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Archive for the ‘LD #17 – Islands – 2010’ Category

Nieuwe Aarde Postmortem

Posted by
Monday, May 3rd, 2010 5:25 pm

I went and wrote up a postmortem for Nieuwe Aarde, my turn-based strategy game, over on my main development journal.

Nieuwe Aarde: Complete!

Posted by
Sunday, April 25th, 2010 3:49 pm

nieuwe_forge

Oh man, finally. I thought I was done two hours ago and then my build system decided it hated me.

Game released! Check it out!

3.5 hours of square programmer islands

Posted by
Friday, April 23rd, 2010 10:35 pm

Novo_1272086930

I bet you want to know what those buttons do, don’t you?

Well right now they outline themselves, and nothing more. I haven’t actually hooked up the game mechanics yet. That will happen tomorrow, hopefully eventually along with some less nasty art.

look mom, islands

Posted by
Friday, April 23rd, 2010 8:31 pm

Nieuw_1272079643

I think I’ve been inspired by Desktop Dungeons and Settlers of Catan. Pseudorandomly generated islands, five different resources gathered from three different squares: a civilization’s attempts to ESCAPE ARMAGEDDON THROUGH MAGIC.

(ignore the debug graphics off on the right)

Declaration Of Writing A Game

Posted by
Thursday, April 22nd, 2010 1:47 pm

let’s try this thing

I’ve been contributing to the EGP for nearly a year at this point, posting all my games up on my dev journal. If I can do a game in a week, I can do a game in two days, right?

Right?

My development process is turning into a ridiculous mess of complexity for the sake of simplicity, but it currently includes:

  • libogg and libvorbis
  • zlib, libpng
  • libfreetype
  • fmod, used under its free license
  • lua 5.1.4 or luajit2, depending on whether I prefer stability or speed
  • libluabind
  • boost
  • libcurl, used mostly for error reporting
  • SystemVersionCheck on OSX
  • LuaGL + GLee
  • A friend’s library called Glop that embeds half of the above, and acts like SDL only less awful
  • And finally, my own library Glorp that ties everything together and makes it easy to use

Nobody, anywhere, is going to want to build my source code. I can already guarantee this.

I’ll probably be using SFXR for sound effects and some combination of pencil/paper/scanner/gimp for graphics. Game will be released on both Windows and OSX, with appropriate distribution packages for both.

I also plan to rock out.


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