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Day One Progress

Posted by
Saturday, August 25th, 2012 3:07 pm

Now that day one is nearly over I’ve uploaded a video of the current state of play to youtube. A timelapse video of development is being recorded and I’ll upload that at the end of Day 2.

The actual game mechanics are mostly now in play. The enemy and player ships spawn, and the though it’s going to need a lot of balancing I don’t think the default values are too far off now. I’m hoping to get some of the evolution mechanic in, which is what actually will form the gameplay. At present there is no user input.

To summarise my previous post, the player is attacking a planet and in order to change the ships the hive queens are producing he has to sacrifice ships. By doing so their configuration is uploaded to the queens which will then produce more ships of a similar configuration. The player has to decide whether a particular ship will be more valuable in play or being used to improve future ships.

Posted by
Saturday, August 25th, 2012 12:10 pm


Progressing quite well with my first entry, just added a few graphics so thought it’s about time to post a screenshot.

The premise behind the game is that you’re an alien race attacking a planet. You control 4 hive queens (the ellipses in the corner of the screen) that spawn ships that are attacking the planet. By clicking on one of your ships you cause it to sacrifice itself. This transmits it’s essence and DNA back to the hive mind (ala Battlestar Galactica). The hive mind then integrates this into it’s future ship production. So for example if the planet’s defences start producing faster ships then you need to start sacrificing the relevant ships of yours to shift the hive queens into producing ships of the correct type.

This is still all in development, so whether or not this will work with the amount of time available for balancing is yet to be seen, but I’m giving it a go!

Current progress is as seen in the screenshot – crude graphics (which will probably unfortunately remain that way given my artistic skills), enemy and player ship spawning, collision detection and the framework for AI.

The next task is to get the mutation and behaviours in for each of the ships to see how the idea actually pans out. We’ll see!

Current progress is on github at https://github.com/jamiehales/ludumdare_24

First entry

Posted by
Wednesday, August 22nd, 2012 5:00 am

Barring any unexpected circumstances I’ll be in for the first time this weekend –



Sublime Text






My custom engine, PixelBoost. It doesn’t support Windows yet, only OSX/iOS/Android, I’m hoping I’ll be able to add in support for it before Friday, else it’ll have to be a port after the competition is over, we’ll see!


I’ve created a github repo, and will be committing regularly over the weekend.

I may record a time lapse of the development too, we shall see.

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