LD13 December 5–8, 2008

RoadBLOCK!

As the end of day one approaches dauntingly, I’m getting progressively more hopeful that I might have something to show by the end. Saying that, I have very little to show-off at the moment, as there is absolutely no finese to anything I’ve been working on – it’s all just a jumble of quads in various sizes and colours. FUN!

It took me ages to come up with a decent idea (I wasn’t particularly pleased with the ‘roads’ selection) but I’ve managed to cobble together some sort of LittleBigPlanet -vs- Tetris rehash. It’s very hard to explain, but suffice to say I’ve spent a lot of this evening getting Cars and Helicopters working to a decent degree. I’ll start doing some more regular posts over the course of tomorrow (this should be a good-time for time-lapse work shots!). Here’s what my project current looks like, go on. Laugh. 😀

12 (GMT)

Anyway, my iPod is in the red (battery wise) – so when it dies, I’ll goto bed! Best of luck to those Brits/Europeans out there still working!

Tags: 2D, physics, RoadBLOCK

Slow progress

Looks like some others had the same idea as me… drive on a road and run over zombies… but maybe I will add a twist to it.  So far only have the road, controls, and background, no zombies.  The car sucks as well, I need to update it…    Need to add some gas stations, collision detection, maybe bullets. This is my first ever game so hope I finish!

The Road… to…

Hrm… wonder where it is you’ll go.

Well I got started a bit late.  Started thinking about the theme when it was announced last night… pondered for a few hours and then went to bed.  Got up at about 10:30 and started, with a few cups of coffee and a few Diet Cokes.  Pre-work Desk-Shot:

There\'s a clue in there about where you\'re going.

Yeah I typically sit on the floor.  I dunno.  If you squint you might get a hint about what road you’re on in my game.  Anyway — something more fun to look at:  In progress screenshot!

Tags: deskphoto

Comments

HybridMind
07. Dec 2008 · 00:41 UTC
that is a sweet car graphic
TimS
07. Dec 2008 · 00:50 UTC
That there is a photograph of my nephew’s 63 Lincoln Continental black on black with suicide doors. (toy car) wooha.
HybridMind
07. Dec 2008 · 01:11 UTC
well, great use of a found object and camera, did you process it a little ? Looks great nonetheless.
TimS
07. Dec 2008 · 01:30 UTC
nope… just cut the edges off with alpha… oh, and I added brake lights… but those aren’t in the screenshot. Thanks though for appreciating my amateur digital photography and GIMP-skills. :)
TimS
07. Dec 2008 · 02:06 UTC
Someone HAS to see and get my clue…
07. Dec 2008 · 12:47 UTC
I must be missing it. I see a book, but I don’t recognize it.

Road To Pain Update!

Road To Pain Video
Weird, I posted this before and it’s gone. Well, again, here’s the video after 24 hours. Play as Chuck Norris and knock the bad guys off the road, and don’t hurt the Texas Ranger trucks. The trucks aren’t in this video, but have been implemented since! Project is being done in C++ With Opengl.

Tags: Road to Pain

Comments

07. Dec 2008 · 01:09 UTC
Looks like a blast to play! Anal note: The rule on photography for this competition is you have to take the picture yourself within the 48 hour period – Get to chucks house!! :)
13. Sep 2009 · 19:27 UTC
Eline sağlık güzel olmuş devamını bekleriz!!

Maybe this is a bit too complicated?

Well I’m still working on my RTS game. Based on Roads of course… Currently have the units working, and an engine to control the units. Hopefully I’ll get them moving correctly in the next few hours, till then here’s a shot of the selection working. I don’t think I’ll get pathfinding going, so I’ll stick with vector movement. More to come…

Selection is up and running

Tags: progress

Comments

brandonman
07. Dec 2008 · 00:41 UTC
Nice!

Traditional Lunch

Deep dish pepperoni and mushroom pizza has become a bit of a ld48 tradition for me.

Tags: foodphoto

Bullrushes??

Here’s my first screenshot:

screenshot1

I know there aren’t a great deal of roads yet — I’m thinking the concept will be that the roads are more of ‘path’s, where the bullrushes and other plants will be much more dense to clearly mark them.  I think the game will have something to do with fireflies, but I’m not really sure what the mechanics will be yet.  It’s been a very late start this year!  But the alpha blending seems to be working, and displays the fancy bullrush plant pretty well! :) 

Tags: bullrush, firstscreenshot, plants

Dinner

I forgot to take pictures. But, I found some nice Google image search results that look kinda like my food.

Salad

Let’s start with a nice garden salad, hold the dressing! Mine consisted of romaine lettuce, tomatoes, onion, radish, carrot, and maybe something else I don’t remember. Yummy!

Calories: 200

 

Hot dog!

Two yummy hot dogs! Can’t have a meal without something that looks overtly phallic, can I? Mmm, so yummy to slide into my gaping mouth piece. Ketckup only, please. Mustard is for British people.

Calories: 500

 

Ravioli!

Ravioli stuffed with dead cow. Now that’s good eating. I had some Ragu on there to give it a little extra kick (I got it from Aisle 2).

