Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 17
Ludum Dare 15
The "Runs Under WINE" Award
Awarded by Raptor85
on January 8, 2012
This is going to be my last update before I release the game!
- Oil rig
- Missile silo
- Ability to create fighters
- 4 new levels
The game right now is playable but it can get boring and is too easy because the AI does not take the offensive… so when the player controls more planets, the AI can just be insta-gibbed. I want to add another gameplay element to make the game less boring, but I don’t know that I’ll have time. Also todo is music/sfx, a tutorial, and more polish over all.
There are still a lot of hours before I go to bed for the day, but I thought I’d put up another progress shot of my game Tiny Domination. Here I’ve added the basis for a money system. When you select a planet you have control over, it brings up the build menu. This “hospital” as I nicknamed it costs $150 and heals the planet for an additional 1 health point per 2 seconds.
Around the planets I added a glow so you can see what you own, what’s an enemy, and what’s neutral, but only player-controlled planets are shown here. I also added the ability to have units travel between planets. If a unit arrives on a neutral or enemy planet, it will attack it. Once the HP bar (as shown in the middle of the planet when hovered over or selected) reaches 0, you gain control of it.
Also, clouds and trees for kicks. I think I might only make one unit type, maybe two at the most… time’s running out fast. Oh, and I drew my own font. Not sure that was a wise use of my time, but RAWR.
Anyway, as I mentioned before the basic premise of this game will be an RTS about taking over the other planet things.
- Rotating w/ angle around planet
- Selecting units
- Map movement system (Scrolling with arrow keys / WASD)
- Minimap – only shows planets (green is yours, red the enemy’s). Doubt I’ll make it show units..
- Scrolling via minimap. The view is drawn as the white rect, you can drag it around for super fast scrolling
- Icons for the cursor for moving units to a friendly planet or attacking an enemy planet
Kind of behind where I wanted to be because I spent way too long trying to get a 2 bugs sorted out… BLEH. Anyway, assuming I can get the AI working (so, actual gameplay) and some more units drawn I could probably pump out a lot of levels fairly quickly! Might have to do a level select screen w/ saving, probably going to make a quick tutorial in-game. I’d also like to make more planets (purely cosmetic) along with putting stuff on the planets… but that’s near polish on my priority queue.
Obligatory workspace photo.
Anyway, an idea for this theme hit me right away. It’s going to be an RTS where you take over other “planets” to win. I’m hoping to incorporate multiple levels into this… The idea was more or less stolen, but I can’t remember the games that did this aside from maybe Eufloria.
Hoping to do more journals and a timelapse, but we’ll see if time allows. This is going to be a complex game…
Took a while to get to this point. I initially thought nearly my entire Saturday would be gone, but I was wrong! In any case, I’m sticking with my dumbed-down game concept and hope to just polish it lots. It’s going to be a simple endless arena shooter. Name undecided, more spell ideas in the future but this flamethrower type thing is the only one I’ve got implemented. Also the enemies don’t randomly spawn yet, and there’s only 1 enemy :(. You get more spells by uh, killing those poor damsels. Hopefully I’ll be able to make them avoid the player in the future (hoping I have time).
Haven’t decided how I want the player’s HP bar drawn yet… do I want it over him like with the enemies, or do I want it at the top/bottom of the screen for easy reading? I think I’m gonna do that.
Got my engine of choice up and running and finished some basic intro / title screen stuff. I really only have one day and the change on Friday, I’ll be gone nearly all of Saturday unfortunately. In any case, I hope to finish this game, but it’s certainly not going to end up being what I originally had in mind for it… Just gonna end up like a zombie basher most likely. Oh well, hope it’ll be fun anyway!
What good is a game without key-based gates? Also I need to do some serious optimization soon, this thing struggles for 60 FPS on my fairly new laptop, so I don’t know how it’ll fare against all of the LDers out there.. (hint: requires a good graphics card more than processor)
(Right click, view image to see full size) This is the first screenshot I took of the game, last night some time. I’ve since added a lot more atmosphere to the game. I don’t yet really have a working title for the game yet, but it’s going to be an “escape the facility” type of thing. Also, no food photos because the LD site was down, and being smart I forgot to take a pic of it anyway to post later. Oh well!
I spent 2 hours making this beautiful 1 minute piece of music. Hopefully you’ll join my ears in bleeding when you get around to playing my entry.
Goodie. Capture rate: 1frame/minute, night time cut and run at 5fps. Video quality is crap, but eh. Nothing I can do.
Lakes, mines, trees, palm trees, dirt, and sand hooray! The final island size will be approximately 5-10x larger, but I’ve not done so yet because I haven’t made a way to scroll the map.
Wish me luck! There’s still no gameplay yet. I hope to begin working on at least some gameplay tonight, finishing it up tomorrow.
(But I love the concept I have going here so much, that I’ll probably spend the week after LD finishing it up to my liking. Networked multiplayer is something I’m thinking about.)