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Sitting this one out

Posted by
Friday, April 20th, 2012 11:52 am

I’m probably going to sit this one out.

I had a lot of fun during the last competition, and I learned quite a bit, but I’ve other things to do this time. If I was to enter, though, I’d be using the same tools as last time: Visual Studio 2010 for my IDE, XNA for my framework, and a quadtree library that I made (okay, technically I didn’t make it fully on my own, I had a bit of help and inspiration from this as I got stuck in writing certain parts of the code).

I’ll probably enter in next time, but for now, school and life are in my way. Good luck to all the competitors, and I hope to see some amazing works by the end of this!

Lone Survivor – Post Mortem

Posted by
Monday, December 19th, 2011 6:07 pm

I submitted my game, and finally have it a title: Lone Survivor. Link here: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=7488

So, I’m going to evaluate what went right and wrong now. My wrong list is going to be waaaaay longer than my right.

What went right

– Code ideas! While making this I thought up some great ideas for code, and even separated my QuadTree code into a separate library to use in later projects. I also thought of some nicer ways to handle physics than I’ve traditionally done, which is also going to help me with some later projects.

– Development speed. Since I was using C#, the compile time was minimal, making testing a breeze. C# is also a fairly quick language to develop in.

– My interpretation of the theme. I disliked the theme chosen, it was one of the few I -1’d, but I had to work with it anyways. So I interpreted it in my own way 😛

What went wrong

– Absolutely everything else. Everything else was a disaster. My art was poor, and my game lacks animations because I didn’t feel like making or learning an animation library for XNA. Before I start next time I’ll make sure I do that. I also lack background music, even though I have some sound effects here and there. I was pressed on time towards the end, so I ignored adding new features and aimed to just finish the game up, because I wanted to submit something.

So all in all, I had a wonderful, gained a lot of experience, and felt the wondrous feeling of finally ‘completing’ a game. All in 72 hours. Amazing how time can fly by so fast.

End of day, bedtime

Posted by
Sunday, December 18th, 2011 12:56 am

After about 10 or so hours of work, I’ve completed about half to three-quarters of the concepts I want in my game. Time for sleep, I can’t code at 3AM. So, until tomorrow, Ludum Dare!

A bit past 12AM EST, with some progress

Posted by
Saturday, December 17th, 2011 10:33 pm

I’m making some progress. Physics – check. Player class – check. Enemy class – check. Hitboxes, damage system, a simple enemy AI – check, check, and check. The character can be controlled at this point, and pressing Q will launch a fireball. The enemy’s AI is pretty simple, all it can do so far is always be looking in the same direction as the player and have a 1/200 chance of firing a fireball at the player per frame (which is a lot more often than I want. I think I’ll lower it to 3/1000 chance, perhaps even lower) if the player is more than 50 pixels and less than 300 pixels away. Next up – finish the enemy AI. Make him have more attacks, chase after the player, be somewhat intelligent and attempt to avoid attacks. Then add some more attacks for the player, add upgrades after defeating certain amounts of enemies, and most importantly: make more enemies spawn.

Still ugly :D

5 hours of work

Posted by
Saturday, December 17th, 2011 6:23 pm

So this is my first time competing, and I haven’t made any posts yet :O I didn’t even make an “I’m in” post! Well, I’ve started work, so I’m in. I don’t know if I’ll finish, but I’m working in the Game Jam so I can have slightly more time and a little more relaxed rules. I’m working in C# with XNA (sorry for the fellows on Mac/Linux or those who don’t want to download the XNA framework), and I’m currently simply using MS Paint for graphics (though I have Photoshop so I can create some slightly more fancy effects later on). I’ve got a screenshot, but there’s not really much in it :V It shows my placeholder for the character, the ground for my game, and a red box that shows up in debug mode that shows the outline of each node in my quadtree (which I’m using because it’s incredibly helpful for the physics I want).

My take on the “Alone” theme: Fighting waves of monsters, all alone c:

This is my terrible looking stuff so far. I hope to make more progress soon though 😀 I’ve got some simple physics down, so I’m moving on to actually making the character and enemies.

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