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Smiths ‘R’ Us – Complete!

Posted by
Monday, December 12th, 2016 4:50 pm

Play it here: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=49923

 

The objective of the game is to control your Master Dwarf to complete orders of the villagers that decide to put their trust on you. You have a rundown workshop componed by a single room, and you’re forced to sleep in the corner.

Once a villager comes in, he’ll ask you a specific weapon. As the customers get more impatient, they’ll start offering less and less for the item they requested, so make sure you hurry up! Should their patience completely deplete, they’ll storm out of the shop, forcing you to pay a penalty.

You have several Dwarves at your disposal: a Smelter, a Smith, a Leatherworker, a Carpenter and a Master Crafter. Go close to them to see what they can craft!

Crude GIF tutorial for how to craft. More details in the help menu:



Enjoy and please contact me for feedback and concerns!

Smiths ‘R’ Us (end of day 2)

Posted by
Sunday, December 11th, 2016 6:42 pm

End of day 1! More progress:

Design: 100% (removed upgrade system, added reputation)

Art: 90% (missing some customers)

Code: 80% (need to finish crafting and customer interaction)

Audio: 0% (leaving for last)

Concept:

Customers walk in, ask for a specific item, and it’s the player duty to handle the workers to produce the item requested.

Details:

  • 2D, top down.
  • 16bit sprites.
  • Inspired by “fast food games”.
  • Controls:
    • Movement via WASD.
    • Pickup and drop with E.
    • Choose option with 1, 2, 3 keys.
  • Can only carry one item.
  • Can upgrade the stations for 250g, making them work 25% faster.

Conditions:

  • Win:
    • No “win” condition.
    • High score attack.
  • Lose:
    • Money reaches zero.

Layout:

A room with several elements:

  • South wall has the counter and the door where customers come in:
    • Max place for 5 customers.
  • Top west corner has crates with a neverending supply of resources:
    • Wood.
    • Ore.
    • Leather.
  • North and east walls have the stations, shown in a fan:
    • Smelter
    • Smith
    • Leatherworker
    • Carpenter
  • In the center, you can find:
    • Crafter

Example of play:

  • Customer comes in, randomises request, chooses he wants a dagger.
  • Daggers are leather + ore.
  • Player goes to the customer, accepts the order, UI reflects this.
  • Player goes to the crate to grab ore, brings it to the smelter.
  • While it smelts, goes to the leather crate to grab some and take it to the leatherworker and make a small hilt.
  • Ore hot, Player picks it up and takes it to the smith, asks for a small blade.
  • Hilt should be ready, P picks it up.
  • Gives it to the crafter.
  • Blade ready, Player brings it to the crafter.
  • Crafter joins the components, makes dagger.
  • Player grabs dagger, gives it to the customer, gets paid.

Please let me know your thoughts!

Smiths ‘R’ Us (end of day 1)

Posted by
Saturday, December 10th, 2016 7:08 pm

End of day 1! More progress:

Design: 90% (still unsure about upgrade system)

Art: 70% (missing customer animations and most of the interface)

Code: 60% (need to finish crafting and customer interaction)

Audio: 0% (leaving for last)

 

Concept:

Customers walk in, ask for a specific item, and it’s the player duty to handle the workers to produce the item requested.

Details:

  • 2D, top down.
  • 16bit sprites.
  • Inspired by “Cook, Serve, Delicious”.
  • Controls:
    • Movement via WASD.
    • Pickup and drop with E.
    • Choose option with 1, 2, 3 keys.
  • Can only carry one item.
  • Can upgrade the stations for 250g, making them work 25% faster.

Conditions:

  • Win:
    • No “win” condition.
    • High score attack.
  • Lose:
    • Money reaches zero.

Layout:

A room with several elements:

  • South wall has the counter and the door where customers come in:
    • Max place for 5 customers.
  • Top west corner has crates with a neverending supply of resources:
    • Wood.
    • Ore.
    • Leather.
  • North and east walls have the stations, shown in a fan:
    • Smelter
    • Smith
    • Leatherworker
    • Carpenter
  • In the center, you can find:
    • Crafter

Example of play:

  • Customer comes in, randomises request, chooses he wants a dagger.
  • Daggers are leather + ore.
  • Player goes to the customer, accepts the order, UI reflects this.
  • Player goes to the crate to grab ore, brings it to the smelter.
  • While it smelts, goes to the leather crate to grab some and take it to the leatherworker and make a small hilt.
  • Ore hot, Player picks it up and takes it to the smith, asks for a small blade.
  • Hilt should be ready, P picks it up.
  • Gives it to the crafter.
  • Blade ready, Player brings it to the crafter.
  • Crafter joins the components, makes dagger.
  • Player grabs dagger, gives it to the customer, gets paid.

Please let me know your thoughts!

