nightlord

LD15

Howdy from another first timer

This compo looks very interesting, I will try to submit something this weekend. It will be my first try at rapid prototyping a game.

My tools are:

  • Visual C++ Express
  • Blender
  • Gimp

Good luck to everyone.

starting up

Here is the workplace picture. I don’t really like the theme that much, but we’ll see what I can come up with. I’ll spend the next hour or so with game design.

workspace

Tags: deskphoto

Kara Toprak – First iteration of design out of the way

So I spent about an hour and a half on the game design and about two hours on the sw design. after about 5 pages of scribbling, below are the two important design documents 😛 game design concept tree on the left and uml class diagram on the right. Looks like there is going to be around 40 – 50 classes in this thing. Oh by the way I’ll try to do a platform / rpg game called “Kara Toprak“. It means “Black Earth” in Turkish :).

Our guy is a warrior sent to the caverns of hell by the Sultan to fight the evil iblis’es and djinns and various servents of Seytan himself. By force, and by magic…

Here is a snapshot of my log:

8.28.2009:
———–
8.20 PM
Just learned the theme. posting the workspace photo

8.36 PM
Joined IRC

9.35 PM
Initial game design ideas %50

10.01 PM
Game Design 1.0 completed. I am doing a platform/rpg game

11.39 PM
Sw Class Design %80 except IVisual tree. That means classes responsible for the game mechanics are now designed and seem quite flexible. Let’s see how coding turns out.

 

design_docs

Tags: deskphoto

Kara Toprak – Terribly late and still fighting

I have a ton of code to write, and i have no graphics at this point. Things are looking pretty hopeless. But I just stocked my energy drinks, water and candies, rewatched the keynote speech and am totally motivated.

It is gonna be a long night…

Comments

30. Aug 2009 · 03:58 UTC
Go Bilgem!

Kara Toprak – Some minor progress

I am still terribly behind schedule, and  most probably won’t make it. But I have made minor progress. My sprite animation framework is implemented now. Still a long way to go.

And one more thing I learned… I really can’t pull “all nighters” anymore.

Comments

Skate
30. Aug 2009 · 16:46 UTC
C’mon Bilgem, we all know you can make it. About not being able to be awake for a long time, it’s all about the age and mood. It can be a temporary thing but in a few years it will be permenant…

Kara Toprak – still working but no cigar

I am still continuing the work in good spirit but I am pretty sure, that i won’t make the deadline. Below is a screen shot.

 

ss1

still no enemy ai and less than 2 hrs left. :(

Comments

Skate
30. Aug 2009 · 23:44 UTC
Waited all the night awake, just to see this screenshot. :) Nice work, hope you can make it. Even if you can’t, I will force you to finish this game, don’t worry 😉

LD32

Warmup weekend result

A picture is worth a thousand words:

Capture

Well OK, maybe not this picture :) how about a download link ?

I’m quite happy with the results.

  • engine up and running and very small (< 1000 lines of code)
  • used programmatic vector graphics and  “imported” pixel graphics
  • added sound support for looping background music as well as one shot sound effects and “imported” sounds
  • basic input, collision detection, win/lose condition checking done
  • main menu screens, win screen works.
  • levels can be designed in text editor

This can support quite a few genres: shoot’em ups, platformers, maze explorers, and puzzle’s come to mind

It’s worth repeating how much difference the Kaitila book made on my preparation and perspective on LD.

 

Comments

TwixtorTitan
13. Apr 2015 · 05:42 UTC
What do you mean with programmatic vector graphics and imported pixel graphics?
nightlord
13. Apr 2015 · 13:55 UTC
vector graphics = pentagons, hexagons, octagons etc, I have a make_ngon() function that creates them

imported pixel graphics = stuff i can draw in gimp and then “import” as a sprite or a background image

Started in Seattle Gathering

Earlier I was at the Seattle Gathering meeting new people so quick shout out to everyone there. I had to come home now but I’ll be there again tomorrow.

OK decided to build a kind of maze crawling / 2D doom type of a thing. I am happy with the theme too, although I am not quite sure yet how I am going to work the theme into the game. I brainstormed through a bunch of funny and a bunch of more serious unconventional weapon ideas. We’ll see.

I quickly added camera rotation to the engine and suddenly the feel has changed so much (I think in a good way)

wip_ss_01

I will try to add firing and some simple ai by the end of tonight. we’ll see how this goes.

