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I’m in

Posted by
Friday, December 11th, 2015 3:09 pm

The compo starts at 2AM here, so I’ll be waking up early in the morning to start coding – I’m planning on trying a second time to do a roguelike, last time I entered I got distracted by too many things over the weekend to get it to a decent state.

When I say roguelike, I’m thinking of a very traditional one, turn based with ascii graphics.

An example of this kind of game would be one of my favorite all time games ever – ADOM.
http://www.adom.de/home/downloads.html

Scroll down to the ascii version.

So, a proper oldschool roguelike, in the browser – I’ve found that far more people will play a game if its just a simple link to click and everything works in the browser.

Tools:
HTML5 / Javascript
Eclipse
Tiled for designing the levels

That’s all you really need – I’ll implement a save system at the end, if I get the main game working properly, which would require a bit of PHP and MySQL – nothing terribly fancy.

Good luck everybody, have fun, and remember – keep it simple.

beneath the surface?

Posted by
Saturday, April 26th, 2014 1:50 am

I was hoping for this theme because it 100% lends itself to the roguelike (proper roguelike, with ascii graphics) which I wanted to do

Preliminary idea:
You need to go into a dungeon and it gets deeper…

Well, thats sorted then.

MAY THE CODING BEGIN

I’m in!

Posted by
Thursday, April 24th, 2014 12:04 pm

Im hoping that this time, the theme will lend itself well to a roguelike as I’ve been wanting to do one for a while – by roguelike of course I mean top down, turn based with ascii graphics.

This will be a polar opposite from my last entry which was an FPS and turned out to be over-ambitious just like all my FPS entries 😛

I might make it realtime which would be a good twist.

I have two secondary objectives:
1) Get pathfinding to work
I have never actually implemented proper pathfinding for a game, so this will be a good opportunity to learn

2) Get a server side system for high scores, and saved games
This will be useful for more than just LD games of course.

My tools will be SVN and Eclipse, I won’t need anything by way of graphics and I’ll build the editor into the game itself.

Minimalist blog post – minimalism and potatos

Posted by
Saturday, April 27th, 2013 6:37 am

so far I have fleshed out my idea, on a piece of A4 paper of course as this is minimalism. My code is also as minimalist as possible, without many comments and no semicolons. On top of that, I stripped my workspace of anything not strictly necessary.

So far you have to hunt down minimalist creatures, which are surrounded by a non minimalist cloud of geometry which you must destroy with your potato gun

minimalism screenshot

I chose potatoes because they are potatoes, and also because plain boiled potatoes are a minimalist food, pure starch / energy with little flavour. I told you guys I would get potatoes into the game somehow.

Minimalist art gallery

Posted by
Friday, April 26th, 2013 7:32 pm

Not the theme I was hoping for, but thats OK – I have a vague idea of what to do.

This game takes place in an art gallery – at the start there are no exhibits, but then, randomly generated monsters come through the doors – consisting of rectangles and other shapes – you then have to colour their components with a minimalisation ray to produce abstract works of art – each one will then appear as a work of art in your gallery.

When you are done, you can link people to your gallery and they can walk around and look on in awe at your works of art.

As an upgrade, there is a secret client who orders specific works to be “created” and you have to produce something similar to what they have requested.

Im in

Posted by
Friday, April 26th, 2013 3:26 am

I’ve been looking forward to ld26, since I missed number 25.

This time I’m going to have a crack at something 3d in html5 – I’ve been looking at THREE.js which seems like it could be a great framework for prototyping 3d stuff. I can take this weekend to learn how to use it. Probably gonna do a warmup in the next few hours, to iron out any difficulties.

It wouldn’t be my first 3d entry, but the last one was done in XNA and not many people could be bothered to install several microsoft frameworks to get the game running. Hopefully more people will be able to access my LD26 entry – anybody with a modern browser at least. I’ll have to work to ensure I don’t make something too heavy for slightly older machines to handle.

