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Day 2! A Day of Cliches!

Posted by (twitter: @coinflipgames)
Saturday, August 24th, 2013 11:24 pm

I may have gone overboard on the style I decided on as I was falling asleep last night. Hacking! That’s clearly a lot better than anything else I could possibly do with a real-time block battle game. (What is that anywho?)

In any case, today was quite productive. I was able to finish up the core mechanics of the game, implement multiplayer with matchmaking, single player with a really, really dumb AI and iron out a lot of the bugs. Tomorrow is looking like it will be a mostly polish day, but I’ve got a long list of things left on the TODO. If I can get through those before tomorrow evening, I’ll be one happy camper. One of the big things yet to figure out is the name for this game. If anyone has any suggestions, please let me know in the comments!

Have an updated screenshot:

Day 2

Day 1 Progress… or I dream of… packet collisions?

Posted by (twitter: @coinflipgames)
Saturday, August 24th, 2013 4:55 am

So, I was lucky enough to come up with a vague idea of what kind of game I wanted to make within the first few minutes. It’s going to be a single or multi player “block battle” type of game. You have a set number of blocks that you can place and the goal is to “overwhelm” your opponent.

Confusing scribbles... especially at 5:30 am

Confusing scribbles… especially at 5:30 am

I got coding and managed, in a fairly short period of time, to get my blocks on the screen and colliding. I even took the time to make a pretty nice particle effect.

Poof?

Poof?

I got the blocks (mostly) moving in discrete units and headed off to bed. There was (is) a bug that causes some stutter when there’s only one block on screen. Which got me to thinking… Originally, I was going to have it so that you needed to create a bridge of blocks to use powerups against your opponent, but then I realized that the likely hood of the bridges happening was basically never. So, instead, I’m switching the visual theme in order to match a new mechanic. The most unrealistic hacking simulator ever! The blocks are packets and the goal is to get your packets, but especially your “payload” packets through to your opponent’s machine. The payloads will be some yet-to-be-determined hinderance to your opponent. Each time you get a payload through, that “node” will be disabled and you are one step closer to winning.

Anyway… this is the time for coding, not blogging.

Cheers!

Let’s do this thing

Posted by (twitter: @coinflipgames)
Monday, August 12th, 2013 7:51 am

Ludum Dare #27! This will be my second game jam and I’m hoping to get some pretty decent scores so we’ll just see what happens.

I’m going to try some new things this time around. Here are my goals:

  •  3D game rather than the 2D games that I’m used to making. (Though I did just buy 2D toolkit so might have to break that in).
  • Multiplayer
  • Self-made 3D models rather than something from opengameart or reddit

Hoping that I can pull that off. That being said, here are the tools I plan on using:

  • Engine: Unity3D
  • Art: Blender, Photoshop
  • Sound: Audacity, Garageband
  • Tools: TK-2D if I need to switch to 2D a game

I’m also hoping to stream on twitch or livestream, but I haven’t looked into it just yet. I’ll definitely be posting the link if that is the case.

Strategy:

  • Friday is for planning. Get the idea, concept art, UML… whatever. I just need to make sure I have a solid idea on Friday before anything else
  • Use Trello or something else as a TODO list
  • Saturday is gameplay, gameplay, gameplay
  • Sunday is polish, polish, polish
  • Eat better than I did last game jam. No more fried chicken bites. 😛

11 days!

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