Phew! Some 4-5 hours ago I was tired, too tired to post, so I took a nap.
Here’s what I had then:
So over a few hours last weekend, I managed to create some simple art, and get some tile-map rendering working. I put the code online in a slightly modified form as my basecode/library, in case I had a good idea for a Compo game. But I’ll be honest, I really want to make this demake of my primary project, and I like the page of art I’ve done so far, so to be fair I’ll be entering the Jam instead.
Eicking up where I left off, I now have map scrolling and object vs object collision (not to mention actual objects). I added some debug functionality to show the radius of objects, the radius of their currently equipped weapons, and the volumes of the per-tile collision. Right now though, I need to make object versus tile collisions work. I kinda wish I had spent time during the week getting all the collision stuffs working, but that’s alright. I’m jamming anyway. If I can get that done in the next 4 hours, that’ll have me in a good state for day 1.
So my goal for the 72 hours is to get a basic playable game working. It wont be very fun, but should be functional. I plan to continue working above and beyond Ludum Dare, but I should be able to get a very strong foundation working within the 72.
Stuff I’d like to finish:
- Dummy map, manually created in code (skipping random generation for now).
- Several enemies with very basic AI (if enter sight, go towards you)
- Basic Combat
- Several weapons to pick up (knife, sword)
- Multiple Attacks per weapon type (slash, stab)
- Barebones Inventory
- Sound and Music
Doable for sure, it just has to be done. The Ludum Dare website seems to be running great (at least I haven’t seen any problems), so my interruptions shouldn’t be too many (just a few hours tomorrow, and a few Monday). I’d like to have something playable by the time the Jam clock strikes zero.
Anyways, it’s 6 PM now, which means 3 hours. Back to work! Gotta finish the collision!