Calories: 800 (2.5 servings = 1 package)

 

No I’m not fat yet, but it’ll probably happen. In other news, I made a sprite sheet for my game. It’s going to run at 8-bit NES size (stretched to 1024×768) with only the NES colors. Sweet! And don’t worry about the irregular positioning of every sprite, I’ve already got a utility I made that automatically scans any sprite sheet of any kind and saves them all as properly sequenced OpenGL textures.

Sprite sheet!

Oh yes, did I mention that my game is called, “Exproad, Improad, Reroad!” Yes, indeedy. PS it is a little bit politically incorrect, and has very poorly drawn Asians and zombies.

Bleh.. Energy drinks are overrated.

Gone through two Amps,  but I’m headed off. Units are movable (Through commands now) and I Randomized the tile engine so the grass looks better. I still need to figure out how to have units fight other units, and how the AI will work. Sound would be nice too, but I’m trying to get the main game working before anything else. I’m up to around 1200 lines of code (Horribly commented code) but getting closer to an actual game. I’ll post another screenshot once I can get it to load and save maps.

Tags: Amp, progress

CoMuTor… Slowly advances – “Tech” Demo

Well, as the clock ticks down and I find myself with less than 22 hours left in the competition I am trying to keep my spirits AND energy up.  While I am pleased enough with the work I’ve done, I have worked much more slowly than I wanted.  Not sure what this will mean for the adventures of CoMuTor but only time will tell.

Here is a “tech” demo if anyone wants to check out my progress so far.  You can basically move CoMuTor all around and jump and perform his flip car attack though sadly there are no cars yet.

The win32 zip is here

And here is the screenshot for the sake of completeness:

Tags: comutor, demo, exe, screenshot

Comments

HybridMind
07. Dec 2008 · 03:58 UTC
oh yeah, gamepad is only supporting ‘stick’ at the moment, not the directional pads.. gotta figure that out in Gosu
brandonman
07. Dec 2008 · 04:00 UTC
Worked fine with Vista 64 bit Ultimate, as well as with my Extreme 3D Pro Joystick.

Progress, or lack thereof

I’ve spent a lot of time today fighting with buggy path finding.  The code is supposed to find the shortest path from any road tile to the city.  It’s mostly working, but it occasionally produces incorrect results when there are loops in the graph.  Frustrating.  I haven’t implemented any game play yet because I’ve been trying to get this right.  In the future I think I will need to take a more planned approach to this sort of thing, and work out my algorithm in advance instead of just hacking together the first idea that comes to mind.  Either that or modify my game play idea so it doesn’t require any path finding more advanced than a flood fill.

Dinner this evening involved hors d’oeuvres at a Christmas party.  There always seems to be something else going on during LD48 weekends.

Taking a picture of my food in the middle of a crowded room in a formal setting was a bit weird.

Tags: foodphoto, screenshot

Dawn, LD style

Just became dawn, on day two.

Coding all night. Even so, taking it easy, not working at the same frentic page as last time.

Have got a fair bit done at the same time, game is shaping up to be quite different, but should be fun.

Hoping to get mostly code complete tonight, to allow time to balance it a bit tomorrow.

Also including a screen shot of the game as it stands – haven’t done much graphical work yet – that’s tomorrow…

Lost Roads Finished!

Finally, my game is finished. If I had more time, I would’ve added a lot more stuff. But I am too tired of this game, so I am just going to release it now. If you have any problems, comment!

Made by: Game Maker 7.0

Difficulty: Depends on how you play.

Length: I never finished it, but should take 30 minutes-1 hour.

Screenshots:

A battle:

A screenshot of the map screen, taken from the beginning of the game.

Game:

http://host-a.net/kaderli/Lost%20Roads%20Release.zip

Source Code:

http://host-a.net/kaderli/Lost%20Roads%20Source.gmk

Tags: action, final, hybrid, strategy

Comments

08. Dec 2008 · 18:33 UTC
Yikes! I can’t open your zip, and I don’t have GameMaker, so I can’t open the GMK, either. Suggestions?
Comtemno
09. Dec 2008 · 14:12 UTC
There seems to be no problem. I suggest you try to download the game again.

I love shaders; I hate shaders.

More progress, but not on the gameplay side. I wanted to use Cg shaders in the game this time and learn how to use fxComposer. I’ve done a lot of shader stuff before but not with CgFx and FXComposer. 

My road shader is a modified version of the default FXComposer phong shader. It works in FXComposer (on the right) but I can’t figure out how to get the second sampler (with the font image) to work in my program. Grrr.  I’m going to sleep, I’ll take a fresh look at it in the morning. A word game won’t be very fun without any visible letters. 

Only Forward

Well, back to the grindstone then. Took forever to get to sleep last night, my brain was just buzzing with ideas, probably a good thing, but quite frustrating nonetheless. Work up feeling kind of tired, but still plenty motivated, so I decided to start double buffering my tea consumption.

Taking my hot brown beverage consumption total to 7, rock and roll!

I spent the last hour or so crafting a bunch of progressively harder levels to ease a player into the game (it is, I suspect, pretty damn confusing if you just get thrown into it). Definitely glad I took the time to make an in game level editor. It also means it’s really starting to feel more like a game and less like a dodgy prototype, which can only be a good thing.

Still loads and loads and loads I want to get done though, so I guess I’ll just keep plowing on.

Tags: food, levels, screenshot, tea

Day 2

Plan: get up and implement things that kept me from getting sleep last night. Still working on gameplay and struggling with the Python API in BGE.

Lavish Breakfast

It’s triple the stuff from yesterday 😉

Ex-Stream update!

stream

I managed to get water streams working in the game. Don’t worry, they don’t be so straight in the final game, these are placeholders. So right now the gameplay is starting to take shape, and the player dies once they hit the road. Bridges work properly now too, and in general it doesn’t feel too bad. I’m going to work as fast as I can to nail the rules of the game. I really hope I can get it finished to some state today! D:

coffee will keep my going

coffee will keep me going! D:

Tags: foodphoto

Comments

increpare
07. Dec 2008 · 08:55 UTC
morning!
07. Dec 2008 · 17:24 UTC
Wow, that’s looking lovely.

Well, it’s not looking too good. Got an idea late, and i don’t know if ill be able to finnish it.I’m also trying to think of a simple backup, that i could do in a few hours, just in case. 

Here is another code shot. In game screen should follow soon.

Tags: code shot

First screen

I have a moving car and a collision map that works. Small things but I still think I can do it by the end of the day.

Car and Collision Map

Psnake

Tags: LD Road Racing

Feeding The Brain

Right, well I’ve got a few levels worth of simple text based in-game tutorials in, so it shouldn’t be so bewildering to people that start it. Not really sure what I’m going to look into next, but not because I lack things to do to it! I might try and get some sounds and/or music in.

I also had some breakfast, I was going to cook some bacon, but I felt hungry and lazy, so just had some toast with peanut butter instead. Will have to do something more exciting for lunch. More tea was also involved (of course).

Tags: food, screenshot, tutorial

Bad Ass Frog Escapes from LA : screenie

So, I feel like I’m approaching “finished” for this silly little game.

Journal

Here it is running on the Java Mobile Edition phone emulator (“Default Color” at 240×291 resolution). I’ve heard people complain about how making MIDP phone games is tricky because you have to deal with lots of different screen sizes/resolutions. It truly can be a pain in the butt, and I haven’t dealt with it properly in this game … on my 128×128 Nokia 6230 the sprite positioning is out of whack, and I don’t really feel I have the time or energy to go back to square one and fix it to work at any resolution. So at the moment it will only be reasonable to play on largish screen phones. I may try to make a special 128×128 version tomorrow, if I get time (basically, I’ll start by shrinking the sprites). I’ll probably also release a non-phone Java applet version so people have more chance of playing it.

Still need to do sound.

Food

The “significant other” reminded me to eat a few hours ago. Looks like I got sidetracked … haven’t eaten yet. (Update: I just ate a banana. No photo, since it looks just like the banana in my last food photo).

Tags: frogger, screenshot

Checkpoint Reached!

Just added checkpoint rings and a starting grid texture. Also got basic track selection in. It’s going to be a time-trial only game, not much hope of adding AI players at this point – so next I need to add the timing code, and checkpoint/finish/failure detection.

Ghost cars would be nice… but that’s pushing it a bit for an LD48 game…

4 AM Zombie Invasion

Exproad, Improad and Reroad! is coming along well, I should definitely have a fun little game for tomorrow (today) night. It’s 4 AM where I am and I’m going to turn in for the night. Before I did/do, however, I had some yummy sweetened and dried mango strips from Trader Joe’s.

Mango packaging sucks

The packaging, however, leaves something to be desired. I mangled my thumbs trying to get the bastard of a thing open. It’s as if I’ve got an actual mango and I’ve got to get into it. Wait, no, it’s more like having a mango with a coconut surrounding it, and then maybe like a lockbox or something on the outside of that. But I would never cut it open, no. Got to preserve freshness!

Yay mangos!

Success! We have mangos!

 

On a more related note… good stuff from my game, like I said before. I’m going for a nifty 8-bit look, because I figured that would make it easier to make decent artwork. Turns out that ugly goes to super ugly, but whatever. I’m just drawing malformed pickup trucks, Asians, and zombies.

Anyway. I also went with 8-bit because I recently made my own engine for doing modern-NES games (I’m calling it JPixel, I might release it open source soon), so I decided it would be fun to use that. I also had simple physics and particle effects coded in JPixel, so that helps save some time too.

Screenshot:

First screenshot

And another:

Second screenshot

Time for some sleep!

Rara Racer, Day 2

Morning of day two.  Have an itemized list of 9 things to do.  Doable things.  So: I’m on track then.

But first, breakfast:

 

taxi-puzzeling-action-fun-game with gameplay!

Alright, got a good 8 hours of sleep and starting the gameplay. Taxis now drive along the road, and can do a full 180. Now to get fuel, collisions and some goal implemented!

Oh, yes, and some food shot, too! This is my lunch:

yay \o/

Basics

15 and a half hours to go, and I’ve got a simple tile map with some roads you can build:

Buildable roads!

I’ve still got to add cars, buildings, sound effects, menus, and some kind of gameplay. This is going to be tight…

ROADS!

Here we have a procedurally-generated motorway. Its intersecting another one (drawn with the wrong tiles), which really isn’t the best design for a 6-lane highway when you think about it, but oh well.

Tags: car, field, highway, motorway, road, wrong

Drop out

I think I’ll drop out.

I don’t like the theme and I lost the whole first day, so I would have to work my ass of the rest of the time in order to finnish my game in time.

Good luck!

Progress!

