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LD15

Waiting for liftoff…

If all goes well, I should be able to participate in Ludum Dare 15. As with previous rounds that I have participated in, I will be using C/C++, OpenGL and SDL. I’m tinkering with the idea of using Box2D too, depending on if it fits whatever game idea I come up with. I’ll also be using a little framework code I put together to get started – just some technical stuff like SDL window initialization, input, texture loading, basic graphics code and such. During the other two Ludum Dare competitions in which I’ve participated (12 and 14), I learned a lot of useful things about rapid game development, so I have high hopes for the next one.

Here we go

Just thought I’d check in before I hit the pillow to rest up for tomorrow. The theme, Caverns, kind of stumped me for a little while. Fortunately, after much idea bouncing, I think I’ve settled on an idea that will be somewhat unique, and pretty fun to play. As expected, I’m going with C++, SDL, OpenGL, SDL_mixer, GIMP, framework code, etc. I’ve made a little progress on the code, but so far the most progress has been in concept, and I have lots of ideas for features – we’ll see how many of them I get to add before time is up. More updates on this later on, but for now, it’s definitely sleepy time.

Breakfast!

I’m a tad late in posting this picture, on account of the extreme busyness I’ve been under in order to complete the awesome game of complete wonder and joy that I’m working on for Ludum Dare 15. Seriously, it’s going to be sweet… just like this delicious plate of french toast with blueberry syrup and cherries on top I had for breakfast this morning (along with the orange juice, can’t forget that!):

LudumDare15-food2I’ll make an update with my progress on the game soon. I know you’re all just dying to see it…

Tags: foodphoto

On my way

I’ve made quite a bit of progress so far, but I have a ways to go yet. I just added collision detection and physics, but the real cool stuff is coming soon… Here’s a screenshot I took a while ago:

Peril Cave

It’s really dark in there

Thank goodness for that trusty flashlight!

Thank goodness for that trusty flashlight!

I’m making a lot of progress, though certain little bugs still pop of from time to time. I’m slowly squishing them. Overall, I think things are looking pretty good for this stage of the competition. Still, I plan to add a few more really fun features and changes to the Cave of Peril!

Cave of Peril!

I didn’t get a chance to post about it before, because I was in a hurry to get it finished, sent off, and then take care of a few other things, but I did get it submitted in time! Behold, the Cave of Peril!

As you can see, the cave is very dark, so it’s very lucky that you have that handy dandy flashlight. You are being chased by evil invisible zombie gnomes, so it’s generally in your best interest to get away from them, all the while avoiding traps and goo and finding your way through the maze of death. Each level is procedurally generated, so you can keep playing for as long as you can survive. Have fun!

Tags: final

Huzzah!

Tags: motivation

Comments

31. Aug 2009 · 02:14 UTC
LOL! I guess I didn’t scroll down far enough before I uploaded my motivational sleep poster.

Cave of Peril Fixed!

I got a couple of reports that my game, Cave of Peril, was unplayable because of a bug that only showed its ugly head on certain systems. I have finally tracked down this bug, and updated the .zip files (just the bugfixes, no cheating here!), so anyone who has experienced this can now enjoy and/or be completely frightened by the Cave of Peril!

I hope you enjoy it!

LD16

Here goes… something?

Exploration. I can live with that.

For a while it looked like I might not be able to participate in this iteration of the fabled Ludum Dare competition of old. However! To my own great fortune and, I should think to the good fortune of everyone involved, events have transpired such that free me to contend, even if it’s in a rather truncated capacity. I will be using such valuable tools as C/C++, OpenGL, and SDL, as well as a framework that I made to get things rolling, which can be found here.

Good luck, and have fun!

Tags: journal

“Explorationesque”

That’s right! Stuff is happening and there’s nothing you can do about it! Anyway, here’s what I have of my game, In The Field, so far:

In The Field #1It’s mysterious, and not all that great looking! But it’s a good start, and it’s fairly Explorationesque. Speaking of which, “explorationesque” is my awesome new word for today. Between the mysterious and awesome nature of my screenshot, and the wonder of my new word, I’m sure you’ll all be flabbergasted. It’s not a big reason for undue concern… yet. :-)

Go Ludum Dare!

