Ludum Dare 32
Theme:
An Unconventional Weapon

Compo Ends in

Jam Ends in

“Dare to Play” Lists

Posted by (twitter: @mikekasprzak)
4 hours ago | April 18th, 2015 2:06 pm | 12 love | 2 Comments »

Progressing slowly, but surely

RIGHT NOW! | April 18th, 2015 6:34 pm

 

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Was not really inspired by the theme. Took me almost 12 hours to get motivated and inspired.

Still have to determine what will be the unconventional weapon … but hey, still have plenty of time !

Doing something different.

Posted by
RIGHT NOW! | April 18th, 2015 6:32 pm

Making a text based game for LD  (never made a text based game before)

Finished writing everything out though, time to code it!

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Request: If you know of a super cool font (free*) please leave a comment below!

Skies and Trails

Posted by
3 minutes ago | April 18th, 2015 6:30 pm

Progress2

Ever since I read that GDC article about the skies in Brutal Legend, I’ve been wanting to do a particle-system based sky for something.  So here we go!  And we’ve got some trails on the projectile, which moves in, let’s say, an unconventional way.  Close enough!

Enemy spawners are in, and getting ready to be triggered by timers.  At some point, though, I really should stop and make some character art…

First Night Post

Posted by
4 minutes ago | April 18th, 2015 6:29 pm

So I got the weapon and “enemy” ai finished… but slacked off for 5 hours D:

will have to work super hard tomorrow.

Best luck to all.. have a good night!

My progress so far.

Posted by (twitter: @raulincze)
6 minutes ago | April 18th, 2015 6:27 pm

Since the moment I’ve seen the theme, I knew that the game I want to design will somehow revolve around using words as weapons.
At first I was thinking of achieving this by using some kind of dialogue dueling mechanic, but that would have been kind of lame, or I just failed to see the entirety of the design space it offered.

So I went with this idea: you, as a player, find an empty book on the ground. Once you pick it up words start to slowly fade in, to contour the setting and to offer a backbone for the entire narrative. You can alter the story controlling the actions of certain NPCs or objects by writing down in this book what you want them to do (you’ll do that choosing from a list of predefined actions). The goal is to evade the sight of the said NPCs in order to reach the end of the level.

It’s kind of, sort of a puzzle-adventure-stealth game in which you issue commands to NPCs and… objects… in a way…

I’ve spent most of my time so far programming the AI system that would support this mechanic and it’s pretty much done. The actions you can perform so far are quite limited, but you get the idea.
Here we have two “capsule-square-headed” guards Bob and Billy. Bob wants to admire some flowers nearby, wile Billy suddenly decides to kill Bob.

F**k Billy... WTF?

Also, I need to find a name for the game. If you have any suggestions please leave them in the comments below.

Can i has Updates? Yaaaaaaaas you can!

7 minutes ago | April 18th, 2015 6:26 pm

Going a lillte slow right now but the idea is set.

 

A1_House1 A3_tree1 C1_reg

E1_neid_platzhalter A3_tree3

Made something

Posted by
8 minutes ago | April 18th, 2015 6:25 pm

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

 

Update 7: Basic stuff

Posted by
9 minutes ago | April 18th, 2015 6:24 pm

After dinner I’ve finished the whole setting enemies on fire thing but the enemies don’t move yet, oh well. At any rate, I did get alters to look better – you now light the top of it rather than the whole thing, probably safer. W-O-M-I progress 7

Working hard on LD32

Posted by
10 minutes ago | April 18th, 2015 6:23 pm

Working on Design
Working on Design
Working on Design
Working on Design

Map design

Posted by
10 minutes ago | April 18th, 2015 6:23 pm

Working on the map and trying to find a tricky level design

Map Screenshot1Map Screenshot2

Map Screenshot3

Not panicking just yet

Posted by
17 minutes ago | April 18th, 2015 6:16 pm

Day one is over… Time is running out!
GRAB YOUR KITTENS!

Ok, I’m not panicking just yet. I got a few important things done and some things almost done.
Not sure if this’ll turn out to be even close to what I imagined. Actually, it won’t, because I changed my mind half-way through. Not a big deal.

I created a pretty decent level generator which doesn’t feel too artificial or maze-like. But its parameters need a lot of tweaking, which I will do later.

Map/Maze Generator

Map/Maze Generator

I also started to work on the weapon (which isn’t the weapon I originally had in mind). This could definitely be a hit or miss. I’ll know more when I get some enemies to kill(?) with it. It’s all about learning!

LD32 – Making progress!

Posted by (twitter: @lucas_izumi)
17 minutes ago | April 18th, 2015 6:16 pm

So, since my last post I managed to cover every goal I’ve set for the night! I made some assets and used some other ones and now the game look a little more like I wanted to. The game consists in you resisting as much as you can, without leting any zombie pass from the top of the screen (or eating you). And for that you count only with the magical hat your master gave to you. However… what will come from the hat may not be the best weapon to deal with this situation…

update2

#LD 32 Day 1 is over!

Posted by
18 minutes ago | April 18th, 2015 6:15 pm

Day 1 is almost completely over and now its time to go to bed. i;ve been working on the game for more then 12 hours. after a short periode of rest i will be able to finish the game in no time.

’till tommorow !!

Bomb Boy update!

Posted by
18 minutes ago | April 18th, 2015 6:15 pm

Bomb Boy is not content with just double-jumping! For a short while, light up his fuse and take off running!

Also started on the NPCs. This is Bow Girl.

Progress so far

Posted by (twitter: @De_Von_Ver)
19 minutes ago | April 18th, 2015 6:14 pm

render_01

After half a day spent on brainstorming, arguing, tossing out great ideas, and lollygagging, we finally settled on a game where a USB flash drive with a virus will be used as a sort of an unconventional weapon.

Our team is a bit unconventional too as three and a half members out of five are artists, two of whom work only in 2D, one in 3D and the half is so lazy that he just writes posts here. But it was decided that the game will be in 3D, so hell of a heavy lifting will be put on our modeler ;) As well as on our programmer, who is a girl by the way. And the artists are too. Wonderful team.

Oh, I forgot about the other half…

Progress update- midnight

Posted by (twitter: @@chromebookbob)
19 minutes ago | April 18th, 2015 6:14 pm

I have been beavering away, after a break for some House of Cards. I have worked out my mechanic for speech and have set up my itch.io page ready for tommorow.

Screenshot 2015-04-19 00.11.32

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