After a grueling 24 hours, I can confidentally say I’ve gotten most of the mechanics done and can now focus almost entirely on content.  I have a couple of small tasks that I need to finish up (extend the collision system to have a trigger collision type and fix the order in which things are drawn), but the bulk of the hard work has been finished.

The gist of my project is that you’re a freelance construction worker, namely you own a bulldozer and you pick up odd jobs bulldozing anything and anyone who gets in your way on the inner-city streets of a soon-to-be-named urban town!  It’ll mainly be puzzle-oriented, as you have to move debris and other items over the roadways to either clear a path or get to a certain location, but we’ll see what else I can do with it.  I don’t have any screen shots now since everything is placeholder art, but hopefully with the next update I’ll be able to showcase some pretty pictures.

If there’s one thing I’ve learned over the course of this weekend is that I am absolutely horrible at doing effective collision detection and response.  That part of the code is enough to make anyone cringe I am sure, and I’m dead certain that there has to be better ways of doing it than how I’ve done it.  That said, what I got up in running works (well, there’s some minor quirks that occur, but nothing too distracting, and actually makes the game more interesting), so I won’t plan on monkeying around with it any longer unless I have no other choice (ie, turns out to be a bottleneck or something).

Comments

increpare
07. Dec 2008 · 10:29 UTC
quite sexy
increpare
07. Dec 2008 · 10:57 UTC
hah; I totally posted my comment to the wrong blogpost. Ah well …

Let there be roadmap!

Sleep is good. After a good night sleep I managed to think up the random roadmap generation, without any title maps.

Also got some stupid car AI working, which has a tendency to pile up as soon as multiple cars get stuck on the same road. Not much I can do about that now, that will take to much time. Guess I’ll just recover stuck cars when they are offscreen long enough.

So, I got a city simulator now… guess I need to add some game logic now.

Here is a screenshot of a random generated city, with cars. White dots are cars, blue lines are paths, green stuff are walls (box2d users will know the color ;))

Comments

HybridMind
07. Dec 2008 · 11:15 UTC
that looks pretty darn cool! Like the colors and the perspective.
sol_hsa
07. Dec 2008 · 14:30 UTC
/me wants that city generation source =)
07. Dec 2008 · 16:37 UTC
That’s a very cool street generation thing you have going on.

Frog Rescue: End of Day 2

So my game is now almost playable, you can set up roadblocks (only 5 at a time) to stop the cars from running over the frogs. Unfortunately you can’t really see your score at the moment because I haven’t drawn sprites for all digits yet. A work-in-progress version can be downloaded here (Requires Windows and DirectX 9).

There are more progress logs available at http://homepages.ihug.co.nz/~moores8/ld13/index.html.

Tags: Frog Rescue, progress update, screenshot

food and such

food: onions + tofu + corn + tomato + mun shrooms + oregano and such + mozarella, green tea(yerba mate rosamonte), orange (nom’ed)

Comments

increpare
07. Dec 2008 · 10:58 UTC
needs more cheese from the look of it? (looks tasty though)

Generating random roads

Well here is my first in game screen shot, if you can call it that. Basicaly created a random road generating algorithm, tweeked it a little. It would still need some tweek, in order to get a nice flowing road system without dead end’s, but that can wait. Right now it need some interaction.

Tags: road generating, screen shot

Explosions

Not very surprisingly I’m a little bit behind schedule. I learned how to do particle effects in OpenGL and did some explosions and shooting (it looks much better in motion, trust me :))

Explisions, which look much better in motion

Now I’m starting to write the logic for truck attacks and level loading.

Almost a game

OMG… It’s almost done!… for the first time in maybe 3 years I’ve got a decent LD48 entry, and not given up to play WoW or drink excessive quantities of alcohol!

Added a front end… an all in one title-instructions-trackselect screen. Checkpoints are working, best times are being recorded (even loaded+saved!) and being used to unlock levels…

I need to do some more work on the track generation algorithm, though – as of the 100 tracks that are selectable, quite a few appear to be impossible (due to intersecting track mesh). Then I’ve got some time for some finishing touches – it’s a choice between (very bad) audio, or maybe a ghost car system!

Time for a food break now… just a very boring toasted sandwich, I think…

Comments

07. Dec 2008 · 11:30 UTC
That looks very polished. Looking forward to trying this out :)

Pasta Fights Back

Just a quick post lunch post. Decided to cook something properly (i.e. from scratch) for once, so I cooked myself some pasta with spicy bacony sauce.

It was great :) but then towards the end my plate decided to go walkies, and I’ve now got a pretty good tomato sauce splatter pattern on my jeans, grr.

Game is going well, though there’s nothing new worth screenshotting. I’ve put in some irritatingly retro sfx, bumped the number of levels to 10, and polished the interaction a bit. I think I’m going to put in a bit in a bit of saved out level progression + time taken data. I’ve also got an idea for an alternate game mode that should be very doable and nice to have, so I might have a look into that too.

Tags: food

Some progress

I actually have made some progress.  I decided to forego aggression and remove bullets.  Of my list of nine things, I have two-and-a-half done so far.  Not bad, I guess, but…more to do…

Dessert from Japan

Sushilicious… I admit I do neglect my game programming duties.

Comments

07. Dec 2008 · 13:34 UTC
😀 lucky you. Raw fish is delicious.

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

I’m pretty much done with gameplay.. now I’m going through and making levels and other content.

