Posts Tagged ‘discovery’
Also, check out the PRIOR Post Mortem to see how the development of this thingamadoodle.
My entry for Ludum Dare 19 – PRIOR – has gotten some love post-compo, both in development and in release. After another 100+ hours of work (updates, tweaks… BUG FIXES! >_< ) I released it on FlashGameLicense and was sponsored by Armor Games. Since then, the game has received a ton of plays on portals all over teh interwebz, and I’ve been blown away by the community’s reception to it.
PRIOR also got nominated for the Canadian Videogame Awards – I didn’t see that coming, but it was a huge honor. Of course, this was after a few hundred hours worth of post-Compo updates, but this was mostly bugfixing and gameplay tuning. The game overall was largely still the same as at the end of the LD48
Overall, I think Ludum Dare 19 was the most productive 48 hours of my life – it’s certainly paid off! Thanks again to the Ludum Dare folks for setting up an excellent Compo
And feel free to discuss the storyline. As the developer, my absolute favorite part of this game is watching people figure out what the hell is going on!
I’m done for the night. It’s not ‘finished’ as such, but it’s more or less presentable. I’ll expand on this later.
We’re finishing up now. It’s a 2d sidescroller / puzzle game. Should be posted pretty soon. Not sure if I’ll have running mac/linux executables… not having much luck with py2exe today.
– Needs More Lasers productions
Mr Head and the Journey of Discoveries has been completed. See the entry page.
Controls are Arrow Keys and X.
Made in 8 hours, and written in D and uses OpenGL, GLFW and FMod. Sound effects (the few there is) from sfxr.
There was supposed to be some voice “acting” in there, but my microphone was really, really bad, so you managed to escape that. Sadly also lacking music. Would have been great with some light music, I think.
Main sprite is technically an old asset, but to match the last Mr Head game it had to be identical (see Mr Head and the Cow Drowning). I believe my entry is within the spirit of the rules.
This is what I’m working on. It’s unlikely it will be ready for the 48h deadline, but I’ll try to submit something for the Jam tomorrow if I can. I’m building it in Game Maker 8 with a mix of photography and tablet drawing for the (temporary) visuals. Trying some random ideas.
– Sounds like a great idea! Pity I only knew of its existence since last night. At T-14 hours until the theme announcement – I walked into the Ludum Dare world, and was instantly impressed/excited/interested. I came across this whole thing from Notch’s twitter feed, and remembered seeing his amazing entry into Ludum Dare 18 earlier in the year (except at that time I had no idea what it was, and was too busy to really look into it)
The community vibe is great, I spent last night looking around the site, getting more and more pumped about the contest about to unfold and made certain I would keep tabs on its progress to see how it all worked, in preparation of Ludum dare 20 next April (which I planned to be my first attempt) But here I am now, about to get into this current contest. Pretty exciting to be able to go up against some major game designers.
– As soon as the theme went up and as soon as I got some time off work to check it, I was hooked. It took me a matter of minutes to work out the game I wanted to make, and once you get that little spark going theres nothing you can do to stop it. I mean its hour 38, Ive just had a super busy day, tomorrow will possibly be busier, but I really want to get something done for this, even with terrible time constraints. Im sure Im not the only one only just getting started.
Who am I?
-My internet name is AD-Edge, my real name is Alex Delderfield. Im from Australia, Im 21, Im studying Computer Graphics and Programming at University. (That covers just about everything)
Ive been writing/drawing stories since before I can remember, making 2D/3D animations in the past few years, and in particular focusing a lot on games. My tools of choice so far have been opensource and Im strongly a part of the Blender community as Blender is my primary tool.
-Well the first thing I thought of when the theme was announced was the Space Shuttle Discovery.
Thats what the game will be based apon and I saw someone post saying that they hoped someone would do a game like this (I havent seen anyone else with this idea yet, lots of space stuff, but not space shuttles exactly)
In the game you are in control of Discovery, from T-2:00 mins on the launchpad, it will be your mission to get Discovery into the air and in particular, if your lucky and somewhat skilled with a tendency not to explode – space. There will be a mission to do once you get into space, one which involves a discovery of some sort (double discovery!!). I would like to do a landing part to the game as well when you return to earth, but Im trying to keep this thing short (I dont even know if Ill get up to getting this thing off the ground – haha D:)
If I have time I might attempt a landing part (but I really dont think Ill get that far). But theres always time after the contest to add these things.
What will I use for my game?
-Firstly (and obviously) – Blender.
For my first Ludum Dare I had a gut feeling to do something purely from code, some oldschool retro 2D platformer. But jumping into this one headlong I feel like I should stick to something Im fast with and have had plenty of experience with. So the Blender game engine (BGE) will be my engine of choice, a very much under-appreciated game engine in my opinion. Its not exactly UDK, not at all, but in the right hands some pretty cool stuff can be created. And lets face it, making games in BGE can be extremely fast (perfect!)
-I will also use Python for the scripting (thats what BGE uses)
-Gimp for all 2D texture needs.
-Audacity and maybe pysound for sfx control.
Anyway, next post Ill have a space shuttle to show, maybe more (lets hope)
Id love to hear comments, or other questions etc! Looking forward to getting to know this community better, and of course seeing some awesome games!
*Edit* Wow, post turned out longer than I thought, hope this isnt too long… :/
…and I have basic functionality with a couple of the core features. It took me longer than I expected to come up with the initial idea, but once it came to me I started steam rolling though it. You control the little ship and currently your main goal is to uncover the whole map (which is procedurally generated) which is represent by the yellow bar/percentage. I’m think of changing this though, because this could become very tedious; theres 30000 tiles in a world to uncover. You can also colonize big islands which I was planning on having generate more supply for you, which is what keeps you floatings. No supplies=game over. Still working in other features as i go along. But now, I must get a few hours of sleep!