LD13 December 5–8, 2008

Frog Rescue

So I have finished my first day’s work on my game Frog Rescue.  The idea of the game is that there are frogs crossing a network of roads and you set up roadblocks to prevent them being run over by cars.

The game can be downloaded here. Currently, you can press A to zoom the camera out (although I’ll probably change the camera controls tomorrow).

Frog Rescue screenshot

I’m also documenting my progress on my (web 1.0 style) ‘blog’ at http://homepages.ihug.co.nz/~moores8/ld13/index.html

And now I’m going to bed.

Hit the road, Jack

I think sleep is near… I’ve not done as much as I wanted, but I think I have a decent start.  So far you can control the car with the mouse, left and right.  I’ve done a simple one-image background that will eventually be replaced with separate dynamic pieces.  Here’s the screen shot:

LD48_13 image 1

Hopefully I don’t sleep in too much! There’s still plenty to do!

Tags: ld48_13, roads, screenshot

State of the art 3D

Finally managed to get my 3D model loading and displaying :). Took my an hour longer than planned and it looks damn ugly :).

State of the art 3D

I wonder if everyone has problems finding their models in 3D? I usually don’t know, if I’m drawing them improperly or if they are just off the screen :)

Comments

06. Dec 2008 · 09:23 UTC
GET IN DA CHOPPA!
increpare
06. Dec 2008 · 13:35 UTC
yes yes yes yes yes

Road to nowhere…

Brrr. Roads, not my ideal theme by a long way.

I wont be able to start working on it until much later today, thanks to the joys of crunchmode overtime.

My guess is that I’ll do a prototypical sim city dealie in PHP/JS.

Getting Physical

Now added the Tokamak physics lib to the project..  I’ve got a sphere rolling around the track. I can’t render spheres, though – so it’s just represented by those red lines… but it works :)

(Oh – and does anyone know if you can make WordPress default to a sensible size post editing window, rather than the tiny default I seem to get?)

Comments

Road Conqueror

Development is going fine. Map travel and conquering areas by killing monsters to build roads is now complete; soon I will add the ability to build hotels, gas stations or oil wells.

Below is an old action screenshot with placeholder UI and graphics.

Food shot

Mandarines are delicious. And my progress is blocked by what should be a simple problem. :(

Tags: foodphoto

Work in progress :)

starting to take shape

This is starting to take shape, and I’m fairly happy with the way the roads happen. I have some z-sorting problems that I might design around, and the road markings ‘stretch’ which I’m tempted to pass off as a ‘feature’ :p   I’m pretty happy though, and I think I’ve earned a pot noodle for lunch!

Comments

Codexus
06. Dec 2008 · 11:13 UTC
oooh, nice looking shadows!
06. Dec 2008 · 11:28 UTC
I have Unity to thank for the shadows! I didn’t code those!! 😀
increpare
06. Dec 2008 · 13:34 UTC
looking good dock…

RoadZ

Looking kinda pole-position-esque at the moment.

Time to design the tracks.

desktop + lunch! :3

my desk!

Here’s my desktop, in all its dusty glory.  I usually keep an a4 graphics tablet on here, but it’s staying off the desk until tomorrow, so I can focus on coding.  The laptop is running Windows, which is why I need it there.

my lunch

And in the spirit of things, here is my lunch! Neither impressive nor especially healthy, but it keeps me at my desk! Omnomnom!

Tags: desktop, foodphoto

Brunch time

Cooking up some ideas while having brunch:

Comments

Doches
06. Dec 2008 · 11:09 UTC
That is some serious brunch. Either you’ve got friends, or I _never_ want to run into you in a dark alley.
flgr
10. Dec 2008 · 12:14 UTC
Hahaha, we were two persons, but it still was *serious* brunch. :)

Bots and Shops

A little while since my last entry, but I’ve been pretty busy at least. I’ve come up with some slightly more road like graphics (I kind of miss my old hyper abstract ones, but it feels like I should work the theme in when I can). I’ve also added some AI opponents, so now instead of one blob there are several 😮

Each enemy has somewhat different behaviour, kind of like in pacman. Actually the whole thing was starting to become very pacman-esque which was a little worrying, I didn’t particularly want to make a clone of something if I could avoid it. I was getting a bit bogged down generally too, so decided it was a good time to get some fresh air, go to the shops, and stock up on some food. It worked pretty well, I’ve got a much better idea of what to do next now, and I’m much less worried about the pacman thing (there’ll be similarities, but I don’t expect it to feel like a clone).

Got back from the shops, was hungry, so mades cheese on toast for lunch, served with more browny beverage goodness \o/ (my count is now 3).

Tags: food, screenshot, shopping

Progress and Stuck-ness

I added

  • the menu  – simply to start the game or quit.
  • a player with WASDQE movement
  • two cameras (first person and scene perspective)
  • game logic (usually I use an empty that is set to receive and send messages to the other objects)

I hit a roadblock 😉 with replacing the material of an object via Python controller in BGE.

First time … first post

This is my frist post and is also the first time i participate. I’m using gcc/sdl/sdl_image/sdl_mixer.

I’m not a design and i’ve already done most of de design parte :)

Mode 7 works

I found some example code for mode 7 (which works pretty simple actually, through a matrix) and was able to implement it into my own code base. So now I can make complete maps in Tile Studio and display them in mode 7! Still needs a lot of tweaking though.

Foodshot

Still with the healthy stuff.

Woohoo!

Finally, dynamic map generation + clickable objects. The final game is (hopefully) going to be a business/trading sim, where you control a trucking company — the interface is supposed to be a road atlas. Maybe tomorrow I’ll figure out how to make more squiggly roads. Right now, though, it generates a map with random cities & roads, and lets you click on cities to find out what they produce & demand. Screenshot (!):

Screenshot 1

Tags: screenshot

Saturday Morning, First Screen

Sat Morning LD13 I have a functioning screen that you can press ESC on, and a font that prints!  It’s miraculous!

I bounced zillions of ideas around last night, never found anything that struck me square in the face until I gave a moment’s thought to Night Of The Cephalopods.  It’s not a very good game, and I don’t think it does anything very impressive in the realm it sets out to impress in, but it’s a fun idea: having the game narrate things as the player does them.

Well, my game is no action game, in fact it’s a point & click adventure.  So narrating that is more akin to building a story that is being read to the player, based on their actions.

Or in this case…. a poem.

I chose this project because it will be *extremely* easy technically, yet a huge challenge in terms of content.  I’m going to have to invent rhyming lines that work in various sequences so that any path you take continues to conform to the poem’s meter.  Basically, I chose a project that I will have fun making as opposed to something you will have fun playing.  But it’ll probably amuse you a time or two.  It’ll certainly be interesting.

So prepare yourself for Two Roads: An Interactive Poem.

Tags: narration, poem, roads, screenshot

Comments

george
06. Dec 2008 · 12:59 UTC
Sounds great!

I swear I am doing something

Here see, I have a tile editor that saves and loads and stuff!

That’s most of the battle I swear D:

(Someone will pay dearly for this choice of theme..)

Tags: omg, roads

Critical Information

Up and at it again, here’s the first food shot. Onto coding base classes and grid structures…Breakfast!

Tags: food