Since I’ll never compete with the pretty volumetric lighting in some of your games, I’ve decided to see how many lens flares I can shove into my game ;)

Back to the grind.

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!

Download

Requires the usual bad guys:

XNA FX3 and

.NET 3.5

Tags: final

Roads of Dare 1.0 FINAL

The main menu of Roads of Dare

Download here

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 BreakfastFood

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!

Tags: Bad RTS, food, tiles

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

increpare
07. Dec 2008 · 13:59 UTC
looks good, but I have no idea how to control anything? (nothing seems to move at all…)
increpare
07. Dec 2008 · 14:01 UTC
oh wait, space!
increpare
07. Dec 2008 · 14:21 UTC
(the camera can be confusing sometimes though)

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….

Here is the current build for the curious (win32)

Tags: comutor, roads, vehicles

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 title

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.

Tags: adventure, final, mouse, narration, poem, roads

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!

Buildings and Roads Again

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

increpare
07. Dec 2008 · 15:57 UTC
eeeeek!
07. Dec 2008 · 16:42 UTC
NONE SHALL PASS!

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

07. Dec 2008 · 16:01 UTC
I like your mockup very much, looks like funny game. Shame you couldn’t finish.
matrin
07. Dec 2008 · 16:09 UTC
Very nice. Beautifull sketches – mock-ups. Briliant idea, totaly doable. Too bad you didn’t finish it.
increpare
07. Dec 2008 · 16:11 UTC
cute idea; would have made a fun miniature…

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.

ld13_roads_by_frimkron.zip

Oh well – I’ll keep it simple next time :)

Tags: final, gave up

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

End of day2…. almost.

I have now about one hour left to fix the bugs left, then I have to call it a day. There were a few things that did not go as planned, but that has to wait till tomorrow, for now, here is my latest screenshot:

Thats it then: A halfway-done action-puzzler with half of the grapics not done, an ugly bug in its pathfinder and only 5 levels. Guess the only thing I do now is get a few more levels and thats it for this time, my first ld48 ever.

Tripped and fell

Well, it would seem that my own collision detection library doesn’t work for practical usage (it worked on two rectangles, i tried out :P). This a a real setback. Probably killed my game, if i don’t figure out something. Darn it all.

Tags: bum in the road

Comments

increpare
07. Dec 2008 · 18:37 UTC
That’s unfortunate :/

Interactivity!

I know I said I would drop out, but.. Well, anyway, I can drive the car around now.

Well, left and right at least, since they use the same gfx (flipped). Need to make gfx for up and down, and uh, all the other elements that should be in the game. It’s completely unrealistic to even think this’ll be done in time, but hey.

wuuummm!

Added music and other stuff.

Things are looking good!

Random Cactus Generator Working

Whew…  Random Cactus Generator is functional.

So at worst this game is a ball rolling down a road lined with cacti.

Gameplay… make it happen.

Comments

12. Dec 2008 · 11:05 UTC
This is the best-titled blog post I have ever seen.

‘0xF0’ is Finished!

It’s done, complete with some badly recorded sound effects…

http://www.bluescrn.net/ld48_13/bluescrn_LD48_0xF0.zip

Final screenshot:

Tags: final

Comments

urth
07. Dec 2008 · 17:28 UTC
It says it is missing:

d3dx9_35.dll
bluescrn
07. Dec 2008 · 17:36 UTC
If you’re missing that version of the D3DX DLLs, you can get them from links here
caturday
07. Dec 2008 · 17:39 UTC
Screen Cap looks good. Congrats!
policedanceclub
07. Dec 2008 · 18:52 UTC
good game!
Codexus
07. Dec 2008 · 19:14 UTC
Awesome glowy goodness! 😀
increpare
07. Dec 2008 · 22:59 UTC
won’t load for me, just produces an ultra-generic crash dialog :/
08. Dec 2008 · 15:53 UTC
er, I actually thought this was a tasteless joke until I looked it up here (played it from the megapack) – your game actually not only crashed, but crashed my whole computer with a “bluescrn” of death! 😮
bluescrn
09. Dec 2008 · 09:39 UTC
Surprised you’d get anything worse than a regular application crash :(

Iron Roads – Now with Survey!

It has been a long hard row to hoe so far, but I got a lot of the track functionality done. You can now even see your survey options for a city! Just need to build the track, and put the money logic in and I’ll have the most basic railroad game possible. Looks like time is getting short thought so I’m not confident I’ll have a playable game, but I’m going to try.

Iron Roads with Survey

CgFX Shader Fail

I kept fighting with the CgFX stuff this morning, but I couldn’t get it to work. The docs make it sound like it’s as simple as calling cgGLSetupSampler( samplerParam, myTextureId ); but i can’t get it to work.  I’m sure it’s something simple but I’m running out of time.

So I’ve ripped out all the shader code (kept a backup to try to to fix it later), and am back to using regular opengl, and drawing the letters with overlays (quads) instead of fancy shader tricks. Sigh.

It’s not like I would have had time to get the shaders looking good anyways. Now that I’ve got words displayed, it’s time to try and get the gameplay going by the end of the day.

Foodphoto

Peanuts!

Peanuts

My entry is slowly coming together despite a late start and lots of wasted time. Unfortunately I can’t write music and this game could really use some. :S

Tags: foodphoto

Looking good!

