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Big Boy Update

Posted by
Friday, August 27th, 2010 1:23 am


Did some work on Big Boy during the week to get it to a more complete and runnable stage. Heres the changes:

– Used a fixed time step to make physics, etc more stable

– Revamped the physics and collisions

– Cats can now be thrown properly

– You can now die and there is a game over state

– Added some extra sounds

– Variations in enemy sprites (purple/pink cats)

I need to do more work on the AI but the game is quite playable now :) Enjoy

Some Jammin’ Progress

Posted by
Monday, August 23rd, 2010 1:50 am

Things are starting to come along but only have a few hours left to work on the game (gotta work tomorrow :/)


Posted by
Saturday, August 21st, 2010 8:08 am

Thought I should post a progress shot. Currently working collision detection and then will be getting onto more gameplay stuff.

Do you like? :D

Do you like? :D

Minions and Upgrades

Posted by
Friday, August 20th, 2010 7:40 pm

Not the theme I would have liked but after some brainstorming I’ve come up with a couple ideas. One was inspired by Diablo II’s necromancer where you can resurrect dead bodies to work for you and kill more enemies. The other idea was similar but instead of minions you’d use “things” found inside the dead enemies to upgrade yourself.

Not sure of the style yet but I’ll probably make it into some form of 2D sidescroller.

Declaration YEW!

Posted by
Friday, August 20th, 2010 8:37 am

Just declaring that I’m participating in the Game Jam with a couple buddies. I’ve known about LD48 for a while now and have finally decided to give it a proper attempt. Hoping to get something completed :)

I’ll be using a framework that I’ve mashed up during the week and can be found here.

Framework Specs and Tools:

– C++ and DirectX



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