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MiniLD #55 | Ludum Dare 30 | Ludum Dare 27 | Ludum Dare 26 |
Ludum Dare 24 | Ludum Dare 23 |
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Instead of making the game controlled by two buttons on your keyboard, there are two buttons in the game that progress the storyline depending on how you press them!
Here’s a screenshot, complete with placeholder Morgan Freeman.
“There must be a more efficient way to do this, but I don’t have time to figure out what it is”
As the compo draws to a close and N427 and I polish up our Jam game, I found some time to make this for use during the first night of judging.
We all love making games, and in that we take the good with the bad, just as we do with playing them. Some LD games are great, a whole lot are pretty good, and then there’s the ones that make you feel guilty rating. This is an homage to those games. Keep it handy during judging and try to get Bingo, and good luck to all!
It’s game time.
I’ve missed three of the past four Ludum Dares, and I am in no mood to take any of life’s cheap [expletive] anymore.
That’s why it’s time to hunker down, invite a bro over for the weekend, and do the jam and the compo.
That’s right, both.
Is it making up for lost time? Is it masochism? Is it just plain stupidity? Probably all three. See you on the other side, brothers.
Finally finished my game, after a little over 40 hours of work and a 12-pack of Clif bars. My attempt to be healthful has indeed paid off, it seems, for I present to you my very first Unity-made game: Graveyard Shift!
You’re the unfortunate undertaker, Clive Hedgerson, and you happen to have locked yourself into your own graveyard accidentally on the night of none other than the apocalypse itself. Kill enemies, upgrade your stuff, and find out about Clive’s dark and mysterious past! OoooOOOOoooOO!
Play it. Play it now. I’m rather proud of it, I must say.
Additionally, I recommend you play it through a boss battle or two. Bosses spawn infinitely and with varying levels of power, so it should keep you busy for at least a while. And if you like it, download the standalone. It looks much nicer on a 1080p monitor (as with allĀ things non-pornographic)!
As summer soon draws to a close,
And MiniLD’s done,
It comes to be that time again
Before Ludum Dare’s begun.
Developers from far and near
Dust off their IDE’s
Across the digital frontier,
We grow giddy with glee.
We vote on themes,
And watch the streams,
But before it’s to begin,
We’ll type two simple, solemn words,
The solemn words ‘I’m in.’
Let’s do this, men. And women. Countdown commence, and start your engines.
Too bad I haven’t been able to learn a new language in the past however-many-months, but whatever. The product will be equally shitty, but I’ll have a hell of a time doing it. Good luck, everyone, and may the best game win!
Hi again.
I ended up carrying out that idea I mentioned earlier that was stewing. Funny, it only took me about an hour to execute.
All in all, it’s looking really good.
The fourth level is done, and I’m now working on the fifth and final level.
From here, I just have to finish the last boss and fine-tune it.
Great Scott, I’m nearly finished.
~Kortuga
So if you’ve read my earlier posts you know that I’ve begun to design the levels. I ended up keeping the test rooms as part of the first level, and I implemented the first boss…
Also, here’s a screenshot of what I have from the second level so far:
Trains for the win.
After about sixteenish hours working on the game, I feel like it’s really starting to come together. After all, once you have every object in the game ready to go it’s just gravy putting it all in rooms and levels and whatnot. I’m glad I stayed up all night doing that stuff. Now I can really focus on level design and maybe start working on another idea that’s been brewing in my head since about 4AM…
~Kortuga
It seems like everyone’s game involves the player itself evolving. Mine does not do this- I included the theme in having my enemies evolve to try and defeat the player…
Eh, worst case scenario I get a little bit of a deduction in the Theme category.
I hope not, though…
~Kortuga
Fourteen hours is, still haven’t gone to sleep. It’s 11AM local time, and I think I’m going to go to take a nap soon.
I need my beauty sleep, you see.
Here’s what’s done so far:
– All the enemy programming! (Excluding the boss AI)
– Main menu graphics. (New Game button, Info button, etc…)
– Opening ‘cutscene.’ (Not much of a cutscene, really. Just text on a box. A textbox, if you will.)
– Beginning to code the first boss. (This is going to either turn out really neato or really crappy.)
It’s really astounding how much I’ve gotten done so far. Here’s a to-do list!
– Create the actual levels themselves. I have a feeling this might take me a whole day to do. (The screenshots in my previous post were of test rooms… Now that I think of it I might keep them though.)
– Finish the boss fight coding. (This’ll probably take a while too.)
…
That’s actually about it. That doesn’t seem like a lot in type. In my brain it’s a colossal amount of work to be done, though. I don’t think I’ll have a problem actually finishing it, though.
Until next time…
~Kortuga
Hi again.
It seems I’ve stayed up all night. This is what I have done after 10 hours of nonstop work:
– All game sprites complete (Will add more later if needed) (Hooray for recolored textures!)
– Movement engine done. (Feels like Megaman X.) (Very cool.)
– Lots n’ Lots of enemy stuff done (Not really tested very much though.)
– Basic story arc is stewing in my cranium (Hopefully it will stay there between now and the time at which I implement it.)
– Nice textbox script compiled (Looks pretty neato)
– Added a sah-weet unlocking-doors-with-keys system
– Seemingly unfixable but easily workaroundable bug unearthed.
– And, as promised, A screenshot!
Actually, two!