About badlydrawnrod (twitter: @badlydrawnrod)

By day I write anti-virus software. By night, when I'm not playing games, I'm often found writing them, or doing an online course to keep my brain active as I just love solving problems, and have done ever since getting my first computer in 1980.

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Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 26
 
Ludum Dare 24
 
Ludum Dare 23
 
Ludum Dare 19
 
October Challenge 2010 - More
 
Ludum Dare 15
 

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It’s a micro brewery after all

Posted by (twitter: @badlydrawnrod)
Saturday, April 21st, 2012 8:01 am
The nouns and verbs for my #ld48 game

Nouns and Verbs

I’m interpreting the Tiny World theme to mean running a micro-brewery. This picture shows all of the nouns and verbs that will be in the game. Now to make it happen.

 

Blood or Management

Posted by (twitter: @badlydrawnrod)
Saturday, April 21st, 2012 7:16 am

I have two ideas. The first idea is something to do with being inside the bloodstream and defending it from viruses, and the second is more of a management game that would make NimbleBit proud.

The second idea is the more interesting of the two, but I think the first idea is more achievable in the timeframe.

The next hour is critical. If I can get the core mechanic of the management game working on paper or in Excel then I’ll do it. If not, then I fall back to the bloodstream game.

Components are dumb

Posted by (twitter: @badlydrawnrod)
Friday, April 20th, 2012 12:06 pm

I’m in, thanks to my lovely wife of a gazillion years who suggested that I enter and make her proud.

Tools and libraries are likely to consist of:

…and the most important tools of all,  an A5 notebook, pen and a large helping of obstinacy.

As for the title of this post, I should explain that I’m almost certainly using an Entity System and I’m just reminding myself not to put any logic in the components. Heck, my first job was as a FORTRAN 77 programmer so if I could handle COMMON blocks then I’m sure that I can make my components dumb.

Best of luck to everyone who enters. I’m looking  forward to playing your crazy, inventive, out-there interpretations of whatever theme is announced.

Eureka! Vaults of Knowledge – done and done

Posted by (twitter: @badlydrawnrod)
Sunday, December 19th, 2010 6:04 pm

Well, that was a marathon, especially for an old guy like me. I’m frankly amazed how much can get done in 48 hours, particularly during those hours when there are no distractions.

You can play the game on the web (if you have Java) here:

http://dl.dropbox.com/u/1930531/LD19/eureka/index.html

Windows:

http://dl.dropbox.com/u/1930531/LD19/eureka/eureka.windows.zip

Mac:

http://dl.dropbox.com/u/1930531/LD19/eureka/eureka.osx.zip

Linux:

http://dl.dropbox.com/u/1930531/LD19/eureka/eureka.linux.zip

This is what it looks like.

The end game is fairly close to what I imagined, although it really could do with a lot of polish and balancing. Given that it’s a typing game, I don’t think it’s going to see a port to a phone any time soon, although it’d probably work on a larger tablet or an iPad.

Finally, I would like to thank my wife and daughter for putting up with me, because I haven’t been able to give them much attention, other than the occasional, “please play-test my game!” Tomorrow (or is it today?) I have a day off, and if the weather permits, we’re all going to get out of the house and spend some quality family time together.

Eureka! Vaults of Knowledge – 11am progress report

Posted by (twitter: @badlydrawnrod)
Sunday, December 19th, 2010 4:06 am
Screenshot of Eureka! Vaults of Knowledge

Making steady progress. It’s now possible to type words to get rid of the creatures on the screen.

The good news is that my wife likes the game. That _never_ happens, so I’m taking it as a good omen that I’m doing something right.

Eureka! Vaults of Knowledge – screenshot

Posted by (twitter: @badlydrawnrod)
Saturday, December 18th, 2010 4:56 pm
Work in progress

Eureka! Vaults of Knowledge

It may not look like there’s a game here, but it is progressing.

The idea is that in a post apocalyptic world, the player has to unlock forgotten discoveries from the vaults of an ancient race known only as humankind. This can only happen by researching those discoveries whilst holding off strange mutated creatures.

Strangely enough, I think the theme of Discovery is going to work quite well if I have time to do it properly. If not, then we’ll end up with an unholy mashup of “Centipede” and “Typing of the Dead”.

Count me in

Posted by (twitter: @badlydrawnrod)
Monday, December 13th, 2010 1:44 am

For the first time in ages I will have a properly free weekend. My daughter will be busy with an online course and my wife will be making the most of the opportunity to relax (probably by playing Abduction 2 on my phone). And last but not least, I won’t be going to work on Monday, so there will be no struggle to get out of bed at 6am after a weekend of Ludum Dare. I’ve been working on an Android game on and off since the start of October and Ludum Dare provides the ideal chance to take a short break from it.

This week, before the event, I’ll be setting up all the tools on a new laptop. I will most likely be using Processing, Paint.NET, Audacity, sfxr and mulab.

One of the highlights of participating in Ludum Dare is getting to look at what everyone else has done. I’m really looking forward to it.

Very Angry Robots Android Edition – Update 6

Posted by (twitter: @badlydrawnrod)
Saturday, November 13th, 2010 6:04 pm

The game is edging closer to completion. I’d now say that the game itself is done, bar any tuning of the difficulty and the controls. There are still things to do, such as giving it a visible score and giving it a persistent score, but other than that it works reasonably well.

