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All done! Take It Take It Take This

Posted by
Sunday, May 1st, 2011 7:02 pm

Or “Wise Man’s Wisdom Emporium and Item Dispensary”

Have a few playing play testing, but it seems to go ok… I got one “the text box broke” so I took out one of the super long strings that may have messed up word wrap.

In any case, I’ll submit in a minute and update with the link.

Edit: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3927

Witty dialogue to come

Posted by
Saturday, April 30th, 2011 11:35 pm

28 hours in and the game is starting to shape up. I finished a lot of the “store” graphics, the wise man and 2 adventurers. Still very little in terms of gameplay, but the little guy walks in, you throw an item at him, and he turns around to leave.


Next step: Witty banter. Probably a class full of all the choices and outcomes since I am too lazy to mess around with XML anymore (after Ogmo).


Edit: No witty banter, but I got the dialogue box working. It slowly writes in, like the old RPG style. I had to get a monospace font for sanity purposes. Also threw in a sound for “picking up” an item, not that you can hear it yet.

Sages’s Suggestibles and Specialty Shop

Posted by
Saturday, April 30th, 2011 3:57 pm

Update time! I have made some progress! Buttons for selections are in and the item panel is done (aside from how to actually deal with the items being “used”). In any case, here is how it looks after you select ITEMS:


Game idea is based around this old man in a cave (yet to be drawn, wizard placeholder visible) who all adventurers go to for things, namely items and advice (much like Zelda geeet iiiit?). Anyway, people come in, ask for something and you are free to give them something suitable or something completely random and zany dialogue occurs. You are scored based on how well¬† you do, but going for a high score would be just as much “fun” as going for a low score so the player is free to do whatever. The title of the store changes depending on score.¬† Tomorrow the plan is to implement a bunch of worlds/levels that are simple 10-15 second minigames that show the adventurer using the item/advice the player gives them. Example: Trying to do a shmup with a banana is not going to go well, or trying to host a dinner party with a robot is… actually that sounds awesome. You get the idea.

It’s Dangerous (for me to draw)

Posted by
Friday, April 29th, 2011 10:59 pm

Continuing from my last post, I have modified some of my plans due to how FlashPunk does things (yay learning), and am still working on the interface/HUD.

Comparisons to another, er, related game are somewhat obvious. Nothing moves, aside from the sword cursor. Still have to add in the rest of the HUD entities. In any case, I need a break from programming and drawing, so I am going to watch some TV and plan some stuff on paper for a bit.


Posted by
Friday, April 29th, 2011 9:27 pm

Alright so I had ideas planned out for “Absorb”, “Climbing”, “Traps” and this theme, so I at least already had an idea of what to do.

As I mentioned earlier, I am using FlashPunk and AS3, which are both news for me, and progress as a whole is likely to be slow. Also a lot of people are bothering me on MSN for some reason which isn’t very good. In any case, I set up my project with packages and some scaffolding code, some temporary images and tile sets, and have the idea solidified in my head. So far I am aiming for the main “level/world” of the game to be “playable” by tomorrow afternoon, which means the functionality of the HUD has to be put in, and then I’ll work up the actual gameplay.

Basic premise is the same as in Zelda, but the old man in this game is probably not as wise.

Double New

Posted by
Sunday, April 24th, 2011 10:14 pm

Hello. TL;DR version upfront: New, trying new language, done something similar before, probably end badly.

Some back-story:

I’ve had some friends do LD in the past, and that always seems fun. I even did a “homemade” 24-hour challenge with my good friend (Overkill/@Bananattack) where we had 5 tries to get a good name off the video game name generator and then make a game based entirely around the name in 24 hours. I got “Advanced Battleship Mission” to my delight, and the other guy got “Maximum Yak Attack”. To make it extra hard, we also got to inject an additional theme into each others game after the name was picked. Thinking I was clever I put “Multiplayer” into his game, and I got stuck with “GOATS”. Long story short, he made a game much like the old Rampage arcade game, and mine was some bizarre defense survival game with goats. They were both pretty rough, but it was fun to do.

In any case, I am new to Ludum Dare. Here are the tools I will be tinkering with:

Platform: Flash. Never done any Flash work before, but I figure this is as good a time as any to learn it.

IDE: FlashDevelop. I am a big fan of Visual Studio and they look pretty much the same. Also I have no idea how to compile Flash stuff myself so all the help I can get is great.

Libraries: Flixel or FlashPunk. I am not entirely sure which yet, but I have been running through some tutorials to get a feel for them.

Visuals: Paint.NET I guess. I am terrible at “art”.

Sounds: SFXR and whatever I can find that works for background music. I might just pull out my keyboard, play some random chords and then run it through some synthesizer and make it sound weird. That or just record me making sounds.

Other: Probably a few bottles of Dr. Pepper, a coffee or three, and some random video game music.

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