My tools will be vim, THREE.js, sfxr, a sound library which I’ve not yet chosen, and PHP. I’m going to record a timelapse with good old chronolapse.

I’m hoping for the theme “Ancient Ruins” because then I can do an “exploring the temple” game with traps and stuff.

Also, the game must feature a rolling ball that you have to escape from.

Worms in a petri dish

Posted by
Friday, August 24th, 2012 7:35 pm

So, I committed in the last hour to doing a worms clone of some kind – i was disappointed that the theme came out as evolution but I think I have an idea

Normally in worms you have a selection of weapons like an inventory, and you select from a grid – not in this worms clone. Instead, every round survived and every kill provides you with evolution points, which you can use to modify the body structure of each of your creatures, which start out as bacteria. You can add arms, legs, and various weapons.

The game is not a worms clone as such – its top down – but it uses the same technique of bitmap terrain, as it is effectively in a petri dish.

Plan of attack:

1) Create the most basic possible turn based multiplayer system possible. Possibly.

2) Add bacteria cells which can move around in the petri dish and have a basic attack

3) Add points system where you gain points with each kill or turn survived

4) Add system where you may add weapons to your cells

5) Add terrain which can be damaged and which stops cells moving around

n) Blag about my fantastic game

READY TO GO!

Posted by
Friday, August 24th, 2012 5:43 pm

Last minute decision to actually do this, I’ve had this crazy idea that I could do a worms clone; hopefully the theme is suitable for this. I’m sure I could squeeze a worms clone into 48 hours.

Tech:
HTML5
Javascript
VIM
Paint.net
sfxr

I’m also going to eat pizza and drink beer in the second day to prove that this doesn’t mean you will not finish.

Good luck and bon voyage everybody

The World’s Buggiest Game is now live!

Posted by
Sunday, April 22nd, 2012 7:07 pm

So, I’ve submitted now, and its playable. You can survive wave after wave of monsters. I had to post a couple of bug fixes halfway into the submission hour, but hopefully I wont get into too much trouble for that.

The general idea is that you build your ants nest (you get free wood as I had to drop the wood harvesting feature). You can build a larder to collect food, but your ants are not very smart. They will wander off into the ether if you don’t provide them with a pathway of pheromones to follow.

Meanwhile, you are fighting off waves of other bugs coming from the top. Sadly I was only able to add termites and spiders, I had planned wasps as well but ran out of time. To defend against this you must build sentry holes, and spawn soldier ants from them. These guys will patrol near the sentry hole, and when they see an enemy, they will attack it, and then return to the sentry hole. This way, provided you can produce enough food to keep up, you can hold back the endless stream of monsters from the north.

My (fledgling) idea:

Posted by
Friday, April 20th, 2012 6:53 pm

OK, so I did promise to do my game using HTML5 and I’m not going to reneg on that one. For Tiny World I’m going to do a variation on tower defence, where you are a colony of ants. For my first prototype, which should hopefully take about 12 hours to finish, I need the following features:

You can place an ant hole within range of your main nest mound
You can draw a line from the hole to a nearby resource
You can station soldiers on a line, and they will patrol up and down it
Worker ants move up the line to the resource, harvest it, and then move back down.
Waves of creatures come along periodically, and you must watch in horror as your little ants fight for their lives.
Between waves, you can upgrade each hole, adding new workers, new soldiers, or changing the path.

The graphics are going to start off simple, of course, I’ll draw a very basic ant hole and 2 types of ant, the enemies will just be blocks until I can make them more convincing.

I imagine many other people will be doing something ant related, since ants do live in their own “tiny world” so hopefully mine will be more engaging than all the others.

I’m in! Going to use le javascript this time round.

Posted by
Thursday, April 19th, 2012 11:17 pm

This time around, I’m going to break the mold and do something in Javascript. I’m looking at two options depending on the theme. “Build it then use it” seems to be a likelyhood so in that case I’ll do something like Fantastic Contraption. If its something that lends itself to an RPG, which I’m hoping is the case, I’ll do a roguelike. Thats right, a roguelike, in javascript 😀 not sure there are many of those around right now. There is also a possibility that I’ll do an FPS but only a few possible themes lend themselves well to that.

