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Ludum Dare 19

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Archive for the ‘LD #19 – Discovery – 2010’ Category

I made a timelapse

Posted by
Tuesday, December 21st, 2010 9:52 am

It is done!

Posted by
Sunday, December 19th, 2010 2:45 pm

I’ve finished my action rougelike thing! 😀 It’s a Flash game so it should be cross-platform already (barring issues with other browsers which I haven’t tested at all)

Play it here!

Going to eat and then going to release. For real this time.

Posted by
Sunday, December 19th, 2010 1:42 pm

Ok, it’s done. I’ll use my last 4 hour to give it a bit of a bug test and then release the finished copy.

Boss now fully working!

Posted by
Sunday, December 19th, 2010 1:10 pm

The end of game boss now works! Just a few graphical bits to add now.

Getting a boss working

Posted by
Sunday, December 19th, 2010 12:00 pm

I hope I’ve not made it too hard.

Making progress on end of game boss fight

Posted by
Sunday, December 19th, 2010 11:00 am

8 hours left and Ive just started on this guy who should be the last big thing I add.

In fact, still got about 8 hours left

Posted by
Sunday, December 19th, 2010 10:11 am

I’ll see if I can crank out an update or two. Maybe I’ll add a boss enemy for the final level or something. I’m allowed to add to my entry before time runs out right?

Released!

Posted by
Sunday, December 19th, 2010 9:29 am

Right, I’ve just polished it a bit and entered it into the compo! I just needed need change some text sizes and that. It could do with a bit more work but I’ve running out of time, I’m going home for Xmas tomorrow and have got to pack up my stuff and that.

Posted by
Sunday, December 19th, 2010 6:31 am

I’ve changed the level flow a bit. Before you could keep getting gems after you unlocked the stairs, allowing a decent player to keep farming the same level for ages, which isn’t what I want to encourage because it’s dull. So now I’ve changes things up a bit. When you get enough gems to clear the level, all the remaining gems are turned into gold, which gives the player an instant cash boost when collected! However, unlike gems you cannot take them back to the portal to exocise the ghosts, so you have to balance the extra income with the need to flee before you are killed by the ghosts.

I’ve also updated the shop.

Woke up late but well rested and have a plan!

Posted by
Sunday, December 19th, 2010 4:29 am

Right, I now what I’m doing now instead of making random changes to the code. I just dare not look at the code I have produced in my sleep deprived state!

I’m going to change the way player digging works so that you can dig by bumping into the terrain and I will also improve the way the ghost stunner handles. Then I’ll add random items to the shop. I think I might also change the player characteer back into a green square. My attempt at spriting was terrible. :/

Killing off the green square.

Posted by
Saturday, December 18th, 2010 7:17 pm

I’ve just replaced the green square player character with an animated green guy. It’s a terrible sprite but I can do a better one tomorrow after a good nights sleep.

Added sound, added new enemy, general polish.

Posted by
Saturday, December 18th, 2010 6:53 pm

I’ve added sound, added a new enemy (a floating eye that can travel through walls and fires webs at you to slow you down and block your path. In other words, the total opposite of the ghost which chases you down and tears apart any walls in it’s way) It might make more sense as a spider, I’ll redo the graphics if I have time) and a general polish.

It’s currently 2 in the morning and I’m not sure if I should crack open another Relentless and crack on or get some sleep.

Ghosts are now animated!

Posted by
Saturday, December 18th, 2010 2:20 pm

The ghosts are now animated!

Made an ending!

Posted by
Saturday, December 18th, 2010 1:58 pm

It’s a pretty bad ending, but it’s something at least. If you clear 7 levels, then you get a whole sentence telling you that you are great.

You can now shop!

Posted by
Saturday, December 18th, 2010 11:55 am

Who wouldn’t want better ghost stunning?

Title screen done! Enemy spawn code and movement much improved!

Posted by
Saturday, December 18th, 2010 11:16 am

I now have a title screen! Also, I’ve improved the enemy spawn code so that they appear at a random point that is 200 pixels away from you. Which means that it’s a lot easier for them to surround you. Always fun.

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