Oh and good luck to everyone

Firing Bullets

See those little diamonds? they are bullets and they can kill. Not so unconventional yet I know.

wip_ss_02

 

Comments

18. Apr 2015 · 06:18 UTC
Aaaaah, cubes… :-)

They’re alive!!!

some rudimentary AI is now in. so the enemies now can patrol when no one is around and attack when a threat is detected. This is it for tonight. Tomorrow morning I’ll start designing a proper level1

wip_ss_03

Agents of YIELD update:A proper level and some gfx

I have decided on the name of the game: Agents of YIELD :)

In the future the world is invaded by aliens and they over power all of our armies. But the international farming organization YIELD finds that the alien robots use an element in their circuitry that fails when it gets in touch with a corn seed. So they send one of their seeder robots to fight loaded with corn seeds. Agent Cornson…

Well I was watching some Agents of Shield yesterday and that gave me the idea :)

Other than healing packs and keys I have an initial gfx design for every other graphic element. And it started to look much more like a game now

wip_ss_04 wip_ss_05

I am happy with the progress. Before the end of day today, I intend to finish in game graphics and start a music piece for it.

Agents of YIELD: Wanna playtest?

 

 

 

If you have spare cycles or just want to step away from things for a moment how about shooting corn seeds at alien robots for a couple minutes and let me know what you think about:

  • inputs: is rotation/walking too fast/slow?
  • difficulty: are bullets too weak?
  • level design
  • graphics

Feel free to check my previous post for the background story of “Agents of YIELD” if you are into that sort of thing

Thanks in advance.

Comments

19. Apr 2015 · 10:44 UTC
Neat! Bullets could be a little stronger, but in this case you rather avoid enemys rather then attacking them. Rotation is ok, walking is slow, but I think it fits the game. First I didn’t know what to do, but you need to gather the keys. and to do something with them. AI and stuff is also great.

I like it. I didn’t really play it to the end, but I’d love to play it when it’s finished!
greg-anims
19. Apr 2015 · 13:37 UTC
This game has actually re-inspired my faith in games a little bit and makes me want to create something similar for this LD before its over. All these games.. they’re almost “parodies” of what is popular right now, from the pixel graphics, or the low poly unity graphics, or the gimmicky gameplay looking to impress blogs but almost all of them lack “feeling” to me. I guess its a feeling a lot of old games had where they weren’t flashy or gimmicky, they were simple “shoot things, collect things, in a solid theme, and reach the exit” but the gameplay was thought out and so was the level design and the game evoked the right kind of mood. So did the faceless clone enemies and obstacles invite you into this strange world, a kind of abstract place – Fade to Black is a good example in 3D – its not “all there” which makes it even stranger, and leaves more to your imagination.. whereas new games try to be EVERYTHING there, even a million little things which really don’t need to be there, like little particle effects and shaking the screen and such.
20. Apr 2015 · 13:47 UTC
This… This is some interesting feedback. I need to think about it more. It’s really useful. I realize now how good the game of nightlord really is. The mood and the thoughts about the level especially.

I realize now my game is probably going to be seen as a flappy-bird-copter-bomb-game-ridicilous spinoff.

Thanks for it. All have a nice LD.

Agents of YIELD: Almost ready

Just finished composing two little pieces of music. on for the title screen and one for in game. The in game piece is a derivative of the title theme to save time. added a few sfxr sound effects too.

Now I need to finish up any gameplay/feel issues and if time is left a nicer title screen

 

Agents of YIELD: Beta ready. Wanna playtest?

Added two new pieces of music that I built this morning and some sound effects and some minimalistic explosions to help with feedback of having bullets hit. Also added a not so great title screen.

wip_ss_06 wip_ss_07

 

here is the earlier gif which does not have the new explosions

 

In the remaining time I will look at maybe adding another level.

Here is a link to the beta if you wanna playtest

 

Agents of YIELD: Gameplay video

Wanted to try posting a gameplay video. Enjoy :)

Comments

greg-anims
20. Apr 2015 · 02:20 UTC
This is probably not what you wanna hear but i much preferred the game in alpha.. it had a lonely lost kind of feeling, fighting your way out of an impossible abstract planet.. the somber music, the overpowered enemies where you needed to use medkits and movement wisely just to see level 2.. now it feels kind of campy and lost a lot of its power to me. Did the enemies get much easier? It could just be my personal preference.. one thing i will say is the constant sounds are somewhat repetitive/grating, and it also breaks continuity a bit to have dos graphics but 8bit sound effects. I’d recommend using FreeSound.org, then goldwave to de-res the audio to dos level. If you were going to go back to the somber mood, i would keep some of the silence and only have sounds for enemy deaths and plays pain. No sound reward for getting items or shooting… odd choice i guess.
greg-anims
22. Apr 2015 · 16:07 UTC
Hey i made a game inspired by this, it only has 2 levels but i think i’ll make more, and the music is made by me as well which i don’t usually do.

LD34

I’m in

Using my own C++ 2d game engine NFB. I am not as well prepared this time, but let’s see if I can still squeeze in a game here.

 

My previous LD game was from LD32: Agents of YIELD.

 

Need for Seed: Open to alpha testers :)

Got 3 fairly carefully designed levels that should prove challenging enough. Let me know if it actually is fun :) Download (for Windows)

I need to still replace two previously used sprites and two musics but that’s for tomorrow. A gameplay gif is probably worth a thousand words: