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Milestone 9: the home stretch

Posted by (twitter: @atrodo)
Sunday, December 13th, 2015 8:08 pm

View post on imgur.com

A quick check in before the very end. I now have something that can be called a reasonable win and lose state. Have a bit more polish to do in the next hour. This should be fun.

o/` Chim-chiminy, Chim-chiminy o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add level completion/movement
  10. Draw MC
  11. Draw mystic tree
  12. Draw each level’s variation of the mystic tree
  13. Draw souls
  14. Draw backgrounds/environment
  15. Add end game state
  16. Add lose game state
  17. Fade between levels
  18. Randomly spawn souls
  19. Show the repulsion field
  20. Polish Mechanics
  21. Animate stuff?
  22. Polish

Milestone 8: graphics

Posted by (twitter: @atrodo)
Sunday, December 13th, 2015 3:50 pm

View post on imgur.com

I’ve started working on the graphics., and I promise they look better larger than they do here, which is disappointing. But I don’t really have time fix them. May not have time to get them animated, and the bug where the coloring of things, that might not get fixed. We’ll see. On the upside, I’ve got everything planned, and have a good idea on how to get the mechanics working well.

o/` stop talking gibberish or just stop talking now o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add level completion/movement
  10. Draw MC
  11. Draw mystic tree
  12. Draw each level’s variation of the mystic tree
  13. Draw souls
  14. Draw backgrounds/environment
  15. Add end game state
  16. Add lose game state
  17. Fade between levels
  18. Randomly spawn souls
  19. Show the repulsion field
  20. Polish Mechanics
  21. Animate stuff?
  22. Polish

Milestone 7: progressions

Posted by (twitter: @atrodo)
Sunday, December 13th, 2015 7:01 am

View post on imgur.com

Right now, I’ve decided to go with the simple route of level progression, you only need to give lost souls to the mystic tree to move between levels.  You can even “finish” the game, it recognize it, but doesn’t do anything (besides not crash). The transition between levels is jarring, but I’ll smooth that out later.  Actually, all of the mechanics need some fine tuning. Let’s hope I get there plus a polish to the graphics.

o/` I’ve Never not needed you more o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add level completion/movement
  10. Draw MC
  11. Draw mystic tree
  12. Draw each level’s variation of the mystic tree
  13. Draw souls
  14. Draw backgrounds/environment
  15. Add end game state
  16. Add lose game state
  17. Fade between levels
  18. Randomly spawn souls?
  19. Polish Mechanics
  20. Polish

Milestone 6: levels

Posted by (twitter: @atrodo)
Sunday, December 13th, 2015 4:35 am

View post on imgur.com

After a brief problem run in with javascript in operating not acting like a proper foreach, because giving indexes of an array instead of elements isn’t what I was expecting, I am now generating levels. You can see a zoomed out version of them above.  You can’t yet move between levels, however.

o/` Loneliness and solitude are two things not to get confused, ‘Cause I spend my solitude with you o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add level completion/movement
  10. Add end game
  11. Add lose game
  12. Randomly spawn souls?
  13. Draw MC
  14. Draw mystic tree
  15. Draw each level’s variation of the mystic tree
  16. Draw souls
  17. Draw backgrounds
  18. Polish

Milestone 5: the mystic tree

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 7:42 pm

View post on imgur.com

A couple hours and a dinner later, I have a much more functional system.  The game has all the major mechanics in place. The mystic tree is now rooted in the background, changes colors as souls are sent above or below. I’ve filled in the sides and bottom of the game area. I’m hoping that tonight I can get the rest of the gameplay finished up so I can focus tomorrow on polishing the game.

o/` It’s always winter but never Christmas o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add end game
  10. Add lose game
  11. Randomly spawn souls?
  12. Draw MC
  13. Draw mystic tree
  14. Draw each level’s variation of the mystic tree
  15. Draw souls
  16. Draw backgrounds
  17. Polish

Milestone 4: two buttons

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 4:24 pm

View post on imgur.com

So while taking a small break to spend some time with the kids and take a carriage ride (in fall weather instead of winter weather), I came up with how to jigger the weapon system. I’ve decided that the weapon is a lost soul repulsion system. Button x will repulse the lost soul while button z will attract the lost souls towards you.  With that also comes a goal to the system, but I will speak of that on another post.

o/` My couch made of orange vinyl o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Draw MC
  4. Draw mystic tree
  5. Draw souls
  6. Add mystic tree to back ground
  7. Parallax mystic tree
  8. Add enemies
  9. Add weapon attacks
  10. Add mystic tree growth
  11. Add health?
  12. Add levels
  13. Add end game
  14. Polish

Milestone 3: other things in the sky

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 9:32 am

View post on imgur.com

After a brief bug where the AI function didn’t work, I’ve gotten other things to appear on the screen. They chill with you, moving back and forth. Soon, you’ll be able to feed them to the mystic tree, but I have some thinking about how to do that.