Tags: journal

In The Field

I made it! I wasn’t sure I would be able to participate in this Ludum Dare, and I did have to cut my development time, but I’m pleased that I was able to make a realistic, scaled back project with the time I had. I give you: In The Field!

In The Field gives the player the challenge of finding the end point in a large level. The catch is, the player can’t see areas of the level until he has explored there. There are also randomly placed red fields of death that will destroy the player should he wander into too heavy a level of red. What you end up with is a maze that you can’t see, trying to get to a goal of unknown position. The levels are procedurally generated, so you can play as long as you want.

You can get the game (for Windows) here. Have fun!

Tags: final, journal, ld16

LD17

Here we go

I’m going to do my best to participate in Ludum Dare 17 this weekend. Many of the remaining themes look promising, and I think I’ll be able to make the time. Ludum Dare is always fun, and, though I’ve never been to TOJam, I’m thinking LD is superior… of course. Chances are good that I’ll be using C++, SDL, and OpenGL, as well as my little framework again, though there is a slight possibility that I may also use my LOLCODE header. That would be epic fun, and maybe a little bit scary.

Tags: Entar

Comments

22. Apr 2010 · 20:12 UTC
That framework does not look like C++. It looks like C! Imposter! 😛

Progress, sort of.

I made some progress on my submission last night, but it’s looking like I’m going to scrap that idea. I did get some reusable code out of it like a level loading function, though, so all is not lost. Here’s a little shot of what I had working:

LD17-1Now I just got to get myself an idea that fits and is reasonable for me to get done in time… I’m leaning toward something grid or tile based. We’ll see.

Tags: journal

Progress, for reals! And breakfast!

After scrapping my original game idea, I’ve come up with something that’s a lot more feasible. I also think it will be a lot of fun to play, so that’s a plus. Progress has already been made, and here’s what have so far:

LD17-2There be islands, my man! I have a pretty good idea of how I’m going to progress from here, so progress ought to remain steady for a while, which is a good thing. Now, onto food photos!

As we all know, breakfast is the most important meal of the day…

LD17-Food1

You know it!

Oops, spilled some juice!

Uh oh...

Uh oh...

Tags: foodphoto, journal, LD17

Now it’s war!

Oh no, looks like diplomatic efforts have failed. Not that there were any real efforts to begin with, because people seem to like blowing stuff up. I’m not sure what the deal is…

This should be good.

This should be good.

There is now a decent computer player to fight against, and the core functionality is working just fine. Coming right along.

Tags: journal, LD17

Status report!

Things are moving right along. More game functionality has been completed, as well as sound effects and some handy graphics enhancements. I hope to get things nicely polished up tomorrow, but I’m pretty happy with how I’ve progressed so far.

LD17-4

Dinner is a pretty important meal too. Ludum Dare is a pretty intense process, so I needed something hearty:

Mmm, good.

Mmm, good.

I’m liking some of the other entries I’ve been seeing too. They look promising, and I’m looking forward to trying them out. But for now, I’m going to get some sleep.

Tags: journal, LD17

Artillery Isles, Complete!

Huzzah! I’ve completed my real-time strategy game of sorts, and I just officially submitted it for the Ludum Dare 17 competition! The object of my game, Artillery Isles, is to destroy the enemy’s island encampments before he destroys yours. It’s a fast-paced strategy match of launching missiles at the enemy’s base or at his incoming rockets, redirecting rockets in flight, repairing buildings and expanding to new islands!

It’s better in action, but here’s how it looks:

Toward the end of a match. He's a goner.

Toward the end of a match. He's a goner.

Have fun, and good luck in the judging! I had a great time again this time around, and I look forward to trying out all the other island games for LD17!

Tags: final, LD17

Time

LD18

LD18 Incoming

Ludum Dare 18 is on its way, and if all goes well, I’ll be participating once again! I’ll likely be using my SDL, OpenGL, C/C++ framework like I normally do. Depending on what kind of idea I come up with, I may use my very own Canyon Terrain Editor beta 2, and (if I feel particularly adventurous) possibly my LOLCODE C++ Header. Now all I have to be concerned with is whether or not there will be a decent theme… vote wisely, my friends! Let’s make this a great one!

Tags: journal