Whatever I do I’ll need some backing store either for saved games or to host the main page stuff, so I’ll have to write that in PHP, the rest will be pure JS. Again depending on the theme, I have several choices of API’s, I’ll probably use something in the CreateJS framework. If I end up doing physics though, I’ll be looking at JiglibJS2.

This is going to be highly experimental so I’ll get the most basic game to work first and then add to it iteratively, not my usual strategy.

I’m In, but its gonna be a short entry

Posted by
Tuesday, December 6th, 2011 1:53 am

I don’t have the time this time around to take 36-40 hours doing an entry, so my entry will be a text adventure, using C#. I probably wont use any additional libraries, so no need to start work on a starting framework; ill hard code the layout of the world in arrays.

Legendary Lava Escape – post mortem

Posted by
Monday, August 22nd, 2011 6:49 am

This has been a hectic weekend. I’ve honestly never concentrated so much on an LD entry before.

Here are some of the good points about my entry:
The physics works perfectly – you can kick around the corpses of dead enemies, and the jumping is quite smooth. You can even bunny hop! This is all thanks to BEPU physics which is a darn good API. The character controller I’m using from it is experimental, but seems to work very well.
Gameplay has at least some depth. You have to escape from the lava as it rises, and that is confounded by the exit being locked (you have to find the blue key to escape).
The level is reasonably large. I was able to speed-run it in about 100 seconds. Some players have reported running out of time which makes me grin.
You can fall in the lava and die prematurely, which adds a tiny extra bit of depth i think.

Now the problems:

Only one type of enemy – I had hoped to implement a couple more. I wanted to have a sniper and give him a laser sight so you could see where he was aiming, and I wanted a lava monster who would wake up and throw lava bombs at you.
No pick-ups other than the keys. I had wanted health and weapons.
No unique weapons – the code supports this but I ran out of time, so I upgraded the default to be fully automatic.
The level wasn’t as finely crafted as I had hoped. I had intended to have a total of 4 keys, the red key just being a “tutorial” on the controls (that’s why its so obviously through the only unlocked door).
The big one… I messed up the graphics on the level geometry. The billboards were just fine, but the level geometry was rendered wrong. I tried to share vertices and thus texcoords between each block, but that proved futile. What I should have done was have one batch for each pair of parrallel surfaces – since my blocks are all axis aligned this would have made sense. Then, I would have been able to light them and have more carefully plotted texture coordinates.
I wish I had time to add more levels – the game code supports it, I just didn’t get the time to build them.

One thing is for certain though – from now on, I’m going to do 3D entries. So, when the next LD takes place, I’ll be using the same tech I’m using now.

What the physics engine sees

This is the data in the physics engine, drawn using the BEPU physics debug drawer. I’m compressing my tiles into linear batches for the physics, and using a single block for each one.

For the graphics, I’ compressing things further, into a flat list of triangles for each type of tile. Since most levels are more lava than tiles, this should result in a very small number of actual triangles and thus decent performance on even weaker GPU’s.

Progress after approx 12 hours

Posted by
Saturday, August 20th, 2011 7:39 am

I don’t yet have the pretty graphics I hoped for, but the physics is nearly finished, which is half the game anyway. The following things work

0) Character moving around the level and aiming FPS style (Thanks to the new release of BEPU physics with its character controller)
1) Floaty enemy who dies when you shoot him enough, and falls to the ground.
2) Physics debug renderer integrated, so I can see everything
3) Level loads from the tiled file format into linear batches of identical tiles
4) Physics side of weapon system finished, and waiting for me to code pickups

Flying Moustach of moustachery!

Posted by
Saturday, August 20th, 2011 12:31 am

Yeah baby, this moustache is all like, flying and stuff. He flies around. And he is a moustache. How much more awesome could it get?

Flying Moustache in attack mode

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