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Dead Girls In Space – Early Access

Posted by
Sunday, August 23rd, 2015 4:42 am

Yes that’s right, we’re doing early access to a Ludum Dare entry! Before you ask, no, there isn’t any money involved, I’m literally just putting up an in-progress demo for you guys to try out and tell me about. Here are the builds:


Any feedback is appreciated! So is praise! In fact praise moreso. Gimme.

Dead Girls In Space is core-feature complete!

Posted by
Sunday, August 23rd, 2015 4:26 am
Look at that bangin' text!

Look at that bangin’ text!

Essentially, you can now complete all objectives and win (or lose) the game. The 3 objective rooms have all been completed and in my humble, biased opinion, they look fantastic

Something pretty to remember them by.

Something pretty to remember them by.

There is also a start screen that transitions seamlessly into the game when you press a button, which you can see up there. I’m really proud of that text, partly because of how cool it looks, partly because of the colours, and partly because scanning it in and converting it to a vector crashed Inkscape multiple times when I wasn’t patient enough. There’s also some niceties like the crosshair and gun only showing up when the title goes away, and the fact that when you become human again, you actually look human – you even lose the vignette and the glow!

I’ve also thought much more about the story, which I’m really happy with. It’s a bit implicit, but I’ll try and put enough hints in so that players get the feeling there’s something going on. Ideally MatPat will show up and try and figure out the intense mysteries surrounding these Dead Girls in Space – I think that’s a pretty realistic expectation 😛

Well that’s enough of an update for now. I have about 3.5 hours left before I should sleep for work, but if I have to I maaaayyy stay up and/or work on it a bit in the morning. We’ll see.
In any case, cheers and good luck!

“Dead Girls in Space” is coming along well!

Posted by
Saturday, August 22nd, 2015 7:38 am

We’re almost 12 hours into the jam, and I’ve got some good progress!

Things that are done:

  • Player can move (important!)
  • Bullets bounce off things and hurt ‘living’ beings (ghosts too), as they damn well should!
  • Turrets have aggro zones where they target the player, and they can have multiple of these without causing problems.
  • Oh, I forgot, turrets exist and they target and shoot you.
  • ~rainbow bullets~
  • Ghost terrain and objects that living things can’t touch, and living versions that ghosts can’t touch.
    • This lets ghosts go through some walls and on some platforms, but could also make them fall through some floors or block their bullets…

Things that are next:

  • Things to interact with, like for example a self-destruct button on the ship, or the escape pod that is necessary for completing the game.
  • Human mode that hides the ghostly interactibles and maybe lets you open doors?
  • Health packs
  • Health bar… could be useful.
  • Actually any kind of GUI, probably need a crosshair too and I’d like a vignette for when you’re in ghost mode.
  • The rest of the level… pretty big deal.

Things that might happen:

  • Pickups that increase your damage or number of bullets and things.
  • Pathfinding enemies (this is a big maybe).
  • Multiple characters? These will be randomised if they make it in. Will you get the super rare girl? :O

That’s about it for now, I think. I’m really happy with my progress so far, especially for my first game jam. To celebrate, here’s a gif!

Cheers, and good luck!

The Idea

Posted by
Saturday, August 22nd, 2015 2:15 am

After some thinking and a little playing around with a quick build, I’ve mostly solidified the game idea.

You play as the ghost of a dead crew member aboard a spaceship who has come back to haunt the living and destroy the ship, for reasons unknown (to you guys, anyway). It’s a fast FPS with things like bouncing bullets and multishot, might throw in some grenades or something too. The only problem so far is I’m not sure how to make it mean much. I mean, the premise is cool, but it doesn’t seem to affect the gameplay much. But I do have a few ideas…

I’m thinking perhaps your goal is to revive yourself and leave the ship while blowing it up. To this end there would be 3 things to do and the order would be somewhat up to you:

  1. Set the ship to self-destruct
  2. Revive yourself and become human
  3. Escape the ship

Obviously if you escape the ship before the others, you get a pretty bad ending because you didn’t kill everyone and you’re still a ghost. I’m thinking that as a ghost you can see/interact with certain things like platforms, powerups, and areas that you normally can’t, but perhaps as a human there are things you can do that you can’t as a ghost, like activate objects and open doors. When you sabotage the ship, it will start a countdown and if you don’t escape within that time you die, and the game ends (but you don’t necessarily fail!). So, you have two main paths; Revive yourself and then set the ship to destruct, or set it to destruct and then revive yourself. The first is risky because you can’t use as many safe options and can’t get as much combat advantage when you’re alive, the second is risky because you have to both revive AND escape in the time limit, instead of just escaping.

OK, I’ve sorted out my issues. I like where this has gone, and it’s what I’m sticking with. Thank you for reading, and good luck in the competition!

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