About Covenant

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Ludum Dare 29
 
Ludum Dare 26
 
Ludum Dare 20
 
Ludum Dare 18
 
Ludum Dare 16
 
 

Covenant's Trophies

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
3433333324
443433444
3343234344
4
2242323333
2134434344
334433523554
232243411331
333432442
33333253
34343323
31544353433
4345434234
333433412
444343434
33332343332
544544445
44544343
323332412442
33344344344
434523333
324333533554
3.192.953.523.623.242.864.052.402.863.643.932.60

Notch says ...

Nice, fireworks!

dstrysnd says ...

Nice game, good concepts, but I am terrible at falling-block puzzle games.

Edge says ...

Nice concept. The game was quite challenging at the beginning. After developing a strategy to avoid ending in a deadend, it becomes a bit repetitive. And it is very unforgiving!! As one chain reaction can destroy a lot of your building. plus you may end up short on blocks making it pointless to continue. If you'd enhance the controls and the way the blocks fall it might become an interesting game. Maybe follow a more transparent pattern where the next block is going to fall, or make them Tetris-like.(?)

Frimkron says ...

Fun, but gets hard very quickly. Maybe the early levels should have had much smaller areas to fill in - like level 1, only single-block columns to fill so you only have to worry about colours matching vertically. Level 2, you introduce 2-block columns so the player has to deal with blocks matching sideways. Level 3, you add 3-block columns and the difficulty that arises from them, etc.

LoneStranger says ...

It seems a little slow to get going in the bigger levels, but it's an interesting concept. Maybe with some tweaks, it could be the next addictive puzzly-game.

algorias says ...

I'm getting a dll error. Too bad, this was one of the entries I was actually looking forward to playing.

Endurion says ...

Interesting.
In the beginning it's almost hard with only four colors. Also, it would help if you could auto-cycle the colors of a block by left-clicking.

matrin says ...

The music was nice. Didn't se anything else. :( (wine problem)

keeyai says ...

Was fairly fun. I'd like to have a way to make the blocks fall faster.

Wiering says ...

It took a while before I realized that the right mouse button changes the color.

I really don't like the controls, having to click repeatedly with one button to find the right color and then also having to click on the moving block with the other button is just not fun. You could make the game work with just one key on the keyboard (change the color of the lowest falling block) and I would enjoy it a lot more.

Codexus says ...

Very very difficult with the same colors not allowed in the corners you easily get configurations where you are screwed. A single mistake destroys almost everything and then when you have lost too many blocks already you're playing for nothing. The one time it looked like I could win the game ended because of that.

It would have been much better if left click just cycles the color of a block and right click cycles in reverse.

Make the game more playable and it could be a lot of fun.

Deepflame says ...

A fun, interesting game. I wish it was a little faster though at dropping blocks, because I got bored halfway through level 2. :P

The music was nice too. :)

Hamumu says ...

Way too ruthless and punishing for me. I quit with an empty board on the first level after having it wiped clean several times. That's mainly because I couldn't deal with the weird control scheme. As other people said, definitely just repeated clicks to change the color would be far better.

Morre says ...

Starts out a bit slow, but I suppose it might be needed to get the hang of it.
It's a simple idea, but it works well enough.
Simple graphics.
Funny sounds :)

adamzap says ...

Bonus for a Dream Theater reference in one of your post titles.

Mouse overs for menu items were a little off at times.

Cool music.

Hard game, but good idea!

pansapiens says ...

Always like it when entries have some acoustic background music ... adds a nice handmade feel to the game. Also like the fireworks when completing a level ... makes it all the more satisfying. Nice title screen graphics. A fairly complete entry. Tricker than it seems once you get past the early levels.

Archive for the ‘LD #12 – The Tower – 2008’ Category

Covenant – Brick Tower (Final)

Posted by
Sunday, August 10th, 2008 2:36 pm

Finally, I finished… It took me about 18 hours or so of work to get this up and running… and I had to do a plane travel from Lisbon to Dublin in the meantime and all… :)

This was by far the smoothest compo I was ever in, probably because the game isn’t as ambitious as my previous attempts… I don’t know whatever I should be happy for finishing a product (complete in terms of menus, music, sfx, even a pause key!) or unhappy because it’s so unambitious… I’m getting old, methinks… :)

Anyway:

You can download it here (Game)

Source (C++/DX9) can be downloaded here (Source)

You can also download a more complete journal here (Log)

Timelapse can be downloaded here (*.wmv)

And I think that’s it, looking forward to judging you all (eheheh, sounds funny said like that)… :)