With 7 hours 19 minutes 20 seconds left in LD13, I’m looking pretty good!

The main menu’s still the same, but now there’s a pause menu (of sorts) and some semi-gameplay.

And in that 7 hours 19 minutes 10 seconds left, I just need to add a goal and something to keep you from reaching that goal.

Tags: BLDR, LD #13 - Roads - 2008, roads, trucks

Crazy taxi puzzling game final.

In this action puzzler you have to get your taxis from their start points to their goals (tinted in the same color, also the taxis have a tinted arrow on top of them).

To do this, you have to rotate the tiles.

More in the readme.txt…

the game and sourcecode. please dont click :(

Also, here is a screenshot from the first prototype:

Tags: final

Road To Pain! Finished!

OK, I’ve finished it up.

Here’s the .zip file: Road to Pain zip
Let me know if you encounter any problems!

Forgot source in the zip, but it has been added now.

Tags: final, pain, road, to

Comments

Impossible
07. Dec 2008 · 20:32 UTC
Amazing.
brandonman
08. Dec 2008 · 00:46 UTC
lol, /sarcasmoff? 😛
brandonman
09. Dec 2008 · 21:10 UTC
*Sigh*. One voting on this so far…
22. Dec 2008 · 02:18 UTC
Hmm, ran unplayable fast on my semi-beefy machine. Need some kind of FPS limiter in there maybe.

2 more things left

Only have two more things on my list of 9 left (which, thankfully enough, are more or less the same thing).  Nothing new to show for it just yet, though. :/

Bullrushes Progress!

Features added:

– Mouse and keyboard support, mouse cursor

– Ability to highlight bullrushes, move one with a click (just a test)

– Animated background, swaying water… kind of soothing (or nauseating, depending on your preferences)

– Depth-sorted drawing, so ones farther back are drawn first.  Looks not too bad

(Download this test for Windows/DirectX 8) 

Screenshot:

screenshot2

Food!

Here’s what I had for breakfast. The D would have looked more awesome but the cretins at Trader Joe’s but the bananas at the bottom of the bag and I had to cut some of it off. The noive! Also, I forgot to buy some more Joe’s O’s, which are like my life’s blood, so I had to settle with Raisin Crap instead.

LD banana on some Raisin Crap!

Road Block Collision Detection is Working!

A Road Block in Action!

It’s hard to see from this partial screenshot, but the getaway car has reversed direction after hitting the road block. The road blocks are temporary and disappear after some time, and you place them by pressing the space bar.

Only six hours left to go. I still want the getaway car to rob banks, make turning decisions to avoid road blocks and the player’s car, and, you know, get away. Oh, and I need to put roads back into the game. B-)

I have gameplay

Sort of. The library is sorted out. Collision work most of the time. You pick up the yellow check points, and there is a timer, which will hopefully be visible till the end. Now for the final push. :d  

Tags: game play, screen shot

A change of direction! D:

snowy

Things are still looking pretty bleak for my game, but I’m going to give it a last ditch attempt. I’ve decided to for with a snow theme, and I’m going to see what I can do to jazz this up and give it some level design and something of a goal!

pizza

This update is brought to you by Domino’s pizza

Tags: foodphoto

Comments

increpare
07. Dec 2008 · 18:32 UTC
do it!

Only Forwards – Finished

Well, I am completely shattered now, but it’s been worth it, because now it’s done! \o/

http://jwhiting.nfshost.com/coding/onlyforward.zip

I spent the few hours implementing a special ‘Survival Mode’ that is unlocked after completing level 5. Apart from that, general just generally tweaking and fixing up bugs.

Final important stats update
Hot Brown Caffeinated Beverages: 12
Time Spent Actually Working: around 24hrs
Total new Lines of code written: 1216
16×16 Sprites drawn: 20
SFX Generated: 9

It’s been a lot of fun, cheers for the support everyone :)

Right, now it’s time to sleep for an age.. Hang on, work tomorrow, grahrg!!1

Tags: final, screenshot

Roads to insanity

Yeah…still about 6h for giving my “game” some life and more important gameplay. As I just started with my 3D-Engine jMonkeyEngine and I’m quite new to the 3D-Topic it took me about 24h of terror just for creating a terrain you can navigate on and set some points in the 3D-Space. Didn’t think it could be such a hard work to achive this.

Well, don’t know I will be able to finish my work. For that I must not play my own game ’cause otherwise I will fall asleep 100% 😀

Polish-time!

No, it isn’t time for sausage — it’s time to celebrate, because I’ve got all the essentials for the game. You can add and modify truck routes, trucks do their own pathfinding to determine the cheapest route between cities, the player gets a notification every time a profit is made or lost. I still wish my damn roads weren’t straight (it’s like playing the game on some sort of ideal atlas, which isn’t quite what I was going for. Oh well. Starting the game takes you through a logical series of windows (splash screen, text introduction, main screen) and clicking widgets does pretty much what you’d expect. Hooray!

Also, there’s music now — four short tracks I mixed together in GarageBand. Before 6:13pm today I’d never even opened GarageBand. This is a testament to the easy-to-use Apple philosophy, I guess. Now if I only had any hope of porting my RubyGame/SDL app onto OS X. Yeah, right.

