Lafolie

LD26

Jammy Jam

Hello, we’re in, we being myself, bartbes (robot lover) and our friend Joe. This is our first time working as a team proper, and our first real LD entry. Our main goals are to make something fun, and to ‘finish’ it in time, ha.

We will be using:

  • All 3 major OSs (10.6, Arch, 7)
  • Bitbucket – bitbucket.org/Lafolie/ludum-dare-26
  • Löve – Lua / Sublime Text / vim / Notepad++
  • Photoshop
  • Reason / Logic Express / Various hardware

Here’s to LD26, hoping that we all make awesome games!

She Stirs

Right now we have a robot, S.A.M aboard a very rectangular and un-spaceship-like spaceship. But hey, he has a jetpack which you will eventually lose as his functionality becomes minimal.

Linky

LD28

Jammin’

Looking forward to LD28, gonna be mixing things up a bit and trying out Unity since the 2D side of things is supposed to be a lot better now. Here’s how this is going to go down:

Programming: Joe Mycock (Project Lead / Developer @ Triangle Software)
Content: Dale James (Games Design Student @ Staffs University)

Framework/Engine: Unity
Graphics: Creative Suite
Audio: Reason/Logic

Source Control: git@bitbucket

This time I won’t be working a day job during the contest, so we’ll actually be able to complete the intended content this time.

Onwards, bring on the theme announcement!

Scratch That

We’re now using Love 0.9.0 instead of unity.

LD29

We’re In

Same team as before, myself, Joe and bartbes using Love, Photoshop, Reason, Sublime Text and vi.

LD 42

I'm In

First time doing a solo jam.

Probably going to use pico-8.

Settled on an Idea

Gonna make a small RPG I thinks. Got a simple map and some planning done so far. The map will get destroyed as you progress, but there will be ways to 'reset' to acquire more things before you fight the boss. Resetting will require you to sacrifice a character to the god of time (Greek of Latin? Chronus/Kronos or Tempus Dominus?) thus diminishing your party and inventory space. That's 3 axes of 'space' that can run out.

Player will start in the centre; outermost tiles die first but will contain the best items - will the player risk it and go for them first or wait until a reset or two? Kinda got a Majora's Mask feel to it.

Decided to risk it and go for an isometric perspective.

map.png

Destructionnnnnnn

Almost time to call it a day, time to take my meds which means that sleep is inevitable. Feeling good about the progress I've made though, lots of planning and structuring, and the codebase has some nice utility functions (<3 Lua!!!).

Stuffs That's Been Done

Many core features are up and running, including the tilemap, camera, the ability to carve arbitrary shapes into the map, and the disaster countdowns that cause the destruction. The gauge display is an important UI element as I intend to use it for character HP and whatnot. I'm happy with the rate of progress; tomorrow I will implement player controls and a simple battle system (super simple, like the Pokewalker [hey check out that sick Iconoclasts ad in the background!]) and some more UI. Hopefully Sunday will be for adding content and tidying up.

The player will be presented with a menu each 'turn' (think rogue-like) with 4 options available to them:

  • Move: Move to an adjacent tile. Time passes based on the terrain traversed
  • Explore: Maybe find an item, or a monster. Diminishing returns until Move is selected. Time passes.
  • Menu: View inventory etc
  • Wait: Time passes (not sure why you'd do this but I feel it should be there)

I also need to add a way to sacrifice a character to reset the clock.

Resetting

I have decided that resetting will shave 12 hours off the clock unless you have acquired the "Chrono Tear" item, which doubles the reset value. This means that you will always end up at 00:00. This item will be easy to acquire, but it may be advantageous to go for a more difficult item whilst you have a full party.

I'll leave off with a gif of a circular impact crater being carved into the map. It will be accompanied by a meteor sprite (hopefully!). The red gauge is the 'disaster gauge', when it is full the current disaster executes and the next in the queue is lined up.

dotft_2.gif