bluescrn

LD15

Cake Story?

Well, they were meant to be rock/dirt textures, but they look far more like chocolate brownies! (mmm… chocolate… need more snacks!)

cavern_shot01

Making progress… As usual, I’m putting the tech before the gameplay… I’ve not go a game design beyond having my usual blob character jumping around it and avoiding the lava…  Now do I put a physics engine in it? Or keep it simple and spend the time on visuals…

Still messing with rendering code…

Ambient Occlusion?

Ambient Occlusion?

Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well…

Comments

jph
29. Aug 2009 · 15:46 UTC
I am intereseted in your “sort-of per-vertex ambient occlusion” is it in a shader?? I would really like to utilise some of that tech. for my cave or more likely in other future projects,. any pointers?
29. Aug 2009 · 16:14 UTC
From looking at the screenshot, it looks like he’s using darker colours for vertices which have higher vertices near them, so the colours can be computed from the height-map =)
bluescrn
29. Aug 2009 · 21:22 UTC
yep, more or less as LunarCrisis explained – suitably simple for a 48hr game, but with quite nice results :)

Swirly glowing lava!

cavern_shot03

Still not sure what the game will be, though…

Comments

deps
29. Aug 2009 · 14:20 UTC
Looks really great! Nice work! :)
29. Aug 2009 · 15:07 UTC
awesome
29. Aug 2009 · 16:14 UTC
omg, omg, glowy goodness!

Day 1 over…

cavern_shot04

There be blobs!… proper polygonal blobs. With blob shadows, and physics (I’m using Tokamak again)

Actually, I’m only intending to have one blob, for the player. There’s still no controls/gameplay, I’m not expecting this entry to reach a particularly complete state – I’ve been rather too overambitious (and wasted loads of time tweaking graphical stuff) .  But I should have at least some gameplay by the end of tomorrow…

Comments

mattdev
29. Aug 2009 · 20:43 UTC
Looks very cool :)
doohan
29. Aug 2009 · 20:44 UTC
I like the way the lava seems to light everything up. Very cool..er..or hot!
29. Aug 2009 · 20:45 UTC
The graphics look really nice. Is it your own engine?
29. Aug 2009 · 20:46 UTC
I dont care if you get gameplay in, if it looks like that its a winner! <3

cavern_shot05

Spent most of the day so far messing with physics (Tokamak) – attempting to get boxes that can be pushed around. Sort of works now, but it’s not great… but also got the collectable gems in.  (I’ll have to do some screenshots with the lighting+bloom turned off, to show just how plain the geometry+textures really are…).  Anyway, need to add win/lose contitions, and support for more than 1 level…  And maybe some audio, but this one may have to remain silent, as I’m almost out of time…

TIGSource ‘Assemblee’ compo starting

This may be of interest to LD-ers, if there’s any of you that don’t already visit TIGSource

Assemblee is a two-part game-making competition!  Each part has its own rules.

1. In the first part, artists and musicians will have a month to create as many art and music assets as they wish.  These assets will be voted on at the end of the month based on the quantity, quality, and variety of the assets provided.

2. In the second part, designers and programmers will have a month to take the assets created in part one and make games with them (assets used need not be limited to one person or team).  The programmers cannot make any changes to the assets unless it’s done during runtime.  The best game will be voted on in the normal fashion.

Full info here: http://forums.tigsource.com/index.php?topic=8751.0

Sounds like this one could be a lot of fun!

Comments

26. Oct 2009 · 10:32 UTC
Thanks for the tip. This is an awesome concept.

LD17

Command Centre Operational!

ld_deskphoto

Think I’ve got enough gear at the ready… just need a good theme and some motivation :)

(Spent my ‘LD Preparation day’ finally clearing the junk out my spare room, and moving in all the computer gear, which has been set up in the bedroom for far too long…  Potentially the home office of a future indie game developer… more likely just a location from which to play too much Starcraft 2 in the gaps between continuing to work long hours at a ‘big games’ job…)

As for my LD plans, I think I’ll stick with my traditional C/C++/DirectX, with the base code that I’ve used for my last couple of LDs

So… Islands?

Hmm.. Unexpected…

Rainbow Islands?  Carrier Command?  Pirates? 4 8 15 16 23 42?

Initial thoughts involve a landscape engine, but I don’t really want to go for the whole over-ambitous full 3D thing… not got the tools/tech ready to load models…   Can’t really go for anything high-tech these days, from near scratch, it just gets pwned by the Unity users… so maybe I’ve got to actually start concentrating on gameplay?!

Comments

24. Apr 2010 · 05:56 UTC
I thought about a Carrier Command clone in case Islands got selected but that could be too big even if I take most of the cool stuff out.

Terrain

Terrain

Terrain

Something on screen…  got some fairly smooth terrain being generated (brute-force, no LOD, rendering a 128×128 grid… so the islands will have to be fairly small).  Not sure if there’ll be water around them or if they’ll be floating in space…  Still not entirely sure what will happen on these islands, but I expect it’ll involve particles…

Tags: screenshot

LD48_17_2

Slow progress, but some progress.  The heightmap is now ‘island-ized’, and I can run around it in first-person. It desparately needs a sky and some water

Off to a BBQ soon, so I’m going to lose the most productive LD-ing time, the saturday evening…  Not sure if anything will come of this one…

Comments

hdon
24. Apr 2010 · 11:45 UTC
if you can’t finish, i hope you’ll stick around and vote on everyone else’s entries :)

Progress

LD48_17_3

Slightly prettier landscape, with a shader to multitexture it. And the player can shoot. But there’s nothing to shoot at yet…  (And my water looks rubbish compared to Unity!)