Throwing in the towel

You can now collect stars! They happily float around in little circles.

So that’s nice. But, there’s still a lot of stuff missing before this can be called a game, and there’s only one hour left now. Also I’m pretty tired. So, I think I’m gonna drop out again.

Tags: unfinished

:: RoadZ :: A bucketful of nostalgia.

Source and Win32 binary, in one convenient package (unzip with PKUNZIP.EXE for best effect)

This is RoadZ. It is a tribute to less troubled times; I could have seen myself being totally stoked when I downloaded this off the neighborhood BBS. Read README.TXT for ill ASCII. Check out all the directories for bonus stuff.

I didn’t get to do the sine scroller though :(

EDIT: I forgot to mention that -f runs the game in fullscreen. I meant to make a .bat file, actually included it in my readme, then forgot. Just know that you CAN run fullscreen, use the -f command line switch to make it happen. I recommend it.

EDIT2: Timelapse is here.

Controls:

  • UP – Accellerate
  • DOWN – Brake
  • LEFT/RIGHT – Steer
  • SPACE – Jump (velocity sensitive)
  • L ALT – Turbo

Tags: destroysound doesn't know how to read, final, LD13 - Roads, nostalgic, racer, roads, roadz

0

This entry was posted on Sunday, December 7th, 2008 at 7:02 pm and is filed under LD #13 - Roads - 2008, MiniLD #05. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Hexxxy final.

I spent about four hours total this competition. Unfortunately, I cheated, so I can’t win anyway.

http://www.omnisu.com/hexxxy.zip

Tags: final

Cutting back on features

This is definetly the way to go. I killed lots of things already: sound, level-editor, auto-initialization. I also skipped the massive multiplayer part, the “better than gta”-part and I stopped porting to the PS3.  I also called gamespot and told them to withold their rating until I can fix this mess. Still have two showstoppers. With almost 6 hours to go it could work out.

Dead End

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ mech-model5 mech-model6

This is a mech game thats in the make. Its split screen multiplayer.  Here are some pics of one of the mechs and Ill post some game footage in a bit. The game is almost done. The premise of the game is two guys are talking about each others moms and then they settle it with a dual and the whole city pays.

Midnight Break

My robot servant is arriving with some soup. Time for another break.

More Mech Pics

These are some pics of another mech. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ mech1 mech2 mech3

Comments

Frimkron
07. Dec 2008 · 20:30 UTC
Cool! Mechs!
SpaceManiac
07. Dec 2008 · 20:39 UTC
Interesting, but doesn’t seem related to Ludum Dare at all.
OblivionCry
07. Dec 2008 · 20:47 UTC
No its not spam its just the models for the mechs fighting in the streets.
OblivionCry
07. Dec 2008 · 20:47 UTC
The Game is almost done being programed.
OblivionCry
07. Dec 2008 · 20:47 UTC
Scripted
SpaceManiac
07. Dec 2008 · 20:53 UTC
Okay. Just make sure your entry follows all the rules.
OblivionCry
07. Dec 2008 · 20:58 UTC
It Does
OblivionCry
07. Dec 2008 · 21:27 UTC
Crapy Mech

Soltcras

Yay, I’m entering! Spent about three hours on this, although I went most of this day thinking about the idea (which was initially a lot more ambitious). It turned out kind of cute though, and I’m happy with it. You might be able to have a few minutes of fun if you’ve got an opponent available, or even just putting down a few solo laps.

Win32 package: drpetter_ld13_soltcras.zip

(might be portable, for those who feel like compiling… get portaudio and glfw)

(edited 28 minutes after deadline adding a simple framerate limiter to make it playable if vsync doesn’t work)

original, packaged before deadline: drpetter_ld13_soltcras_old.zip

Tags: final

LD13 – Judging Time!

You’ve now got two weeks to judge them entries! Also be sure to pass out a few trophies!

Have fun! If you think your game has potential for additional awesomeness, please release a post-compo “deluxe” version for everyone! Just make it clear to people that they aren’t supposed to judge your post-compo version.

If you need to port your game to windows, or whatever, you can do that post-compo and people can still judge it. In fact PLEASE port it to windows, that’ll ensure that more than 3 people will be able to vote on it. Include all DLLs and other windows stuffs.

If you have any ultra-critical bugs you can fix those post-compo. But you MUST mention it on your “final” page and confess that you are inadequate and should have spent more time bugfixing during the contest and that you will do better in the future.

If you need an extra 30 minutes, well .. whatever .. just be ashamed of yourself for a few years and we’ll forgive you. Again, mention it on your “final” page.

-Phil

GBGames – Road LOCKDOWN! final entry


Here’s the final entry with link:

The binary-only download is about 1.5MB in size.
http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r71-test.tar.gz

FIXED SHORTLY AFTER THE DEADLINE: http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r77.tar.gz

I’ll leave the old version up in case anyone is worried about cheating, but I managed to fix all of the little bugs that were preventing it from being a real game. I’ll have source and a Win32 version up soonish.

EDIT: Source! (8.3MB)

ANOTHER EDIT: I have updated the build scripts for my game so that I can build both the GNU/Linux and the Win32 version at once. For both versions, the game should run as expected instead of requiring some tweaking on your end. For the GNU/Linux version, if running “roadblocks” doesn’t work, you can try the “roadblocks.bin” file assuming you have the right libraries installed.