If you want to give it a whirl then you can download it by scanning the QR code from your Android phone. Note that it needs Android 2.1 or better.

I’d be happy with any feedback that you want to give me, so if you would like to leave some then please do so on this site, or here.

Very Angry Robots Android Edition – Milestone 3

Posted by (twitter: @badlydrawnrod)
Sunday, November 7th, 2010 11:30 am

In some respects this is a major milestone, in that I’ve added the robots back in. They don’t fire yet, but perhaps it’s just as well as it’s quite difficult to hit them. I can see that I’m going to have to tune the game a lot to make it playable on a phone.

Android download available here, or by scanning the QR code (below).

Very Angry Robots Android Edition Milestone 3

Lemon Sole

Posted by (twitter: @badlydrawnrod)
Saturday, April 24th, 2010 7:38 am
Lemon Sole

Lemon Sole

If I’d remembered to take the picture before I ate my lunch then you’d have seen a rather delicious Lemon Sole, but I was so keen to eat that I forgot. That was a great way to start a Ludum Dare weekend.

I’ve been out and about, including taking my family to lunch to celebrate a birthday, so I haven’t got down to the serious business of coding yet. But we don’t get to see the sun around here very often so it was wonderful to sit at an outside table at the restaurant, to eat some fantastic food and drink a beer and to think about what I’m going to do for this theme.

I’ve been chewing over ideas including: a side-scrolling Choplifter-style game; a capture the flag game; a few variations on a theme of turn based strategy; an evacuation game; something involving a volcano (thanks Iceland); something with lots of boats, and even a shmup because I’m old and I like them.

My ability at programming far exceeds my ability at art, so whatever I do is going to feature somewhat retro programmer art. But in some respects I’m counting my chickens – I still haven’t selected a theme.

Good luck to all entrants. I’m looking forward to seeing what everyone comes up with.

Cavern Copter – updated controls

Posted by (twitter: @badlydrawnrod)
Wednesday, September 2nd, 2009 2:33 pm

I’ve listened to the comments that the controls in Cavern Copter are not as good as they should be and as a result I’ve uploaded a new version with an alternative control scheme.

Think of it as Asteroids and you’ll be fine (I hope).

For what it’s worth, the new controls work better for me. I can now rescue all 8 scientists in 112 seconds.

— Rod

Cavern Copter is done

Posted by (twitter: @badlydrawnrod)
Sunday, August 30th, 2009 5:14 pm

Edit: I forgot to upload the source code. –> Get the source code here <–

I’ve done as much of Cavern Copter as I’m going to do. It’s now after 1am and I’m contemplating opening that bottle of Battle of Britain Ale that I promised myself before turning in for the night. Thankfully it’s a public holiday tomorrow, as I’m knackered.

There are still things that I would like to have accomplished:

  • the scientists should drown when the water reaches their heads
  • sound effects

Here are the download links:

The helicopter speeds towards the first of many stranded scientists.

The helicopter speeds towards the first of many stranded scientists.

Congratulations to those who submitted something and better luck next time to those who didn’t.

Cavern Copter – web playable work in progress

Posted by (twitter: @badlydrawnrod)
Sunday, August 30th, 2009 1:12 pm

Here’s a work in progress. Click on this link and open the .html file when prompted. You’ll need Unity web player to run it.

Use WASD or arrow keys to steer the helicopter. There are 8 scientists. Fly over them to rescue them.

Cavern Copter update

Posted by (twitter: @badlydrawnrod)
Sunday, August 30th, 2009 10:52 am

I’m making some progress, although not quite as much as I would have liked.

The helicopter can now collide with the walls of the cavern. The player has a score, and the helicopter is far more controllable than it was at the end of day one.

Here’s a screenshot that shows the helicopter in a canyon in a cavern.

The helicopter flies through a cavern.

The helicopter flies through a cavern.

Still lots to do, such as…

  • when the player reaches the end of the level they are congratulated and shown their score
  • when the water reaches the helicopter it’s game over
  • the helicopter should respond when it collides with the walls of the cavern (haven’t decided yet if it’ll crash or just deduct some points and continue)
  • scientists
  • sensible scoring
  • sound effects

But it’s getting there.

Cavern Copter

Posted by (twitter: @badlydrawnrod)
Saturday, August 29th, 2009 4:40 pm

Last post of the day before turning in. I finally settled on a name, Cavern Copter. It has been great to get so much time today, although I’m not sure if my wife appreciated my absence. And I nearly forgot to feed the ancient and venerable hamster.

Ideally this would run in the Unity web player, but I can’t get it to work with the WordPress plug-in, even though the same file works fine from a “normal” web page.

Windows build here.

Fly the helicopter with WASD or the cursor keys.

Now I’m going to sleep and think about that bottle of Battle of Britain Ale that I’ve promised myself as a reward. Should really take a picture of it. Or drink it.

I know it’s a cliché…

Posted by (twitter: @badlydrawnrod)
Saturday, August 29th, 2009 2:45 pm

Scientists are searching for water deep beneath the Earth’s crust. They set up their equipment and start to drill. Suddenly you realise that the water level is rising and the scientists are all in peril. You take to the skies in your trusty helicopter and try to save them.

A helicopter flies deep underground.

A helicopter flies deep underground.

Or something like that. The one thing that’s certain is that rising water levels will play a part in this game. The actual game mechanic is still in a state of flux.

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