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The "Runs Under WINE" Award
Awarded by Raptor85
on January 8, 2012

Daz's Archive

Tiny Domination Progress 3

Posted by
Sunday, April 22nd, 2012 9:15 am

Tiny Domination Progress 3

This is going to be my last update before I release the game!

What’s new:

  • Oil rig
  • Missile silo
  • Ability to create fighters
  • AI
  • 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.

Tiny Domination Progress 2

Posted by
Saturday, April 21st, 2012 2:38 pm

Tiny Domination Progress Screenshot 2

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.

Tiny Domination Progress

Posted by
Saturday, April 21st, 2012 1:31 am

Anyway, as I mentioned before the basic premise of this game will be an RTS about taking over the other planet things.

Currently working:

  • 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.

Beginning of the End

Posted by
Friday, April 20th, 2012 6:33 pm

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…

Almost got the mechanics done…

Posted by
Sunday, December 18th, 2011 8:53 am

I give you lightning! It bounces around randomly on enemies of the same type. Also the first 4 spells are implemented, one more to go + more enemies + enemy spawner and I can call it done… of course I would like to do more though. (sfx, music)

Gameplay at Last

Posted by
Saturday, December 17th, 2011 1:34 pm

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.

And we’re off

Posted by
Friday, December 16th, 2011 9:24 pm

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!






Laser Gates, Oh my

Posted by
Sunday, August 21st, 2011 10:12 am

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)

A screenshot

Posted by
Sunday, August 21st, 2011 9:14 am

(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!

Kapow, Music

Posted by
Sunday, August 21st, 2011 8:24 am

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.

Isolated Empire Timelapse

Posted by
Monday, April 26th, 2010 6:40 pm

Goodie. Capture rate: 1frame/minute, night time cut and run at 5fps. Video quality is crap, but eh. Nothing I can do.


Status: Procedural Generation Quite Lovely

Posted by
Saturday, April 24th, 2010 4:02 pm

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.)

Progress Report

Posted by
Saturday, April 24th, 2010 9:29 am

Might’ve gone a bit overambitious…

My little procedural engine can generate 1 island of any size. Only problem is, it likes to hang up when you start making the island size larger ;P I’ve got an idea for a workaround floating in my head, and I’ll try to implement after I have some lunch.

Weapons of choice:
FPC 2.4.0 w/ Lazarus .9.28.3 beta
Andorra 2D
Anvil Studio (run through GXSCC to make boring midi into 8 bit deliciousness)
Free Audio Editor (because Audacity BSOD’s my computer)
media-convert.com to convert wav to ogg

I’ve got a working title screen, 1 song (24s, loops), and a couple of sound effects (which seem to have issues playing slightly delayed…)

Alternative builds for other operating systems will be created post-compo. I’ll be able to create a linux x86_32 build (and windows x86_32) build, and while there is a Mac in my house, it’s a PPC, so I don’t know how it would build things :/

Desktop Photo

Posted by
Friday, April 23rd, 2010 5:06 pm
Desktop photo

Desktop photo

OK you guys. I don’t know how you did it. I said I wouldn’t, but here it is in it’s beautifully messy glory. Sporting my desktop + eee. I think I’m just going to leave the eee on IRC to not distract myself so much. *Cough*

Did someone say LD?

Posted by
Thursday, April 22nd, 2010 9:21 pm

Well, it all comes down to the theme. There were only 5 or so themes I immediately thought of an idea for, and based upon the theme I will choose a development tool. Generally, for a more complex idea I have, I’ll be going with GM or Unity, and if I can think of a simpler idea I’ll be using Pascal.

Tools of choice:

GM, Unity, Lazarus w/ FPC 2.4.0, Andorra 2D, SDL+SDL_Mixer, GIMP, sfxr, musagi or syntrax or anvil studio

We’ll see. Haven’t done a LD in quite a while, so I’m hoping I can create something interesting this time, no matter how simplistic it may appear.

I’m too lazy to make motivational posters, take pictures of my food and workspace, so you’ll have to live with other people’s.

As for a timelapse, this is a possibility. Ideally I would like to find a timelapse software with 30s-1m increments that saves in PNG, which I have yet to find. Most seem to be BMP/JPG… BMP is horrible for space and JPG for loss of quality.

For creating a movie from the images, someone recommended FFMPEG/Mencoder, but I’m not sure if they can handle PNG files (assuming I can find a program to capture as PNG).

Oh well. I’ve got a day to figure out that setup. I’ve got all of the other tools pretty much set up already.

Just a Quickie

Posted by
Friday, August 28th, 2009 7:57 pm

Well now, I have an unexpected trip this weekend so I’ll be gone. I was going to just cry myself to sleep, missing ludumdare… but I’ve come across a better solution. I’m going to be making a 1-3 hour game instead of 48 hrs. It’s probably going to suck, have no gameplay or sound, but hey, I’d like to get something done.

Since this is a very quickie I’ll be using

GameMaker, Gimp, Maybe SFXER, Maybe some mic input, no music.

Good luck to you lucky enough to have the weekend.

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