GNU/Linux tar.gz file (1.5MB)
Win32 .zip file (1.7MB)
Source .zip file (9.9MB) Hey! It includes the custom libraries, too. The actual source is much smaller.

Tags: final

Alpha!

I’ve added the fireflies, and alpha blending!

I really have to get the ‘paths’ that the fireflies form, to make a (road-like) game!

screenshotFireflies

Tags: alpha, fireflies, wherearetheroads

Lunchey Munchey

I had some lunch today, believe it or not. It’s my famously delicious macaroni and cheese recipe, known throughout the world for its incredible ingenuity. Because I like you guys so much, I’ll fill you in on the secret ingredients, but if you tell anyone I’ll know it was you and I’ll be very angry.

Eli’s Top Secret Super Famous Macaroni and Cheese Recipe:

 

  1. Macaroni
  2. Cheese
  3. Cheese
  4. Cheese
  5. Milk product
  6. Milk product
  7. Cheese

 

So now you know. Here are the treacherously difficult steps to create this fine cuisine:

First, cut up some of the secret ingredient.

Cut up cheese

Next, boil that other secret ingredient.

BOIL

After the secret ingredient is all squishified (test with your fingers!), strain it and then put it back in the pot (not pictured). Then add the other secret ingredients.

Cheese!

Stir it until it’s all melty and then pour it onto a plate and eat! Best served with something else orange (like orange juice) so you can be color-coded. Make sure to be really happy and look like an idiot (pictured).

Eat!

 

Now you’ve got yourself some delicious Eli’s Super Secret Famously Created Macaroni and Cheese (it’s so famous nobody even can keep the name straight!).

 

Exproad, Improad, Reroad! is coming along well. There is actually a game at this point. The zombies run towards you, steal your rice, then run away with it. If you run out of rice you lose. You can shoot them to kill them (with an exproad), but then they explode into particles which float around. If you don’t get rid of the particles (with an improad) then they’re regenerate and come back to life. Things become even more frantic when you run out of bullets and have to recharge them (with a reroad)! Anyway reroading and improading aren’t put in yet, but exproading is all set. I’ve made sprites for different bullet types, but I dunno if I’ll have time to put in an upgrade system.

Left4Bread

Left4Bread is a game about roads and cars

And the undead.

Things happen.

Download source (requires Python 2.5 and PyGame 1.8>): http://www.myrmidonprocess.com/ludum/13/left4bread.tar.bz2 (optional update to the game library can be found here.)

Windows binaries (requires Windows): http://www.myrmidonprocess.com/ludum/13/left4bread-win.zip (Update to windows version here – need not download both)

Full story and instructions are in the readme! If you are impatient – Use arrow keys to go!

(I will post the timelapse tomorrow.)

Tags: better, final, roads, suck, zombies

Comments

galooph
07. Dec 2008 · 20:40 UTC
Looks awesome!
OblivionCry
07. Dec 2008 · 20:49 UTC
The game is great. Love the Name.
Z66831
07. Dec 2008 · 20:52 UTC
Seriously, this is a genius name and a great concept. I’m going to boot my MacBook to Windows just to play it. 😀

almost there

Well, it seems I almost have a fully functional “game”.

I wasted about 10 hours trying to figure out how to integrate the ragdoll physics into the Ogre engine.  I broke down and tried using the OgreOde ragdoll example, but compiling is a nightmare with different versions of Ogre and ODE.  So I decided to scrap that for now.  Instead of ragdoll physics, the player basically lays down flat on the ground.  Its good enough I guess.

Since I wasted alot of time on the physics I have to cut some of the features such as curved roads.  I have to integrate sound into the game still and some sort of menu for game startup and death.  Then ill try making at least 2 more levels.  So I think a total of 3 levels will be good enough.

More apple pie and tangerines :D.

Tags: food

I’ll keep trying =]

Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…

I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…

LineCount: 1783

Tags: Failure, progress, screenshot, unfinished

Gargh! But also Yay!

I am now officially spending more time playing than working. Maybe this is a good sign, since I do in fact have something to play, but I feel like I ought to be spending this time better. I am finding and fixing bugs, which is nice — but the bugs are really annoying me, because every time I fix one I have to start my game over.

Prices now change intermittenly, and random events (mostly dealing with the actions of your redneck brother) occur every 1-3 game days. I still need some sort of ratings screen for when you retire (and, probably, a better way to retire other than pressing ESC) so that it feels like you’re achieving something. Otherwise, it really is just playing around in a big sandbox with a lousy economy.

My music is really starting to get on my nerves, too. I’m not sure if making more is the solution, though. I mean, I made this stuff, and it’s really starting to irk me. I think I just fundamentally hate the artist.

Also, I am so not making a business sim for the next LD. Maybe a puzzle game, or something arcade-y. Nothing with this many internal mechanics, that’s for sure.

Checkpoint racer

Ok, my final submission. Here is a binary for linux. Compiled on Fedora 9, uses SDL version 1.2.13, SDL_image and SDL_ttf libraries. Compile friendly code, and Windows binary will follows in the next week, posibly with a postmortem.

Now what I was waiting for: good night and good luck. :) I’m going to bed.Sleeeeeep.

linux download

windows download

No source yet, sorry.

Tags: checkpoint racer, final, screen shot