LD13 December 5–8, 2008
Finally I have got something to show
Yes! First screenshot of my game. From the main menu. Nothing much, but still nice :).

And here is my devlog.
My game is a post-apocaliptic rpg with cars and dangerous roads. It is going to be like Fallout meets Road Fighter.
Right now i’m finishing menus. Still no gameplay but fear not! I think i’ll finish this baby.
RoadZ – Some Screenshots
A man and his Car
Made some gfx and a lua-driven sprite/tile engine:
I seriously doubt I’m going to finish though, specially since I’m off to watch a movie with some friends now. There’s only a few hours left, and there’s no gameplay code at all. Spent way too much time fiddling with technical details. Gotta stop doing that.
Oh well. The other entries are looking great, looking forward to check out those =)
Calling it quits
Aw man, i’ve just been lacking inspiration this entire weekend, and it does not seem to get any better. So i’m going to cut my losses and call it quits now. I really hate doing that, but I just can’t see it happen this time.
I did make a little thing, though. It has zero gameplay, but it does have a bunch of pretty snowflakes trickling down the screen. Hopefully i’ll be more into it for the next mini!
Requires the usual bad guys:
XNA FX3 and
Tags: final
Roads of Dare 1.0 FINAL
Other screenies, time log and the above download here
It’s a board game for 1-3 human players, with AIs taking over the other 1-2 cars depending on how many humans there are. Cars can’t jump over each other, so if there’s no free lanes, you can block the traffic. Different routes are longer than others, and it’s possible to run out of gas.
Everyone plays with the same cards, only shuffled differently. Have fun!
Tags: boardgame, final, LD #13 - Roads - 2008, opengl, roads, SDL, win32
Food is amazing
So I’m back at it after a solid eight hours of sleep. A little under twelve hours left and I still can’t “Spawn” units. I can make them randomly appear, but somehow I think that won’t be enough.
Here’s a foodshot of Breakfast
On the other side of things, I am getting closer with the RTS game.
You can select any number of units, and right click to have them move wherever you want. Once I can make units spawn I’ll release a beta. More to come!
First playable test version.
Because not everyone is on IRC, I’ll just make a quick post here. I showed a preview of what I have right now:
http://daid.mine.nu/pub/LD13_DigitalRoadJam.zip
Feel free to leave comments. I know the AI has a tendency to make roadblocks. I hope to get a few more hours into it later. But now I have other obligations…
Comments
Let there be vehicles!
CoMuTor finally has three types of vehicles. Given time constraints I am really simplifying the art style so that I will have some small hope of making this a game by the deadline. I am also looking for gameplay that will fit within the deadline at this point too.
My new simple plan is that vehicles move right to left and that you can attack them and jump on them. I’m not sure yet how I will work the aspect of them running into you. Will that hurt you if you aren’t flip attacking them? Questions questions….
Made a track
I haven’t been able to do much work so far today, but I made a racing track:

Here is some food I ate:


Two Roads
Two Roads is my entry for LD13 – Roads. It’s extremely simple to play, and you’d have to be sick in the head to not have the most fun ever in your whole life enjoying its extremely innovative and immersive gameplay.
POST COMPO UPDATE! This is not cheating! You can go ahead and download the 17mb compo edition below, or you can be smart and download the 5.4mb post-compo edition instead! It’s the exact same in every way, except all the sounds are changed to OGG files, and all the images have been converted to 256 color. The only code change was to change “wav” to “ogg” in the sound loading code.
Win32 download: http://hamumu.com/goods/ludum/tworoads.zip (17mb! It must be good!)
Obviously I slacked off a lot this weekend, since this is only my second log entry… oh well. I hope you enjoy my game! It was a unique experience creating it.
You Pretty Thing
Well, I’ve put in some level progression/record stuff, and now it staring to *really* feel like a game. Which is an incredibly good feeling. I also just spent an hour or two just tweaking/adding scenery sprites, adding some sweet motion blur and generally making things prettier, completely superfluous on one hand, but it’s been a nice break from other stuff, and I’m pretty pleased with the results too, so yay!
Buildings and Roads Are Back!
I finally got the game to include buildings and roads. As you can see, the cars don’t know about them yet, and in fact they drive over them. Now that the game is aware of the concept of intersections and buildings, I’ll be able to randomly place the Bank and require the cars to only make turns at intersections.
Day 2 (So far, anyway)
9 hours and 14 minutes left people aaagggghhhhhhhhhhhhhh
Thought I should post another screeny or something. Probably wasn’t big nor clever to make a content driven game 