  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Draw MC
  4. Draw mystic tree
  5. Draw souls
  6. Add mystic tree to back ground
  7. Parallax mystic tree
  8. Add enemies
  9. Add weapon attacks
  10. Add mystic tree growth
  11. Add health?
  12. Add levels
  13. Add end game
  14. Polish

Milestone 2: physics

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 8:09 am

View post on imgur.com

So physics was quick to come up. I don’t like how it works, but it works and I’ve wasted enough time, so let’s continue on. (You can’t tell in a static pic, but he is jumping)

  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Draw MC
  4. Draw mystic tree
  5. Add mystic tree to back ground
  6. Parallax mystic tree
  7. Add enemies
  8. Add weapon attacks
  9. Add mystic tree growth
  10. Add health?
  11. Add levels
  12. Add end game
  13. Polish

Milestone 1: Movement

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 7:29 am

It took a while to get started, but it’s finally started. It’s not much, but it’s, well, not much.  Too me 4 hours to get tiling to work again in fission_engine, and I’m not even sure where physics stand yet, don’t know if they work. But the illusion of movement is on the screen.

Checklist time.

  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Draw MC
  4. Draw mystic tree
  5. Add mystic tree to back ground
  6. Parallax mystic tree
  7. Add enemies
  8. Add weapon attacks
  9. Add mystic tree growth
  10. Add health?
  11. Add end game
  12. Polish

I am so behind.

A slow start

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 5:48 am

Well, unfortunately, I don’t have a milestone yet.  It’s been pretty slow going, I’m trying to resurrect some crufy code out of fission_engine to get the physics working. So far I’ve determined that it’s broken.

What a crazy theme

Posted by (twitter: @atrodo)
Saturday, December 12th, 2015 3:19 am

I’m awake. As per my custom, I’ve woken up early instead of opting for staying up late. I’ve got some energy drinks ready and I’ve got an idea ready. It’s time to flesh it out on paper so I can start working on it.  Thankfully this time around, I got my fission_engine environment all setup ahead of time, so that will save me a little bit of time.

The worm attacks

Posted by (twitter: @atrodo)
Sunday, April 19th, 2015 7:23 pm

(There is actually no worm in this game. But it does create something that looks like one)

Milestone 8 – Polish begin

Posted by (twitter: @atrodo)
Sunday, April 19th, 2015 3:14 pm

http://ludum.tarshish.us/ld32/

After a nap and church, I got back on the work train and started working on some polish. I added some textures (and spent debugging fission_engine’s image loader bugs) to produce what you see there. The graphics add some nice touch, although I wouldn’t call it the best thing ever. With an end in sight, I’m fixing to take care of a decent polish list I’ve built up so far. For instance, stop the axmen from running up really fast.

Milestone 7 – a working (ish) game

Posted by (twitter: @atrodo)
Sunday, April 19th, 2015 7:08 am

http://ludum.tarshish.us/ld32/

After a little more work, I’ve been able to set prices on trees, give axmen hp, and have the trees take hp from axmen, allow the axmen to die and give you fertilizer.  Everything to make a working game. Hurray! Still have some power issues (one tree can just about take out everything, as you can see above) and you can’t die. But otherwise, it’s a game.  Yay! Time to polish things.

  1. Show a grid
  2. Add the great tree
  3. Create a path
  4. Add waves
  5. Add attack trees
  6. Make attack trees attack
  7. Show purchasable trees
  8. Allow trees to be placed
  9. Add prices to tree
  10. Add HP to axmen
  11. When axmen die, give fertializer
  12. Add status bar
  13. Remove grid
  14. Add gave over
  15. Polish
  16. Intro page?
  17. Tree upgrades?

Milestone 6 – Placing Trees

Posted by (twitter: @atrodo)
Sunday, April 19th, 2015 4:59 am

http://ludum.tarshish.us/ld32/

It’s a new morning, and I’m not what you would call well rested. But I was able to punch out the placing of trees onto the existing grid.  I’m really hoping I can punch out all of the game play before the day gets going so I can focus on making things look like the things they are.

  1. Show a grid
  2. Add the great tree
  3. Create a path
  4. Add waves
  5. Add attack trees
  6. Make attack trees attack
  7. Show purchasable trees
  8. Allow trees to be placed
  9. Add prices to tree
  10. Add HP to axmen
  11. When axmen die, give fertializer
  12. Add status bar
  13. Remove grid
  14. Intro page
  15. End game
  16. Polish
  17. Tree upgrades?

Milestone 5 – A shop

Posted by (twitter: @atrodo)
Saturday, April 18th, 2015 10:02 pm

http://ludum.tarshish.us/ld32/

I got some code updated so that you can now select the different kind of trees to plant, although you can’t plant them yet.  That’s next. And in the morning. It’s time for a minimal amount of sleep before I wake up to continue working to plan trees. As far as my confidence level, right now I’d say I’m a couple hours behind where I’d like to be. This is going to need some polish before I’m happy with it, although I think it’ll pretty well be playable by submission time.

  1. Show a grid
  2. Add the great tree
  3. Create a path
  4. Add waves
  5. Add attack trees
  6. Make attack trees attack
  7. Show purchasable trees
  8. Allow trees to be placed
  9. Add prices to tree
  10. Add HP to axmen
  11. When axmen die, give fertializer
  12. Add status bar
  13. Remove grid
  14. Intro page
  15. End game
  16. Polish
  17. Upgrade trees?

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