Ludum Dare 19
Ludum Dare 18
Ludum Dare 17
Ludum Dare 15
Hey Look, Cowboy Boots! Award
Awarded by winferno
on May 26, 2010
The Trophy Is Not Cheese
Awarded by HybridMind
on September 2, 2009
This time I have no other obligations, so I’ll have a chance to make a proper game. Hurrah! I’m looking forward to this.
I’ll be hanging out in the IRC channel. It will be fun to see everyone’s entries progress over the course of the weekend, and I look forward to all the ensuing craziness.
I’ll be using Flash, and coding in FlashDevelop, with GIMP for any sprites I end up needing. I may do synthesized sound, and if not then I’ll end up using sfxr and Audacity. I’m not using much in the way of pre-existing code, just a simple input class and some really basic UI managers:
Here is my completed entry for Ludum Dare 17. You can play on the web here:
It’s a simple puzzle game in which we navigate a growing worm through a set of narrow passages. The controls are explained in the game. Do let me know if you have any suggestions feedback, or find any bugs. Now I can go play other people’s games!
Almost there. I’d better upload this thing… anyway here’s a final screenshot!
Pipe rendering is now in, though I realize it will be pretty crazy to animate this due to the number of different permutations (4x number of frames for straight sections isn’t bad, but add that to 8x number of frames for corners and it gets scary). Perhaps rendering the worm as a series of overlapping segments would have been a more reasonable way to go
Due to limited time this weekend, the basics of the game are working but I haven’t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.
I’m pretty busy this weekend, but I intend to participate. I’ll be using Flash, and reusing the same basic template as I used last time (some basic scratch written UI and input stuff, simple blitting, and sound).
As an interesting twist, this Ludum Dare I won’t have internet access for the first few hours of my effort. I’ll be working blind, and hopefully I’ll be able to apply whatever I come up with to the theme once I find out what that is .
It’s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I’m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.
Well, I doubt I’ll have anything like a game done within the allotted 48 hours, but here’s a playable test:
And here’s a screen shot:
I don’t have a lot of time free this weekend, so I’m doing a split Saturday + Monday 48 hour block.
I’m thinking of prototyping a game I’ve wanted to develop for a while. The basic idea is that there are a number of attractive / repulsive balls in an environment. Each surface in the environment, as well as each ball, has a polarity (somewhat like gravity, or electrostatic charge). Like states repell, opposite states attract. A ball’s polarity can be flipped by pressing a corresponding key. We can’t move the balls directly, but by altering their polarity we can push or pull them using nearby objects.
Here’s my initial screen shot
My internet connection was down, so I’m off to a late start. Thanks, everyone, for the encouragement- I’m going to make an entry after all.
I’ve tinkered around with my Ludum Dare entry a bit more, and am ready to make another release (there may be one or two more after this, but nothing major.) For a while now I’ve been wanting to play with these mechanics, and Ludum Dare was a great opportunity.
New this version:
- sound (or something vaguely resembling it)
- vacuum affects enemy projectiles
- vacuum can be used to destroy enemies with their own projectiles
- 8 levels
There are other things I’m interested in trying, but I will probably not experiment with them in this prototype. These include:
- an alternate weapon mode that adds to walls instead of destroying them
- incorporating indestructible surfaces
- a charge shot with variable blast radius
- ammunition containers that double as shootable explosives
- better ways to handle lava
- stones (Dig Dug!) which are embedded in walls and can be freed to crush enemies, saving ammunition
- ways to limit recoil jumping, so it can be used to hover, but not reach unlimited heights
So the competition is over, but I was interested in exploring my entry further. My hope is to turn it into something more enjoyable. Here’s a ‘day after’ version with a few less crippling bugs (don’t worry, it’s still possible to tunnel out of the world and fall forever).
- 6 levels
- more accurate particle effects
- rewritten player movement
- two creature types
- limited ammunition
- debris vacuum for refilling ammunition
<w, a, s, d> or <arrows> to move
<mouse> to aim and fire
<space> to vacuum up debris and refill ammunition
There’s a movable player character, level loading, and the rudiments of player projectiles. There’s no collision detection though, and the terrain isn’t modifiable yet. Things are progressing, but I don’t have much time to participate this time around. I think I’ll at least get something done by the deadline.