Ludum Dare 30
Ludum Dare 20
We have finally completed our entry, and submitted it just in time. It’s a simple platformer with just a couple of levels, but a very nice change from not releasing anything at all. Though I guess we get a solid 0 for “Community” :\
I have a question to you Ludum Darers. If our has been hurt a lot by the last-minute bugs (as in, we had to cut out one of the levels with some art not present anywhere else), may we add a “15 minutes later” edition to the list of downloads, where this is fixed and game gets almost 1.5 times longer? Or should we wait until the judging ends?
So, we’re taking part again, and again in the Jam. We’ll base our work on one of the two template projects:
Both of them are using Love engine with Zoetrope framework. We might also use some code from an unfinished framework of mine, in particular, a modified version of the Underscore.lua library. There also are yet another Lua class/object model, Model and Controller classes for MVC, supporting asynchronous evens and some other stuff, but those probably don’t go well with Zoetrope, so are unlikely to be used. Greedy me is including them anyway ))
Now, as for our team, there are two people: I am a developer and my wife is an artist. Oh, and here are photos of our desks:
So, let’s give it another try. A lot has changed, and we learned a couple of things. I, for one, am switching an engine to Love with a Zoetrope library. As for some organizational questions: First, there will be two of us (or maybe even three, but we don’t know yet), so we’re aiming for the Jam, if all goes according to plan. Second, I have a project skeleton I’m starting with, and here it is:
There is a Zoetrope installation, along with a Makefile to easily build a portable distribution of the game. Also, there are about 200 lines of Lua code, that:
- Load and display Tiled maps.
- Allow you to walk around while displaying some animation.
- Don’t allow you to walk through walls.
- Allow to execute arbitrary Lua code when you press space near an object. That code can be wrote into the map by setting an object property with Tiled.
I sincerely hope that it’s not too much to start from. And of course if Tiled maps turn out to be not very useful for whatever it is we’ll be working on, I might discard all that code and start from scratch (but with Zoetrope). Oh, also, that link contains a tiled map and an animated sprite for testing, but I’ll get rid of them, of course.
With all that said and done, good luck to everyone else participating in Ludum Dare! May your code be sharp, your art be beautiful and your game be amazing!
We are in
Well, since we are a team, it’ll have to be Jam, but games are more fun to make together, aren’t they? Without further ado, we present you our team, the Alleas:
This is the second Ludum Dare for me (Septi, and no, I didn’t create anything groundbreaking last time), and the first for Wednesday. For this Ludum Dare, I moved in to Wednesday and set up a temporary workstation. I have some weird network connection problems, so this time I’ll have to work on Windows, not Linux :\ Here’s my stuff:
And here’s Wednesday’s lovely desk:
This, by the way, is Raven, our talisman, he symbolizes:
As for what we will be using, here are tools for programming:
- C++ with MinGW+MSYS toolchain
- Qt – great crossplatform library
- SCons as a build system
- Git for version control, although I doubt we’ll need branches
- A little template project to start coding with, it’s just a “Hello World” for SCons + Qt combination
And here are tools for content:
- Macromedia Flash
- Sfxr for sounds, if we get to that point
Probably we’re going to use some of my code from the last compo (we’re in Jam, right?), probably not, this all depends on what we’ll be making. With all that being said, we wish everyone best of luck both in Compo and in Jam. Let’s do it
And with only five minutes left, it’s over
Sadly, it’s hard to call it a finished game. However, I’m exhausted after coding the whole night, so I don’t think Jam would help much. Sorry if the game is horribly raw, or should it happen to be boring — I did what I could for the first time. I’ll try to be as active as I can in rating your games after I get some sleep.
Congratulations to everyone who finished on clock
“Added gameplay :D” is the most epic commit message in my life ever.
So, now these guys actually walk towards the exit, but get scared and run away from monsters. Sometimes, to their doom. Because they only get scared if monster is at a certain distance, brave fellows from the rear push sissies on the front, so the whole crowd is inexorably advancing unless you’re actively keeping it at bay. So you have to choose between holding them off and carefully hunting down and killing the forerunners. That adds some sort of a challenge. However, I doubt if that’s any fun (for anyone except me, because “OMG it works I made it”) and can hold the player’s attention for more than a couple of minutes. That will be up to you to judge.
