Oh well my weekend plans were devastated by personal issues 😛 but in the last 6 hours I was able to put together a game, a little bit different from my original idea, that really sucks.
have fun shooting some monsters and defending the island !
and failed miserably. Just wanted to take a break from Unity and all that fancy 3d. But, it was fun to mess around TADS3 for a bit. There’s a few things you can do in the game, but nothing too interesting. Will probably come back to TADS3 one day and make a proper text adventure. Now to finish my real entry.
windows build + tads3 source code
So, I’m entering, but I’m not using Java as I had expected. I do not have too much time this weekend, so I decided to go for a simple web game and focus on making some content instead. We’ll see how that goes – didn’t make too much today, and I’ve got to leave for the evening.
Anyway, here’s a sneak peak of the title screen graphics. The game’s tentatively called “Islands: Through the Sweep of Stars”, which is a perhaps a bit more pretentious than I’d like. Any suggestions?
See you all again tomorrow!
first draft !
map edited with TileStudio, loading of the map based on Flashpunk tutorial,
click here to see working
http://www.athanazio.com/wp-content/uploads/2010/04/ld17/draft1/index.html
My first screenshot of some generated islands. I’ve done the preliminary graphics, and constructed the generating algorithm. Now I have 256 more or less unique islands to choose from.
I have a solid idea for a game of sorts, and I’m positive I will be able to finish that. But it’s probably not the best of ideas. Still I don’t have a very good track record for LD entries. I’ll take a short (family forced :P)break, and think this over. Maybe I can come up with something better that will incorporate these islands.
Once again I am taking part in Ludum Dare, had a tough decision this year as I could have gone to a discussion on Alan Wake and met Sam Lake, however that was cancelled due to travel issues (plus I chose to go with Ludum Dare when deciding anyway).
So I’ve started my day with an awesome breakfast
Â
Beans on Toast (apologies for the low res image, having internet issues so i had to keep it small)
I have an idea for my game, just gotta start getting it altogether now, I would mention it, but I want to keep it a surprise Hopefully nobody else will be using my idea, keep it nice and original, that is as long as I can finish it in time
Oh yeah and I’m using Game Maker, as I can hardly code.
modeled a fish, and a raft. made some islands, and added a stamina system and a few other odds and ends. going to sleep for a few hours and get back to it.
using unity it was pretty easy in creating islands and get a beginning setting. that’s the easy part. now to think of some basic gameplay..
in my computer I have only 5 songs with island in the title, and it’s on loop for ultimate island experience.
mastodon – islands, the decemberists – island, the melvins – dog island, weezer – island in the sun, and tom waits – coney island baby
Ok I cant go to sleep without an idea to dream about and this is the main idea : a RTS to simulate the construction of barrages to stop the flood of an island
this island is the island of paquetá, that is nice place that I hope we cant let the flood destroy …
The Hat Swarm Attack on Dance Islands is a game made within 14h for the LD8 Swarms compo. However, it was never really entered into the compo, because I felt it wasn’t quite enough, but also couldn’t figure out how to make something more of it. In the end, I abandoned it, and instead used it as a base for Ultra Fleet, which I did enter. This might not have been the best of decisions, but no matter.
You navigated your hat swarm around islands to destroy dancers that tried to defend the islands, while at the same time trying to avoid the deadly dances that was danced at you.
The Hat Swarm Attack on Dance Islands prime features was an intro, an island generator (that I later used as a base for rather prettier islands), the famous Hoids algorithm that simulates hats in groups flocking behaviour (later adopted for the fleets in Ultra Fleet), stick figures, and a lot of dancing. Strangely, it was also my very first LD game (together with Ultra Fleet) that didn’t use tiles.
There’s no dedicated distribution for The Hat Swarm Attack on Dance Islands, but you can get it as the bonus in the Ultra Fleet compo version. It’s for Windows, but if you’re a bit clever, you can probably compile it for Linux. It requires OpenGL with 512×512 sized textures support.