I can now control four tentacles independently of each other and attack/grab/toss enemies to their dooms.
I still need some more enemy types, enemy movement, and enemy attacks. Naturally some sort of actual scoring and dying would be nice, too.
I code for a living and makes games and comics in my free time. I blog at tyrus.tumblr.com.
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I can now control four tentacles independently of each other and attack/grab/toss enemies to their dooms.
I still need some more enemy types, enemy movement, and enemy attacks. Naturally some sort of actual scoring and dying would be nice, too.
Really, all I’ve got right now in the game is depth… not much gameplay besides that. It’s a good irony.
I’ll be using Unity. Usually I make an art test first but this time I just got really excited about making tentacles first… surely a sign that my priorities are in the right place.
Good luck folks!
The idea behind Arrow is that Note will beat enemies into a stunned state and then finish them off with her one magic arrow. Enemies go to a different height depending on your last attack. The main features remaining are the arrow and enemies that aren’t spheres. We’ll see if I manage to add silly details like “dying” and “scores” in the next four hours, too ;P.
Good luck everyone! We’re close to done! Even if we’re not close to finished.
^click for GIF!
I’ve got the movement and animation working for my character’s low/mid/high attacks now. I did some things with colors for this that I’m not sure about. It may be less pretty than before. Or it may just make her look more like an evil robot.
I’d better call it a night, though. We’ve all got a big day of compo madness tomorrow!
I plan to at least finish the different melee attacks tonight after getting back, but we’ll see how available I am. No arrow yet :'(.
I was workin’ late for the job that pays me last night and was a bit underwhelmed with the LD topic initially. After sleeping on it, I had an idea I find pretty appealing. I got started modeling/coding about 14 hours after Ludum Dare started (at 9 in the morning), but sittin’ in bed thinking about it before that definitely counts for something :). And I love sleep, any way.
For some reason I decided to make a game where the main character is mostly bezier curves. The game’s called Arrow currently, and will be about a lady named Note that finds a magic arrow. Just one magic arrow :P.
My wife ran a triathlon this morning, so I also got the opportunity to wrap her Christmas present. Yay! We’ll be celebrating that triathlon and her recent PhD candidacy tonight, so I don’t have much more time to work on this today. We’ll see how it goes.
Finished! Well, submitted, at least. You’re a little bit invincible, which does hurt some of the gaminess of it all, but I feel like it’s still fun to throw goats around and summon golems to blow things up.
What went well:
What didn’t go well:
Angie played with Blender and made these sweet clouds while I was packaging up the various versions of Hell Guy:
Great work, everyone! I’m looking forward to playing some games, but for now we have a birthday to go help celebrate :)!
You can check out Hell Guy Hells It Up here.
Our little devil guy can bash farmers over the head with his pitchfork and throw skulls in a portal to summon golems, but most of the actual game logic isn’t there yet. We’ve got a plan to get a decent amount of functionality in before the Jam’s done, but I doubt we’ll consider it complete.
Poor Angie ran into some rather ridiculous bugs with her models in Blender that were fixed, in the end, by completely blasting all animation data via exporting and reimporting only the mesh and redoing animations. I was hoping she’d be spared such pain on her rookie lap :(. Oh well! She made some pretty great farmers and knights to battle in the end and is working on sounds now.
We’ll only be able to spare a few hours tomorrow! It’ll be tight.
Well there’s an art test with the assets I made today! It’s… okay, I guess. I need to work on other things now.
My wife (who’s doing OO programming for her first time for this!) got the movement and camera code down today and is currently animating this sweet knight dude in Blender (another first for her):
This all took a fair amount of assistance on my part, but I did my best to make an educational experience where I didn’t drive for her. I’m very impressed! Unfortunately, my lungs have insisted on filling themselves with fluid for most of the day. That makes speaking a generally painful experience, and this all required a fair amount of speaking. I guess we’re doing this on hard mode!
The Hobbit was really good, and really long! Today kind of disappeared. We won’t be able to work much on this on Monday, so late Sunday night is probably going to be as far as we go with this. We’ll see what we can do!
It took some morning fumbling but I got a shared mercurial bitbucket repo going to help my wife and I share our work and started on the art while Angie works on some basic movement and camera code.
After the initial bit I believe she wants to work on some game art herself; she’ll have a go at working on the enemy models next. Sorry for the somewhat sloppy post. I’m writing this out quickly on my phone before The Hobbit starts.
Good luck, everyone! We’ll get back to it soon :D.
First, a moment of silence for my wife’s phone, which we failed to retrieve from the canal after the dog did a sweet spin move and kicked it in there. I like to think that our attempt was inventive, at least.
In a similarly genius move, I’ve convinced my wife Angie to jam with me for this. She’s well versed with MATLAB and I explained “what the dot does” yesterday, so this’ll work out great! It’ll probably be quite a bit slower than otherwise, but it’ll be great to work together on something. Or horrible. Probably great!
We’re doing some tabletop gaming with friends right now, but here’s our plan for a “You’re the Villain” themed game that we’ll start tomorrow… eventually, after The Hobbit, I guess:
A beat ’em up base expansion game where you expand outward while defending your base and building walls/bombs/golems out of your defeated enemies for fun and profit!
I spent a lot of time tweaking the performance of my plants. Hopefully the game will be hard enough that you won’t have a world this full of plants very often, but I don’t want performance to tank just because you’re playing well :P.
I definitely burned a few too many hours on art today. Cities and plants are fully animated and looking pretty decent. I’ve got quite a bit of logic to work on still, but I’ve got plants growing and spawning new seeds. I’m pretty enamored with how pretty that process looks. My biggest challenge will be avoiding staring at them for the rest of the compo.
My game design is much more concrete than it was earlier today even; hopefully I’ll be able to get something close to that vision out tomorrow. Good luck everyone!