mythalore

LD24

I’m In

I’m in, but my warm up game hasn’t come to much. :(

Going to try and get some sleep.

Final started!

After lots of problems I’ve finally got the base done and have an idea! Moving on to art.

2001

Got graphics in then went for a walk. I’m back now armed with some great ideas for the focus of my game.

Gameplay Finished!

Gameplay finished, moving onto a basic menu and then story.

Menu and gameplay down, now to lunch!

Completely finished the gameplay and menu.

I’m going to have a break and lunch then start, and hopefully finish, the story.

Which will be the main focus, so I’m glad I’ve got plenty of time left!

Final Session

I’m now on my last session, need to get this finished!

In the mean time, I finished the first part of the story and added a tutorial, so I’ve built a demo: http://www.mediafire.com/file/ke1s47i11jeiqw4/Kill_It_v2.jar

Finished

Eventually finished, I’m uploading it and then I’ll go to bed.

 

 

LD25

In Again

I’m going to be using Java and for once I’ll make an applet version for my website as well as the downloadable .jar. I’m going to try to combine my previous two Ludum Dare games (Save The Tiny Planet – LD23 and Kill it – LD24) to hopefully create a polished point and click with a good story. I’m going to Timelapse the development and possible write a post mortem afterwards, but I may not blog much during the compo. However, I will definitely be tweeting (@Mythalore).

Good luck to everyone else.

Sam (Mythalore.com)

Morning 1 Update

Got some art done, slow going but I should still finish if I can get all the art done today.

Current Progress:

LightHouseMain_WIP_3

 

 

LD26

I’ll be using Unity for once!

I’m in, again.

However, I will not be using the Java framework I’ve been working on, MythEngine. Frankly I’ve been having some performance issues with the engine and feel I’ve written myself into a bit of a brick wall regarding further expansion. I feel that I’m probably going to put this project on hold for now until further notice. Instead I’m going to use Unity for 3D work and the functioning parts of MythEngine for 2D stuff with the hope of finding a more stable and efficient Java engine for use in my later games. I’ve had lots of fun over the past four months writing my own engine and it definitely help to cement a variety of OOP programming practises in me that I had little to no understanding of before I started. I would highly recommend that anyone interested in programming games at least attempts their own framework, if just to fully appreciate how much work basic collision detection involves.

Thanks for reading, Sam. (@Mythalore)

Morning Update and Reference Files

I’ve had a bit of a slow start to this Ludum Dare. I woke up 5 hours in, as usual but development has been slow. Obviously being relatively new to Unity it’s not very surprising, although I thought I’d remember a little more than I do. To try and counter act this  disadvantage I’m going to pull in some scripts from Emulation which was my first game, I made it in Unity about two years ago and after ten months didn’t get around to finishing it. A complete zip file of the scripts I’m pulling from can be found here, they don’t come with any guarantees so be careful if you decide to use them, also please remember to credit Mythalore.com in your app. Thanks, Sam.

Current screenshot:

ScreenShot1

 

LD27

We’re finally in!

I’m going to be ludum daring as usual but this time with the help for a friend of mine, Sean.

I’ll probably be livestreaming as well but I still have to test that out.

Engine: Unity

Language: C#

Art: Blender

Sound: Magix Music Maker MX Premium

IDE: Visual Studio 2012 Ultimate

Idea Obtained!

I woke up a bit late after one of my worst night’s sleep for awhile but I’ve finally got an idea and I’ll be starting work on it soon.

Half a day down, two and a half-ish to go!

Quite far into the jam now and mine and Sean’s entry is looking good (not literally, I’m doing the art tomorrow).

The basic ideas is that you play as an assassin trying to kill multiple targets but once you take down one, you only have ten seconds to kill the rest. So far we’ve implemented movement and the knife that will serve as a means to carry out the murders. Along with this we’re also working on a basic NPC that you’ll either be killing or trying not to harm, depending on whether their your target or not.

Current stage screenshot:

Assassinate

End of day 1

Just finishing up after the first day of development, I’ve got a lot done including most of the mechanics, gameplay and blocking of the levels out. Unfortunately, I’m a bit behind going into tomorrow but I know what I need to do, I just need to get it done! I’ll post some more screenshots tomorrow when I actually get around to adding some art in.

About half done for today!

I’ve been working hard on getting the basic art in and refining the mechanics today.

Knife model:

Knife

Demon model (main type of NPC):

AHHHHHHHHolyFuckingSHIT

 

I’ve also finished the target identification system:

TargetAquired

 

Along with this I’ve done a  lot of work behind the scenes refining stuff from last night, so I’d say I’ve done quite a bit of work. However, I’ve still got to design the levels and the story today to be on track for finishing tomorrow. Good luck, everyone!

LD32

Nose Runner is a go!

I had a pretty slow start on the first day but I’m getting somewhere now.
I’m working on Nose Runner, a neo-noir sneeze-em-up brawler, where your unconventional weapon is an unusually powerful sneeze.

I’ve got player movement in:
1_Movement

Sneezing:
2_Sneezing

and I’m just working on enemy AI:
3_PlayerDetection