I think I’m going to take the courtesy of the “Submission hour” and delay my release a little (please tell me, if that’s against the rules), because there are many terribly little annoying things I don’t want to get in the game. Unfortunately, there also are some nice things I wanted to make, but will probably fail, due to the lack of time. These include audio and better graphics. Sorry.
Now I’m going to switch to Windows to make sure this thing even runs there and publish first (and presumably, last) alpha.
So here we are. Six hours to finish the game, and still a long way to go. I wasted a lot of time today. But I still hope I’m going to release game. Yeah. For Great Justice!
Here are some new features:
- Poor fellows can now die, should they wander too far away from the others. As you can see on the screenshot, they leave a nice puddle of blood.
- Player can click mouse on the dark areas to make *very scary* monster (see on the left) appear for half a second. Monster is supposed to scare people away, but right now, it doesn’t.
- There’s dynamic lighting! Well, not really smooth, but it’s there and serves two functions: restrict monster spawn areas and give player a hint as to how far away should the human go to become suitable prey.
- Humans now try to stick together and don’t bump into walls (they didn’t enter the walls in previous version too, but now they don’t even *try*).
- Oh, and they are now moving smoothly. Physics is tile-based, however.
All is not so bright though. After losing a lot of time on “humans-stick-together-but-try-to-explore” thing, I failed miserably. Most of them just stick around the spawn point. Those who try to explore used to get to the other end of the map, given about half an hour, but now they don’t — they just die.
Also, surprisingly, I ran into severe performance problems when I tried using alpha-channel for lighting. Seems like Qt is horrendously slow when drawing software graphics. My first impulse was to use its OpenGL facilities, but it turns out to be more complicated than originally anticipated. Maybe it’s just me. But my solution for the problem was to resign alpha channel altogether and use sprite with every other pixel being black and every other transparent. Smooth lighting going down the drain.
Oh, and the Scrollbars. That’s just plain wrong.
Here’s my todo list for remaining hours:
- Exits for the map and some simple pathfinding. I know how to do it and it seems to be easy — provided that there’s always one destination. For all mobs. I’m just tired of watching them dance around in the spawn room. Randomness will stay, though.
- Let humans be actually scared of monsters. The good part: this will finally turn it into the game. The bad part: I don’t even know if it will be any fun. I doubt, however, that it will be challenging at all. Maybe if I limit player’s ability to spawn monsters and make humans to to the exit fast enough and stick together well…
- Scores for killing every human. Preferably, combos too.
- Sound effects. Because recording screams is faster than drawing death animations.
- And some sort of GUI + short tutorial (just to show a few messages on screen).
Hm, on the second thought, how am I going to accomplish it in the time left? Will I have to settle for jam? I hope not.
- World map
- Small bitmap in a separate window, from which map is loaded. Yes, I’m using bitmap for world map, too.
- Some poor fellows that are later to become prey of evil monsters. They currently just walk around randomly, but don’t walk through walls. They spawn at the magenta zone on the world map.
- Complete absence of animation whatsoever. Also, mobs don’t walk but instantly teleport to the adjacent tile. Smooth movement will be added soon.
- Shoddy programmer art
- Complete absence of gameplay
Say, there’s a team of researchers / soldiers / civilians struggling around in the darkness. There’s something lurking in the dark, and while it is reluctant to approach armed-to-the-teeth humans in full light, still if it ever catches someone alone and separated from the group, it’s curtains. Two people can survive, but one always gets killed. Humans desperately need to get to safety, to light, while monsters are hungry: they want to eat them all.
Now the best part: you’re on the side of monsters. You can pop out of the shadows briefly, make strange sounds or make subtle alterations to the level, like suddenly turning on the lights. Doing this, you compel them to investigate or scare them away, with the ultimate goal of having at least some of them walk alone. And then you eat them, scared and broken
So, that’s my best bet for now. Maybe sounds a bit too epic, but this is it for now. I’ll go get some sleep.
So, that’s my first try at Ludum Dare (and really, my first ever try at completing the game in less than four months, so trying my best so far wouldn’t be enough, gotta do better than that )
Theme is so resourceful, I got some ideas swimming through and through in my mind already. Don’t know yet what shall I pick. As for the tools, I’m going to use Qt. That’s what I know best.
To all gamedevs out there, good luck and have fun! Do create something awesome!