About LukeZaz (twitter: @Zazanxors)

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Ludum Dare 37
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
MiniLD #53
 
Ludum Dare 29

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Rescape released!

Posted by (twitter: @Zazanxors)
Tuesday, December 13th, 2016 1:27 am

Gif

…and playable here!

Gotta say — really happy with how this went down. Started off with a quick idea, but the first few days had doubt seeded deep. Nonetheless, a number of things ended up going quicker than expected, and I was still able to finish all the core gameplay and necessary assets in time.

Time to take a breather before heading off to play some games. Best of luck to everyone!

I intend to join

Posted by (twitter: @Zazanxors)
Friday, December 9th, 2016 8:48 pm

And Other Alternative Ways of Saying “I’m In”!

Can’t wait to get started, now. New site looks amazing, and I’m looking forwards to seeing what it’ll be able to do.

As for what I’ll plan on working with, I’m planning on the same tools as I always use, i.e.:

  • Unity, game engine
  • Visual Studio, IDE
  • Paint.NET, 2D Graphics
  • Inkscape, 2D Vector Graphics
  • GIMP, Alternative to Paint.NET for anything it can’t do
  • Chiptone, SFX
  • Beepbox, Music

Hoping to fare better this time around, as I’ve been spending time learning since the last LD, and have learned a number of useful things that I think will benefit me greatly. Unity also recently made their line renderers not suck, and things not sucking is pretty undeniably fantastic. Lastly, I finally found a way to prevent tiny gaps between sprites, which is nothing short of a blessing.

Anyway, it’s time to get prepared. Good luck to everybody!

I am in!

Posted by (twitter: @Zazanxors)
Thursday, August 25th, 2016 11:53 pm

Can’t wait to get started, especially after seeing the final round themes – there really is a lot of good-looking stuff in there this time around. I’m particularly curious to see what Level Changes While Your Playing or especially Plan Then Execute may bring to the table.

Oh, and as for my tools of the trade:

Game Engine: Unity3D
Coding Language / IDE: C# / Visual Studio
Graphics Tools: Paint.NET, Gimp, Inkscape
Audio Tools: Beepbox, Chiptone

That said, good luck to everybody – looking forwards to seeing what the weekend brings!

Morph Space ratings are in!

Posted by (twitter: @Zazanxors)
Wednesday, May 11th, 2016 1:49 am

RatingsOverall very happy with the outcome. This is actually the highest rating for Graphics I’ve ever received, so it’s quite uplifting!

Not done with the game yet, though. I’m currently working on polishing and adding to it, and while I can’t say how far it’ll go yet, I’m currently looking at the possibility of releasing an early post-compo polish update by this Friday.

Big thanks to everyone who streamed and played my game – your feedback was immensely helpful! Additional thanks to everyone who dropped by or submitted their game for my Twitch streams; community like this is what makes these special, and you guys amaze me with each event. Keep being awesome!

 

Morph Space is submitted!

Posted by (twitter: @Zazanxors)
Tuesday, April 19th, 2016 12:48 am

MorphSpace-LDFinal

Play it here!

“Shapeshift asteroids into mines and blow up enemies with them without getting blown up yourself. Transform enemy remains into more stuff and see how long you can survive! “

Couldn’t get a lot of stuff in – in particular most of the interface and sound are missing, but stuff works and you can watch it explode, so not all a loss!

Everything considered, though, this was still a great Dare for me. I learned a number of useful things and had a bunch of fun doing so. Definitely worth the time spent.

Good luck everyone – I look forward to playing your games!

Day 3 Gif-a-thon!

Posted by (twitter: @Zazanxors)
Monday, April 18th, 2016 2:48 am

MorphSpace-Enemies

There are now enemies!

MorphSpace-Mines

You can blow them up with mines!

MorphSpace-Husks

Turn their remains into useful stuff!

Today is over, and I couldn’t be happier with what got done. As you can see from the plethora of animated imagery, I have added kamikaze enemies, proximity mines to blow them up with, and made it possible to transform (read: shapeshift) their corpses into defensive objects to kill more enemies with.

I do plan to have more options for building (cough shapeshifting) and more enemies to fight, but UI and sound are going to have to take priority, so I may not get that done in time. Despite this, the basic gameplay is there, and it works well!

Second day coming to a close

Posted by (twitter: @Zazanxors)
Sunday, April 17th, 2016 2:24 am
Spaceshift

Click for higher quality or if the GIF doesn’t animate.

So it’s been a long one, but it’s been productive. Building is in, as are all the effects associated. I’ve also added level boundaries so you can’t escape into the endless void, so that’s good.

I’d been hoping to add basic enemies today as well, but I figure I can squeeze that in to tomorrow without pressing things too much. All in all, today went well, and I’ve got high hopes for the future!

Day one done!

Posted by (twitter: @Zazanxors)
Saturday, April 16th, 2016 2:30 am
Space! Space-ships! Space-ship particles!

Click for higher quality GIF or if it doesn’t animate.

Not much so far, but I’m happy with what I’ve gotten done in a short amount of time.

So far: Parallax backgrounds, particles, movement and aiming.

To do: Asteroids, enemies, level boundaries, shapeshifting and more!

In again!

