk of development time – I’m still working on level 3.

Also, I ate a pizza slice for lunch. I don’t have a camera, so no pic. :(

Noodle Lunch for Lunch

What’s a Ludum Dare contest without a lunch? Off to eat my noodles!

Oh, and baldies can now throw double cans.