Smiths ‘R’ Us

Posted by
Saturday, December 10th, 2016 12:17 pm

Ok, progress:

Design: 90% (want armor as well, if there’s time, unsure about upgrade system)

Art: 70% (missing customer animations)

Code: 40% (missing crafting and customer interaction)

Audio: 0% (leaving for last)

Untitled

Work in Progress

Concept:

Customers walk in, ask for a specific item, and it’s the player duty to handle the workers to produce the item requested.

 

Details:

  • 2D, top down.
  • 16bit sprites.
  • Inspired by “Cook, Serve, Delicious”.
  • Controls:
    • Movement via WASD.
    • Pickup and drop with E.
    • Choose option with 1, 2, 3 keys.
  • Can only carry one item.
  • Can upgrade the stations for 100g, making them work 25% faster.

 

Conditions:

  • Win:
    • No “win” condition.
    • High score attack.
  • Lose:
    • Money reaches zero.

 

Layout:

A room with several elements:

  • South wall has the counter and the door where customers come in:
    • Max place for 5 customers.
  • Top west corner has crates with a neverending supply of resources:
    • Wood.
    • Ore.
    • Leather.
  • North and east walls have the stations, shown in a fan:
    • Smelter
    • Smith
    • Leatherworker
    • Carpenter
  • In the center, you can find:
    • Crafter

 

Example of play:

  • Customer comes in, randomises request, chooses he wants a dagger.
  • Daggers are leather + ore.
  • Player goes to the customer, accepts the order, UI reflects this.
  • Player goes to the crate to grab ore, brings it to the smelter.
  • While it smelts, goes to the leather crate to grab some and take it to the leatherworker and make a small hilt.
  • Ore hot, Player picks it up and takes it to the smith, asks for a small blade.
  • Hilt should be ready, P picks it up.
  • Gives it to the crafter.
  • Blade ready, Player brings it to the crafter.
  • Crafter joins the components, makes dagger.
  • Player grabs dagger, gives it to the customer, gets paid.

 

Please let me know your thoughts!

Neon Jumper (Working Title)

Posted by
Saturday, April 16th, 2016 1:52 am

Unfortunately, this month I don’t have that much time in my hands, by I’ll try my best with the Compo. Here is the simple idea I had:

 

  • Kinda like The Impossible Game (http://impossiblegame.org/the-impossible-game/) mixed with Ikaruga (http://store.steampowered.com/app/253750/) .
  • Different types of platforms in neonpunk fashion (http://store.steampowered.com/app/233270/)
  • Endless runner
  • Some hurt you, others don’t
  • To change which hurt you, need to shapeshift to a different colour
  • There are 3 different colours, and you change between them with 1/2/3 or q/w/e or z/x/c. Space jumps
  • Platforms can be on the same X axis as you are, or higher, or lower
  • Touch once the wrong one, you die. One HP, one life
  • One point for each change of platform
  • Techno music in the background

Game Finished!

Posted by
Sunday, April 19th, 2015 2:15 pm

 

Meet Blip, the Planet Hopper. He likes long walks on the beach and Saturday afternoon movies.

Instructions are in game, but here’s a TL;DR:
Move with WASD, avoid red things, touch white things, click to have the white things target the red things, right click to have the white things hunt down the red things. Done :)

Try to use the planetary gravity rings to your advantage, by slingshotting your way through the map. The enemies will, so be careful!

Blip likes to randomly say movie quotes. There are 20 of them, can you guess them all?

Hope you guys like this, as it’s my first LudumDare, and decided to make everything from scratch. Also, I’m a programmer, not an artist. Sorry if your eyes or ears bleed :)

Software used:
Engine: Unity 5
Sprites: Photoshop CS5
Sounds: SFXR
Music: ButtonBass

Please provide feedback, I want to get better!

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49923

Looking good!

Posted by
Saturday, April 18th, 2015 5:03 pm

OK, end of Day 1, here is the progress so far:

 

Random generation of planets, each with their own gravity variables, plus some enemies and friendlies. They all respond to physics and orders.

 

This is very similar to the final look I want it to have. I am not an artist, so will keep the art as minimalist as possible, just need to beautify it a bit (colour palette, etc).

 

Can’t wait to show this to you guys tomorrow!

Newcomer!

Posted by
Saturday, April 18th, 2015 5:27 am

Heya!

 

This is my first LudumDare, and love challenges, so I’m doing the Compo instead of the Jam.

To see my previous work, check out my portfolio: http://amochi-portfolio.com/

 

The idea is to have the astronaut jump (uses jetpack fuel which takes time to recharge) from planet to planet (black thing with purple aura), collecting good aliens that follow the player and using them to kill bad aliens (literally use, as in grab and throw them).

 

Kinda like Pikmin, only simpler and more intuitive, plus crazy orbit physics.

 

This is what I have for now: http://prntscr.com/6v5so0

 

All done with Unity 5 and Photoshop, nothing else (for now).

 

Upcoming screenshots will show better the mechanics :)

 

PS: kinda scared I need to go against my mentor Quill18, but we’ll see what I can do in just 48 hours

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