Comments
Desert Road Painter
Argh, the wysiwyg tables keep eating my text. Wysiwie tables more like.
So.. I didn’t have enough time this weekend to produce an entry but I made a mock-up and design sketch to ease the pain.
:: Desert Road Painter
This is a single button game. Press button down, paint starts spraying.. release button.. paint stops.
Your task is to repaint a set of fading road markings as accurately as possible. Each segment is rated and scored according to degree of accuracy. After 10 bad errors the game is over.
The game is pretty boring to start off with. It’s mostly just about getting a steady rhythm going and not becoming so hypnotised by the process that you screw up.
As time goes on, the desert starts to get to you. The long straight road feels static — as if only the rocks and dust to each side are actually moving. The sound of the paint hitting hot asphalt seems close and intimate. Memories start drifting through your consciousness, at first with clarity, but soon become confused and tangled with your senses.
It turns out the last guy who painted this stretch of road had the same problem. The strange creatures he saw hovering in front of him starting beating rhythms on his brain. The regular stream of painted segments became a rich sequence of syncopated markers; a secret language communicating ultimate truths about the world as it is.
Tags: design, LD13 - Roads, mockup
Comments
I have finish …
I have not choose a good plan, make a car simulator is too hard and long the first time (my previously mini-games was other). A tycoon game would be more easy … So … I will try to make better for the next LD !
The name is Boring Roads, Stupids Cars and Crazy Child, it is a good description.
For download it : http://omploader.org/venln/BRSCCClin.zip (source include)
run the script ‘run’ or ‘python main.py’
It use Python and Pygame.
EDIT : now, there is a .exe and a gameinfo.xml ! http://omploader.org/venlm/BRSCCCwin.zip
run main.exe
Tags: final
Going down the road…
This was last night’s cap that never got posted – I couldn’t figure how how to use FireFox, so I went to bed. Anyway, StickyBall/KatamariBall/Going Down the Road… mashup is working out. Rather than post this at 1AM, I tried puttting a sky dome in. It just didn’t work, so I wasted a good hour there – especially in the creative zen hour of 2AM. Somewhere at midnight the psychedelic-ness came to life.
Now that it’s the next morning and I can survey the damage. The good news is that I have a ball rolling, and a couple vehicles. The bad news is that Maya just won’t let you paint a texture. Rather than guess projection paint or find some 3d paint tool, I’m going low tech spatter paint.
Today – Step 1 will be to get stuff attached and becomging sticky. If the ball isn’t sticky, the game is isnt’ much of anything than a ball rolling downa a road. Step 2 is to instance a ton of crap to roll up.
I Give Up
I’m giving up, I’m afraid. My game just wasn’t going anywhere. I’ll be writing a full post-mortem at some point in the near future, but it boils down to the fact that I bit off more than I could chew with the decision to try and create a city procedurally.
This is a shot of it in its final state:

Very much as it was this morning – just a car in a field full of random road segments and paving flags.
And here’s a download link in case anyone’s interested. Source included of course.
Oh well – I’ll keep it simple next time 
The good and bad
Well, I got a UI up and running, and I made the units interface with the tilemap… But there’s a catch. If you have over around 100 units moving at a time, the frame rate completely dies. I need to get my loops a little more streamlined, and I reeeeeally need to get the units to be able to fight other units… The roads make units move more quickly, so that’s a plus at least. Here’s a screenshot…
Tags: Bad coding, progress