Posted by (twitter: @Zazanxors)
Thursday, April 14th, 2016 8:25 pm

Seventh time running and looking forwards to getting started! I’ll be using my usual setup of Unity with Visual Studio as my engine/IDE combo, Beepbox and/or Chiptone for SFX/Music with a mixture of Paint.NET and Gimp for all my graphics needs.

Best of luck to everybody – can’t wait to see what you make!

I streamed some games and want your feedback!

Posted by (twitter: @Zazanxors)
Tuesday, January 5th, 2016 8:47 pm

For the past three or so LDs, I’ve been streaming games throughout judging period. Having just recently wrapped up this round of streams, I’ve started looking for some feedback. To that end, I’ve decided to create a quick form.

I don’t mind if you’ve watched my stream or submitted a game for me to play on it or not – I’ve got questions for everybody. If you’ve got the time, I’d love to hear from you – anything counts!

Thanks for your help, and I look forward to streaming again next Ludum Dare!

Lane King is out!

Posted by (twitter: @Zazanxors)
Tuesday, December 15th, 2015 6:05 am

This time it sucks that you didn't see this, this one wasn't potato quality

Play it here!

Didn’t manage to get in a lot of stuff, namely individual unit control, victory/defeat UI and audio, but nonetheless a lot got done; I’m very happy with the end result.

Since my last update, I managed to implement leveling up for the units and health for the player / AI. Each side starts with 100 health and takes damage from enemy units reaching its end of the map. For every level a unit gains, it gets a small maximum health boost as well as an extra 2 points of damage to the enemy team if it reaches their side of the map.

Surprisingly enough, this has resulted in the simple ‘pick a random lane and throw stuff there’ AI actually being more easily lost to than I imagined. Not paying attention to a lane can cost you; if enough enemies build up in a small spot, it may not matter how many units you throw there, they may just level up repeatedly, causing you to kill almost none and empower the rest for when they finally get to the end. I’ve lost up to half my health at once to incidents like this.

Anyways, this has been a bunch of fun as usual, and I’m looking forwards to playing everyones games. The few I’ve already tried have been amazing as ever, and I cant wait to try more tomorrow!

Caves, swords and a late start

Posted by (twitter: @Zazanxors)
Monday, December 14th, 2015 4:53 am

Horrible quality gif of boxes wielding swords it's a good thing you failed to load this

So I’ve finally finished what is technically my first day. I didn’t make any progress yesterday or the day before due to lacking an idea, but fortunately that changed last night and I was able to make a good amount of progress today.

I’ve decided to go with the Growing theme, and I’ve taken a lane-based war game and aim to throw a twist to it in that your troops can level up and grow more power so that when they reach the other side, they deal more damage to your opponent.

So far I’ve managed to implement spawning units and units attacking each other. Leveling up is also technically implemented, but there’s nothing to indicate it yet as I’ve found it difficult to add any effects for it.

I doubt I’m going to be able to do a lot of things – namely a main menu or music – but I’m hoping to at least finish the gameplay. Either way, I feel I’ve succeeded in attempting a smaller idea given how much of it I’ve already completed. Had I come up with this idea sooner, it probably would’ve been my most complete game yet.

Oh, and side note: turns out drawing and animating swords is super fun. Swoosh!

 

 

Going in once more!

Posted by (twitter: @Zazanxors)
Thursday, December 10th, 2015 1:33 am

This will be my sixth time and I’m looking forwards to it! Planning to make a smaller game this time around, as I feel my ideas have been too large for me to accomplish in the time frame. As for my tools, I’ll be using Unity (Game Engine), Visual Studio (IDE), Beepbox (Music, some SFX), Chiptone (Other SFX), Paint.NET (Art) and Gimp (Art extras)

As always, I may end up using (and fixing up) some old Unity platformer code I wrote a while back – feel free to use it for your stuff if you want.

Good luck!

Corrupt Ground is up and playable

Posted by (twitter: @Zazanxors)
Monday, August 24th, 2015 9:06 pm

Spawning units, fighting AI and its core

Not as good as I’d hoped – ran into innumerable bugs getting units to work, and couldn’t finish the AI, UI or any sound at all. Nonetheless, the actual gameplay is there and while a bit buggy, it works.

Play it here!

End of Day 1

Posted by (twitter: @Zazanxors)
Sunday, August 23rd, 2015 2:21 am

Death themed corruption fights Disease themed corruption for land to corrupt

Tons of stuff done, tons of stuff left to go.

In this little turn-based game, you play as a form of corruption taking over the land, trying to beat out the opposing forms of corruption for the area. I originally wanted to have you fight some settlement that wanted to protect its land from you, but couldn’t think of a good way to make that fun.

So far, you earn a point each turn per tile you’ve corrupted, and can corrupt more tiles with those points, with doing so being cheaper the more of your tiles that are next to it. The AI will attempt to take over tiles randomly until it can’t afford one each turn. There’s no win/loss conditions yet, but you can lose or control all tiles.

On the agenda for tomorrow: Better AI, more features, more polish, probably music. Off to bed!

Spreading corruption!

Posted by (twitter: @Zazanxors)
Saturday, August 22nd, 2015 7:51 pm

Corrupting the land over every turn

Got a slow start, but finally getting somewhere.

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