LD14 April 17–20, 2009

Evening’s progress

I have a very simple tile system in place.  I thought I would have simple gameplay by this point, but I’ve run into a problem where my recursive flood fill is blowing the as3 stack.  I’m too tired to figure out what I’m doing wrong, so I think I’m going to call it a night and look at it with fresh eyes tomorrow.

Ludum Dare from 10,000 feet

So this Ludum Dare, I happen to be travelling … on a train to Rome today, touristing in the evening, then flying out to Melbourne via Hong Kong. Wifi access will be sporadic. I won’t always have power for my laptop … but I might as well give it a shot. Chances are, all I’ll submit are a few photos of airline food, but I may even make a game if the power on the aircraft works.

Ciao for now !

The idea is set

Idea:

Big flame chases little hero and throws fireballs at him. Fireballs set flames to the level, so the hero must constantly run. Little hero uses supersoaker to put down an fireball, soak it with water and kick back at the big flame to put it out. He can also use it to fire-proof some parts of the level.

Deployment:

C++, STL, OpenGL, OpenAL

This is my 3rd attempt at LudumDare, all previous ones failed because i wanted my code to be too pretty. This time its kludge time, wish me luck :)

Tags: idea

Mockup — BE the advancing wall of doom

Well, I saw that a lot of people wanted to make games where you run from an advancing wall of doom, so I decided to make a game where you are an advancing wall of doom.

My Wall of Doom is busy conquering the planet, and nomming on all the tasty people and cities that he can find along the way. Controllable gameplay will consist solely of using his nose-beam (which shoots lasers, not mucus) to blow up people, tanks, planes, and buildings. He will move forwards inexorably, and the camera will track him. Whenever he comes up to piles of debris or whatnot, he will scoop it up in his giant mouth, and make loud “OM NOM NOM” noises. The more stuff you eat, the more money you get to upgrade his nose laser, and to heal him. If I have time, you might also be able to get a mortar on his head, or smaller automated face-lasers. But likely I won’t have time.

Comments

mklee
18. Apr 2009 · 04:23 UTC
Oh wow, this is sorta similar to my own Ludum Dare idea that I’m working on right now. That’s pretty cool though, it’ll be interesting to see the differences in implementation by the end!
Gilvado
18. Apr 2009 · 04:25 UTC
😀 I was wondering if anyone had played You Have To Burn The Rope — I thought it was a pretty awesome design for a boss.
ido
18. Apr 2009 · 04:50 UTC
Crap, that was my idea :p
5parrowhawk
18. Apr 2009 · 05:01 UTC
Nice. I decided that the advancing wall of doom should be on the player’s side too, but BEING the wall didn’t occur to me.
pekuja
18. Apr 2009 · 07:33 UTC
I like that idea of the wall being on your side. I think I might do something like that too, in my own way.
18. Apr 2009 · 09:32 UTC
“OM NOM NOM!” :)

At least there’s SOME progress.

Here’s the sprite sheet for my main character: (pardon the white padding)

Main character sprite sheet

He can walk around already, and he even blinks at random. It’s not a game yet, though, I’d better get cracking.

Comments

5parrowhawk
18. Apr 2009 · 04:24 UTC
Wow! That’s fast! I only have a two-frame animation…

PShop break

No ... just no

Tags: wrong

Second Hour

Well, the game is, as a skeleton, complete. I think now it’s time to begin reiterating until I get something balanced and fun. But I doubt I will be spending much time on this one. Is it possible to participate with two games? I guess not.

I forgot to take a picture of my breakfast. Whatever.

Comments

18. Apr 2009 · 04:40 UTC
Wow, that looks fantastic! I’ll be interested to see how the wall theme plays into this, but you’re already making amazing progress :)
Comtemno
18. Apr 2009 · 05:02 UTC
Well, I’m not going to use a real “wall”, for I don’t think we are to take it literally. The layer you are on will slowly wither and turn into walls, or something like that.

Progress report: 4.5 hours in

I’ve got the basic thing up and running. There’s an attract mode which pretty much displays nothing (just the scrolling background), and the play mode. Player can move around and is stopped when she hits the edge of the playable area. Animation not in yet.

Advancing Wall of Domo

Tags: motivation

Comments

18. Apr 2009 · 06:07 UTC
BHL doesn’t like direct links.
18. Apr 2009 · 06:33 UTC
I don’t know what you mean. I used the ‘upload picture’ thing.

Breakfast of Champions

So the theme is advancing wall of doom :) Lets get started on ideas :)

Breakfast and Ideas

Desktop computer!

Orange marmalade, yum

So, I wake up, photograph my computer, check the theme (oh f*ck, it’s Advancing Wall of Doom), proceed to have breakfast, and now I’m here, out of ideas. This is bad, Jane. This is very bad.

Good Morning, Ludum Dare…

Got up to find out it was Wall of Doom, tried to think about it but fell asleep again, no inspriration other than tetris dreams!

Up just had my Weetabix breakfast and drinking a cup of tea, I’ve sketched the game design, back of napkin stuff.  Now drink tea and code! ;o)

Advancing wall of ideas

So I ended up staying awake on IRC till 4am to see what the theme was. Advancing wall of doom, eh? Well, I was rooting for Bosses, but at least this beats Rain. Nobody wanted rain.

(and by nobody I mean me)

So, after tossing about some dumb ideas I’m going to go for a platformer. Details are still emerging in my mind, and while they emerge, I draw tank tracks. Hooray!

It’s 9:30 now, I haven’t been to sleep, I’m not tired and I don’t have anything importatnt I gotta do today. These are I think excellent conditions! We’ll see how long I last…

Breakfast soon, once I get these things spinning.

Tags: graphics

Progress and Tuning

I’m about to have some “Thin Mint” ice cream and go to sleep. But I’m pretty happy with my progress.

As you can guess, my game involves a wall of Tetrominoes. But that’s all I will reveal so far. It’s also about mass extinction. 

I’m trying something different this time. I put some of the gameplay tuning numbers into a config file (which is not that new), but I’m also checking the file time every time the game loop updates, and reload if it changes. I might set this to only happen in debug builds, but it doesn’t seem to slow anything down so far. The cool thing is that now I can tune my gameplay values in real-time, just changing the number and saving the file. This was inspired by Ben Garney’s clever google spreadsheet trick over at CoderHump (worst blog name ever). So far I only have one value, how fast the game scrolls, but we’ll see.

Comments

18. Apr 2009 · 17:12 UTC
Pretty cool. Glad my post was useful to you! :)
jovoc
27. Aug 2009 · 19:48 UTC
Wow Ben Garney commented on my post! I think we met at IndyGameCon II — I was the drunk one. (I guess that’s not very specific, the conference was held at a bar after all).

Wow.

I waaaaay overslept. Oh well. I have an Idea and I best get to it.

Get Ready for……

Shroud of Terror: The Journey of Billy Watson!

I will be working on my 2.4 GHZ Black Mac laptop and CS4.

Is that some art or what?

Collisions, pushing, dragging are all working. Time to add some bunnies, methinks.

First screenshot of BunnyWall

Ode To Programmer Art

Whatever. This was what I was thinking of. I just don’t want to see a real wall advancing.

The game is mostly complete too.

OH MY GOD THAT’S MAGMA!

More soon.

Has wokened up.

Does not like theme. (Like I do not like theme every time I wake up on LD.)

But whatever. I think about it.

Tags: ugh

Good morning!

Eating and thinking of walls and dooms.

Breakfast

I will survive.

Comments

omer
14. May 2009 · 05:30 UTC
I missed this kind of breakfast so badly.