GlowingSnail

LD29

It’s going slowly

So, my plan is to make a game about a killer whale hunting seals under breaking ice floes.

So far I implemented player movement: swimming in water, jumping in the air, bumping into ice blocks or skidding on them. I still have no idea if I’ll end up with something playable in time.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Roughly a game

Well, it’s getting late, so I’m going to bed. I just reached the point where what I’ve done can (barely) be considered a game. You’re an orca, swimming beneath the surface, and the goal is to jump, land on floes, and catch seals.

Of course, I planned the game to be better (wanted preys to flee, wanted to add fishs,  etc…), but you know how hours flies!

Can be downloaded here.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

No idea if I’ll find time to code some more sunday.

Comments

jplur
26. Apr 2014 · 22:46 UTC
Love it! Hoping for blood fx for the seal eating.

Particles

People asked for blood, and I was told by a knorke to look into Löve particle system, so today was spent playing with particles. Gameplay is unchanged. Current version here.

Well, I still have four hours left to make it more interesting!

 

 

 

 

 

 

 

Done.

Well, I’m glad there was an hour of respite to submit our entries after the deadline, because I started implementing the seals movement only two hours before the end, and was still busy implementing culling escaped seals right when I should have been uploading. Then beside risks of memory leak, it wouldn’t have made any differences.

So, here is my entry.

There was no time for testing, so I can only pray that no crashing bug sneaked in. The seals aren’t super clever with their escape route, but considering the whole seal movement and decision code was implemented so late it could have been much worse.  By copy-pasting the player movement code (no times for proper abstraction!) they ricochet on water surface just in front of you, which looks pretty good. I just wish they’d dive more often, and didn’t get stuck head on in the mud. But I was too hurried to  investigate why the code I added to take care of that didn’t yield the intended result. Anyway, I really wanted moving enemies, otherwise the game felt really too cheap, and I have them!

Here’s the lastest anigif of my game in action:

 

 

LD32

Got started.

I’m trying to participate to this game jam. Would be my second time. So far, I spent my time:

– Drawing the player sprite. It’s supposed to be some sort of trilobite/spaceship/submarine thingy. But alas, I’m not an artist, and I doubt I can teach myself pixel art in two days, so it’s horribly ugly, yet sadly not a placeholder.

– Drawing the level. I wanted some tile based system, and drawing a version of the tile for each 16 neighbourhood configuration is time consuming, even though I partially automated it.

Again, I’m using Love2D. I’m even starting for the same code as last game jam project, as you can see from my having the same bubble effet and same water level fading.

You can download what I have so far here: Archatrep V02.

But there is no gameplay yet.

 

YArchatrep02

Enemies

After a long walk, I got a clear and complete idea of what I want to do. Days of work lie ahead of me, that I must somehow fit within less than two, and I came back even more tired than when I decided to take that break. Still, I resumed coding. So, after more hours than I’d wish it’d have taken, I now have enemies : brownian-moving, insta-deadly on touch, spinning saw-blades.

Weapons, unconventional or otherwise, are still not implemented.

Current build as of now: Archatrep v03.zip

Archatrep03

Made something

First day is over, but I got a game done! It has a level, enemies that move and attack, a game over and a winning condition, and even an embryo of gameplay.

The balance is clearly not there (good luck to anyone who’d try to beat it), and the amount of content and polish missing is astounding.

But still, I got more done in 1 day that I had in 2 days last time.

As usual, you can download the current build at: Archatrep v05.zip, and below is an illustration.

No, the bullets are not the unconventional weapon. You’ll have to play to see.

Archatrep05

 

Chopsticks

When deadline rang, I was in the middle of implementing a new mechanic. So I uploaded the previous working version.

Still, I couldn’t help but keep on working on it a few hours after the deadline to complete what I had in mind.

Here’s the LD compo version, where the unconventional weapon is merely an attractor.
http://cpc.cx/bVU (V08)

Here’s improved version, where the unconventional weapon is the impaled bodies of your slain enemies \m/ :
http://cpc.cx/bVV (V09)

There was no time to properly playtest and balance for either version, so I’m afraid the game is somewhere between too hard and plain impossible.