If I’d spent last night on it, this might have been fairly decent, but I’m now a fair way behind schedule, not going to be able to get it nicely finished- but I’ll try to get some enemies in…

Here be monsters… CMonsters…

LD48_17_4

Comments

25. Apr 2010 · 10:55 UTC
Do we play as the SMOKE MONSTER?! 😀
SonnyBone
25. Apr 2010 · 12:22 UTC
This looks pretty cool…

And so the end is near…

LD48_17_5

Well, it’s not as fun/finished as I’d hoped (no title screen, only one type of enemy)…  It’s just a very basic FPS where you fight off waves of smokey snake like creatures (all islands have smoke monsters, right?).  I’m about out of energy, just got to squeeze out a few sound effects, then I’ll call it done…

They Came From The Ocean – Finished!

'tis done

It’s done… well, as done as it’s going to ever be…  my little 48hr FPS

Fairly happy with it considering that I wasn’t able to spend Sat evening working on it – and almost gave up at that point. But it’s a bit boring, only one weapon and one type of enemy – with more and more waves of them being thrown at you on the same (randomly generated) terrain.

Comments

25. Apr 2010 · 17:58 UTC
Is that the Black Smoke Monster from Lost? 😉 That looks awesome!

LD18

Was the first one really 8 years ago?

Inspired by other people doing it, here’s a little montage of my 8 games (and 8 years!) of LD48…   Shame I missed so many along the way… was just a mix of work/crunch, a few years of  a WoW habit, and a couple of themes I didn’t like…

LD48_montage

Tags: montage

Comments

19. Aug 2010 · 18:21 UTC
I think you might have missed one. One of my favorite LD games of years past was one of yours called “Size Matters”, where you had to solve the puzzle in a certain order, because each thing you collected made you grow.
bluescrn
19. Aug 2010 · 18:24 UTC
If I remember correctly, that one wasn’t an LD48, it was a 72hr compo organised elsewhere?
19. Aug 2010 · 18:27 UTC
Omg, I remember your roads entry, I loved that one!
Sos
19. Aug 2010 · 18:37 UTC
i believe LD16 was exploration 😛
19. Aug 2010 · 19:23 UTC
8 years – whoa! Here’s hoping you celebrate a DECADE of LD48 compos and beyond. Those screens really blow me away. Can’t wait to see what you make this time!

Themes

Tags: motivation

Comments

Praetor57
20. Aug 2010 · 06:03 UTC
At least it isn’t evolution…. D:

All your base…

All my base, actually… My basecode is here

Didn’t get around to learning enough Unity to make use of that this time, so I’m going with the usual C++ with a bit of D3D and a sprinkling of FMOD. It’s pretty much the same base as I’ve used for the last couple of compos, just a couple of bugfixes and a bit of minor tidying up.

– D3D setup, Windowed/Fullscreen switching
– Texture loading
– Text rendering
– Maths (Vector, Matrix, Camera classes)
– Basic input
– Bloom effect*
– very very basic wrapper around FMOD for audio

Still not got around to writing a model loader for it, though :(

(*Yeah, OK, this one does seam mildly cheaty – but there’s open source rendering engines out there, and things like Unity, that give you a whole lot more!)

Not sure if I’m compo-ing or just jamming – guess it depends on the theme and early progress…

Comments

20. Aug 2010 · 18:29 UTC
About a model loader, I’ve done a framework for my previous competitions that’s similar to yours (d3d, maths, fmod), and I have a .3ds loader there, take a look and see if you can use it…

Going Isometric

A fairly slow start, game ideas slowly coming together, an I decided to make something isometric this time. Which unfortunately means that I need to do more art usual… Very placeholdery iso tiles for now, until I get some gameplay together, then I’ll have a go at redrawing (or maybe rendering) something a bit nicer…

LD48_18_1

Next comes the ‘fun’ bit… proper sorting of the tiles with moving objects like the player and enemies…

Graphics but no gameplay…

So after spending a couple of hours working on an isometric tile sorting algorithm, I made the fatal mistake of spending time on art… I could have just kept my placeholders, but started messing with my Wacom Bamboo (these seem quite popular amongst LD-ers this time?) and try painting some rocks and grass…

LD48_18_2

Going to have to stop for dinner soon, but I need to hack together a little entity system as quickly as possible, and attempt to get some gameplay in, before spending a lot of time on player/enemy graphics…

Isometric Failure

Well, it looks like I’m probably out… Tried something new, underestimated the challenge, and it didn’t really work out… my attempt at something isometric (2D, no z-buffer) has failed, after spending the whole afternoon trying to sort my depth sorting…

Whilst depth-sorting a grid of isometric tiles is trivial – adding in objects that can move smoothly around the map, well, it’s not exactly simple!…

Will keep hacking away at it for another hour or so, see if I can figure out a ‘good enough’ alternative – but I’ve wasted a big chunk of the day on it now, can’t see much hope of recovering from this and finishing something

Comments

Notch
21. Aug 2010 · 17:17 UTC
There’s still like 30 hours to go. 😀 At it again, I say!
21. Aug 2010 · 17:20 UTC
dont give up! your game is looking really good.
zzorn
21. Aug 2010 · 19:28 UTC
I feel your pain, isometric engines are a headache to get right.