About CharlesK (twitter: @charles_kiptin)

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Ludum Dare 37
 
Ludum Dare 36

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Last Second Entry

Posted by (twitter: @charles_kiptin)
Monday, December 12th, 2016 10:02 pm

Got it in, just as the timer was running out.

 

The game is incomplete, but in the spirit of the jam, I went ahead and entered what I had done.
The game is titled, Calamity Station.

 

See you next time!

Character Movement

Posted by (twitter: @charles_kiptin)
Sunday, December 11th, 2016 7:04 pm

Crew member characters have been added to the map. Their movement is now working. In order to test this, I had to ignore walls. Now the challenge is to get them through the doors.

With only two hours left, there is still a lot to do. Obviously, I won’t make the Compo. I still might try for a Jam entry, though.

Previous Posts

Doors Working

Added Doors

Cleaning Code

Wall Detection

Random Movement

Intro Art

Check In

Testing Door Clicks

Posted by (twitter: @charles_kiptin)
Sunday, December 11th, 2016 5:33 am

I’ve set all the doors’ initial state to off/closed, and removed the far console. Some doors can be opened remotely, others will require a character present.

In this video, I’m testing the click-events that power-up and open and close the doors.

Previous Posts

Added Doors

Cleaning Code

Wall Detection

Random Movement

Intro Art

Check In

 

Adding Doors, Consoles, and Complexity

Posted by (twitter: @charles_kiptin)
Saturday, December 10th, 2016 11:32 pm

The map has been updated with doors and consoles. The doors have four states (on/off, open/closed). A circuit allows the consoles to remotely open and close powered doors. This does add complexity. Hopefully, I can find simple solutions for all of this.

The map could be bigger. It’s starting to get cluttered.

 

Previous posts:

Cleaning Code

Wall Detection

Random Movement

Intro Art

Check In

Still Jamming

Posted by (twitter: @charles_kiptin)
Saturday, December 10th, 2016 8:03 pm

Drinking coffee and cleaning code.

Sloppy code? Binary saves the day!

binary_code_doors

 

Map Progress with Wall Detection

Posted by (twitter: @charles_kiptin)
Saturday, December 10th, 2016 9:37 am

The map has been laid out and wall detection is in place. Also, the passive baddies have been divided into random groups that move on different heartbeats. This prevents them from all moving at once and creates the illusion of random activity.

 

Getting Somewhere (Random)

Posted by (twitter: @charles_kiptin)
Saturday, December 10th, 2016 4:56 am

I’ve started work on the map. Two rooms are outlined, and 16 baddies are placed at random coordinates. The baddies move randomly, as if milling about.

At this point, I’m not concerned about them staying inside rooms, walking through walls, wandering off the map, etc. Right now, I just need activity on the map, and I have achieved this.

 

 

 

Intro Art

Posted by (twitter: @charles_kiptin)
Saturday, December 10th, 2016 2:20 am

I’ve gotten some character portraits done fairly quickly. I’m just grabbing Creative Commons art and pixelating it.

Here’s Crazy Lady and Suspicious General:

intro_pair

Turn back while you still can!

CK

 

 

Checking In

Posted by (twitter: @charles_kiptin)
Saturday, December 10th, 2016 1:31 am

Hello One Roomers,

I’m off to a late start, and can’t fully commit to the 48 hours, but I’ll do what I can. The game I intend to make is based on an idea that I’ve had for a while. This jam will be an opportunity to prototype it.

 

Concept:

A ruined space station has been overrun by a horde of mindless baddies, and you must keep at least one room secure as your crew explores the structure to discover the mystery behind the station’s fate.

Gameplay is a lot like Duskers. Here also, atmosphere is important, but I’m not sure of much of that I will be able to communicate. Getting the puzzles and strategy correct will be key.

 

Tools:

Basic Web tech: HTML, CSS, JavaScript, plus image editing software (PS, Paint.net, etc.).

 

GLHF!

 

CK

 

 

Got it In!

Posted by (twitter: @charles_kiptin)
Monday, August 29th, 2016 9:27 pm

ramming_logo_2

 

ramming_haveEnemy

 

RAMMING SPEED!