Covenant, signing out…

Brick Tower – The OST

Posted by
Saturday, August 9th, 2008 3:02 pm

Almost time to turn in…

Most of the game is done, including sound and music… Just composed some stupid tunes on the acoustic guitar, recorded it, cleaned it a bit in Goldwave, and it’s done… Got a game music and a title music… even considered adding some lyrics to the title music, but I don’t have the gear to mix up the voice and the guitar and I can’t do both at the same time, because I suck! J

Going to wrap this up for tonight, get everything ready for my trip tomorrow, and hopefully I’ll be coding again in about 15 hours or so (which leaves me with about 7 to 8 usable hours left)… Thankfully, only things I miss are the Main Menu, the Instructions, some levels (which can be done pretty fast) and some gameplay tests)…

 

Brick Tower – The Gameflow

Posted by
Saturday, August 9th, 2008 12:03 pm

Solved the stalemate on the game design by adding another color… that breaks the pattern and makes the game more fun…

Now I already have win and lose situations, with all the flow in it…

As usual, took me longer than I wanted, the glue structure of the game (get to the next level and such things…)

Anyway, this part is done… game starts, goes to the first level, if you’re successful (that is, if you can build the tower with bricks to spare), you go to the next level, otherwise, you get to repeat it…

Now to add the lives indicator, and add the game over and well done screens…

I’m a bit worried about sound… I doubt I can make it work today and tomorrow I won’t have the gear for it… K

Posted by
Saturday, August 9th, 2008 8:16 am

Ok, basic gameplay is inplace (no win conditions yet…)…

I’m trying to play it, but the game reveals itself impossible in lot’s of conditions: for instance, in the screenshot below, you can see that there’s no way I can transform that block into something that doesn’t screw everything up…

I wonder why most my games in LD48 end up like this: impossible… I should think things through better before coding… :)

Anyway, I’m gonna try and find a solution…

Brick Tower – And it goes boom!

Posted by
Saturday, August 9th, 2008 6:30 am

Explosions are done…

They even look cute… Anyway, now I have to decide on exactly the gameplay is… I can drop blocks from wherever I want and they explode if they come in 8-way contact with blocks of the same color… So now, I just have to decide between the explicit building (where the player has to place blocks so they don’t blow up, according to some pattern and as fast as possible – this option would have me change the 8-way collision to 4-way, I think, or else it’s just alternating stuff. This choice is also more work in the level design thing); or the implicit building, where blocks come out of the sky and the player has to change their color while they drop, so that they don’t explode when they land… This last option is much easier, since it becomes more or less random and I just have to design towers… I’ll do a break now and decide…

Tower of Bricks – Falling into Infinity… or not…

Posted by
Saturday, August 9th, 2008 5:29 am

Progress is going extremely well…

I already have level definitions, rendering code, some game logic, input, etc… Only thing that’s lacking is an actual gameplay idea… or better, a decision on the gameplay decision. My wife’s been helping me with ideas, and I have 3 or 4 possible gameplay paths available, I just don’t know which one is more fun/less work… :)

Anyway, here’s some photos and such…

At my desk, heavy in thought:

My cat ready to pounce the mouse:

48 hour salad (all done with tomatoes and olives by my wife):

Brain food for lunch: burgers, mediterranean salad, cooked mushrooms, raw carrots… everything the body and mind need:

And the game screeny:

The blocks of any color can be placed in the tower structure, and they’ll fall down until they found another block or get to the ground…

Cov’s First post…

Posted by
Saturday, August 9th, 2008 2:24 am

Woken up about 2 hours ago, and saw that the topic is Tower… Basically, it sucks… :) My wife came up with the basic idea of what I’m going to do: a brick tower building game… the game part is still unclear, but I probably will think of something… I want to try to have most of the game built today, since tomorrow I’m off to Dublin and will loose lots of time in travels and such…

Anyway… Here are the obligatory pics:

My office:

First food of the day:

And the screenshot:

My framework

Posted by
Friday, August 8th, 2008 4:18 am

Hey guys, long time no see… I’ve been away from the 48-hour compos for a very long time (since compo 8), but I sure hope I can participate on this one… Only doubt is that because of work, I’ll have to be on Ireland (Dublin, more exactly) on Monday, so I have to take a flight on Sunday… As such, I’ll have to interrupt the compo for 6 hours or so, and I’m not even sure if my hotel has Internet so I can post my final entry… Oh well, the challenges of the 48-hours… :)

Anyway, I did a small framework, nothing fancy, just canibalized the DX9 init code, added a blitter and a particle system, some keyboard stuff and sound through fmod and voilá, here’s a framework… Window init and such is boring…

So, here it is, for all that might want to muck with it: Framework

Cheers all, and good luck!

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