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Unstoppable Force
Awarded by Colinchocolate
on December 19, 2011

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SimHamlet Timelapse

Posted by
Tuesday, April 24th, 2012 9:20 am

Continuing in the glorious tradition of timelapse recording my entries, this time with a much better framerate.

I did most of the development of my entry on a laptop while at a dance workshop weekend (as a tech/helper, I had a lot of free time), so sometimes I am off doing things and the timelapse freezes on one image for a few seconds.

But if you’re interested in seeing me draw my “art”, watch away!
(I accept no liability for any eye bleeding that may occur while watching my art skills)


SimHamlet post-mortem

Posted by
Monday, April 23rd, 2012 4:55 am

Sim Hamlet
My aim this time was to work on my drawing skills. So I decided to make a graphical game for LD#23, based loosely on an old favourite game of mine, “The Settlers”. I apologise for any eyeball bleeding you may suffer.
The aim of the game is to balance wood, stone, grain and food production, ultimately to build a castle (costing 40 wood and stone) and to store up 40 food to be able to survive a siege (note, siege not shown in-game). If you ever run out of food, you lose.

Mason’s: costs 3 stone, 1 wood. Produces stone from surrounding mountains, consumes food.
Woodcutter’s: 3 stone, 1 wood. Produces wood from surrounding forests, consumes food.
Farm: 3 stone, 2 wood. Plants fields in surrounding empty space, produces grain.
Windmill: 5 stone, 3 wood. Consumes grain, produces food. Each produces enough food to feed a single mason or woodcutter.
Castle: 40 wood, 40 stone. Building a castle and amassing 40 food wins you the game.

What went right?

I finished.
The game has both a win and lose condition, and both work.
I re-used a lot of code from my last entry, and that let me put in a main menu and menu->play->lose->menu cycle really quickly.
It has art.

What went wrong?

I didn’t figure out what the aim of the game was going to be until a few hours from the end, and nearly gave up because I didn’t have a “game” as such yet. In the end I drew the castle and its construction stages very hastily near the end and threw it all together. It stuck, so I submitted it.

I didn’t get round to showing in-game what the build-costs of the various buildings are, how many resources they still needed to build, or any progress bar on their building.

The buildings are un-named in-game, so you have to guess which is which. Shouldn’t be too hard.

Known bugs
The windmill is missing its blades in the radial menu.
The radial menu is impossible to close without building something.

In the 2nd

Posted by
Tuesday, April 17th, 2012 2:19 am

I’m going to enter again! I’ll be using the same framework as last time, with some of the improvements I made in the last LD.

Obligatory Timelapse and post-mortem

Posted by
Monday, December 19th, 2011 5:06 am

LD22 Stardrive Timelapse

What went well
I had fun, the game got pretty much finished, all my software and tools worked (especially dropbox, really saved me when the power cut hit).
What went worse
Prior commitments on the Saturday, a power cut on the Sunday…
Only doing a total of 14 hours work in the 48 hours…
Lessons learned
You won’t wake up on the Monday morning.
LD48 is HARD.
I think I did quite well, but we’ll see!
Link to Entry
My Entry

Power Cut with 4 hours to go…

Posted by
Sunday, December 18th, 2011 2:59 pm

Even a power cut won’t stop me! I have a laptop and mobile internet!

End of day 1

Posted by
Saturday, December 17th, 2011 3:57 pm

I have a controllable player ship, some “art”, and an upgrades system that allows you to collect and use multiple weapons at once.

Tomorrow I have more time, so I should get a bit further…

So… Alone.

Posted by
Saturday, December 17th, 2011 4:03 am

I was hoping for randomly generated, but Alone is a great theme too. Just starting, though you won’t believe where I am!

Uploading my framework

Posted by
Thursday, December 15th, 2011 7:13 am

I’m planning to use my 2D framework (built on xna 4.0) for my LD22 entry, so here it is: http://www.dynamicarcade.co.uk/downloads/xna/Dynamic2D/Dynamic2D.zip
It’s very bare bones, but it basically works like this:
Derive from Game for your game, which is just like xna’s Game but with a few more features. The only real difference is game logic should go in UpdateGame() instead of Update(), and try to Draw using GameObjects instead of overriding Draw().
Derive from GameObject for all of your game objects.
Derive from GameObjectBase for object templates. Set GameObjectType and use ConstructInstance() on the template to create an instance of a game object from that template. Then set the object’s initial properties (like position) then call AddToGame().

First time, but I’m in

Posted by
Sunday, December 11th, 2011 8:17 am

I’m a professional game programmer, but used to working on a large project as part of a team, with a deadline of a couple of years… 48 hours to make something from scratch alone should be fun. Actually it’ll be more like 24 hours, as I have other commitments on the Saturday…

I’ll be using C#/XNA.

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