Ramming Speed! isn’t complete yet. But you can sail around the map. When the enemy reaches the southern edge of the map, the game ends.

It was a slow start, but I’ve got a really cool little demo here. I will definitely expand and improve upon this.

See you next time!

CK

Ramming Speed!

Posted by (twitter: @charles_kiptin)
Monday, August 29th, 2016 7:55 pm

Just finishing up Ramming Speed! I’ll use the next hour to upload.

ramming_haveEnemy

 

Στερεώστε τα πηδάλια!

Posted by (twitter: @charles_kiptin)
Monday, August 29th, 2016 12:46 am

As many of you know, steering an ancient trireme could be at times… difficult.

With not one, but two rudders, and a whopping 180 oars in the water, things can get complicated.

This video demonstrates the skills required to successfully steer a trireme.

As you can see, the rudder is broken. And I will spend the next 20 hours or so fixing it.

 

Setting Sail

Posted by (twitter: @charles_kiptin)
Sunday, August 28th, 2016 5:21 pm

The player’s trireme is now moving and the control panel is starting to take shape.

With under 3 hours remaining, a lot of features will be cut. This version will just be two triremes facing off in PvE.

The Face That Launched…. One Ship

Posted by (twitter: @charles_kiptin)
Sunday, August 28th, 2016 2:38 am

ramming_logo_2

 

The game viewer layout is beginning to take shape. The map is on the left, the control panel is on the right. It has potential.

ld36_gameView_2

 

Originally, I thought that ship health status could be displayed directly on each ship on the map. But looking at it now, that might not be a great idea. With icons of this size, the user would either have to zoom in to each ship (which I’m not coding), or view a selected ship in the control panel (much easier).

The ship is of approximate scale (7m wide, 30m long). However, the indicators are getting cluttered. The rowers are represented by the outer circles, the archers by the top mid-bar, marines, by the bottom mid-bar, and the rudders by the two trailing bars.

This could be simplified, or just better organized. One improvement will remove the rower dots and instead represent the number of useful rowers by their oars (which need to be added anyhow). A loss of rowers is reflected in a loss of oars. It won’t matter if the rower died from an arrow, or lost his oar in a crash. Either way, that rower is ineffectual. This of course, brings up another problem of reorganizing the port and starboard rowers for equilibrium.

I just learned/remembered that Glut for OSX has been deprecated in favor of native windows (retina display, and all that). So my plan to quickly render 2D textures in OpenGL has been scrapped. This game will be done in HTML/CSS/JS.

Now I need my beauty sleep. Just a nap, really. Later.

24 Hours of… Photoshop!

Posted by (twitter: @charles_kiptin)
Saturday, August 27th, 2016 9:22 pm

ramming_logo_2

 

The first 24 hours was spent brainstorming, planning, and developing the game’s aesthetic. This aesthetic will inform the UI design, but it has been given far too much priority. This LD has been very slow, and I didn’t stick to any plan. The first 24 hours are gone, and I still have no code.

Familiarizing myself with this ancient Greek art style led me to repaint some Black-Figure pottery (source).

helmet_redux

Unfortunately, as you can see from the logo, the details are getting lost.

Then, I even tried to recolor some actual photography.

galley_1_watercolor

 

These notes are the closest thing I have to any game development. Here, I’m basically laying out the ship stats and how this data relates to gameplay. I’m also positioning buttons and bars on the ship as I try to figure out how to best present the ship’s health levels.

notes_1

 

From my research, it seems that on-board warriors we primarily used for defense. And the more warriors, the slower the boat (less ram damage). Of course, warriors can board enemy ships, but that’s a choice for the players.

For now, I need to move on to the code. It shouldn’t be too difficult, but there are a lot of commands for each ship. Some features (islands, shoals, siege weapons) will need to be scuttled (ahem), but the core gameplay should be there.

Good luck everyone!

Ramming Speed!

Posted by (twitter: @charles_kiptin)
Saturday, August 27th, 2016 5:20 am

Introducing Ramming Speed!

A top-down RTS game of ancient naval battles.

ramming_img_1

 

Board the Triremes!

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