Posts Tagged ‘first screenshot’
Well, this was unexpected but it appears like I won’t be submitting anything this time around. After a decent streak of successful LD entries, I have once again had my ass kicked by my old enemy: AMBITION. My idea was simply far too ambitious for a 48 hour time period, and I didn’t silence that voice in my head that kept saying, “Make it work, then make it awesome.”
But really, my goal this time around was to break the cycle, and I did exactly that. After working on my ‘real’ game for a long stretch, it was good to get in there and refresh my head a little. And now, by not submitting, I won’t be sitting in front of the computer rating games for the next month! That’s a relief, because my schedule hasn’t been leaving me much wiggle room lately.
So here it is… the thing I worked on for 36 hours…
It’s a basic score attack twin stick shooter where the “Connected Worlds” come into play through your ship’s ability to pass through the multiverse and onto different timelines across an interconnected battlefield.
You can’t play it, and I don’t know if you ever will. I have a lot on my plate right now, but maybe I can convince myself to release something functional to the public over the next week. Good luck to everyone else! I can’t wait to play some of your games!
Things are coming along very nicely, and the team is working well together. We aren’t ready to announce how we’re approaching the theme of ’10 Seconds’, but we are ready to show off a quick teaser image from the game. The first few hours of the Jam were spent discussing ideas, drawing concepts, and drafting documents that outline the game mechanics. Scheduling and communication is key when working with a team, especially when you’ve never worked together before and your team members are not in the same room (or continent!).
The game is playable and art is being delivered at a steady pace. The music is starting to take shape, and the core mechanics are being implemented. Everything seems to be on schedule. We just have to keep track of our minimum requirements and avoid hitting those tier 2 and 3 stretch goals. We can’t let this thing get too carried away, as much as we may want to.
Not bad for a few minutes of work. Raycaster rendering is a go!
After screwing around with color palettes for WAAAAAY too long, I finally have something visible.
I have a wonderful idea, but I have no clue if I can make it work.
I may end up submitting to the jam because I really don’t have much time this weekend.
Using temporary art and basecode from a previous unfinsihed haxe game:
This the first screenshot of the game i’m making for LD 26 (My first LD)!
Actually i’ve been working on it for about 2 hours because of the time zone, and i’m currently working on collision detection and others features.
The game will be called “Earth Defender” other news about it will come ASAP… Stay Tuned!
Note: the sprites are not the final ones!
Oh I forgot to say that I really love this theme!!!
I get the feeling I’d be a lot more clever were I fully awake, but this is what I’ve got so far:
It’s a black and white game (minimalist…colors and…stuff…bluagh) where your goal is to investigate the only lit area. Of course there are obstacles (though right now they’re always appearing in front of the player’s original orientation, not necessarily between the player and the light, which is something I’ll need to fix when I can think straight again). So…tomorrow will be fixing the obstacle-creation algorithm and adding some sound…might actually be able to turn it into horror of some sort, especially when that first obstacle drops. Jump scares…or something…and if I still have some extra time I’ll try and make the light randomly move away from the player so that the game is more than half a minute long or so.
(I’m so frustrated that the last time I was contemplating doing a Ludum Dare I ended up making this…when really I should have held off on it until this go around.)