Posts Tagged ‘mockup’

I am behind but catching up.

Posted by (twitter: @sparrowspell)
Saturday, August 22nd, 2015 8:23 pm

First day over, I had to scrap my first idea because it was becoming too big.
Started over with this little puppy:

Mockup

 

 

 

 

 

 

And got it ingame:

Ingame screenshot

 

 

 

 

 

 

 

Was an interesting day since I also had to attend a birthday party. :)
I wish everyone good luck!

Another mockup

Posted by (twitter: @jeromBD)
Saturday, April 18th, 2015 8:39 pm

mockup-grid

….but will I have time to do animations this Monday?

 

Mics as weapons?

Posted by (twitter: @jeromBD)
Friday, April 17th, 2015 10:08 pm

LD32-mockupAfter a bit of brainstorming, I started this mockup… so my game should be a simple rythm game (mimicking a beatbox duel? pressing random key buttons?…I’m not decided yet…)… I plan to add some jerky pixel-arted animations at least… But I’m not sure if I’ll be able to do decent sound patterns though :/
I choose a very limited gameplay considering I’m not totally familiar with the Gamebuino library.

I will probably enter the Jam since I don’t have a lot of time these next two days.

The Gamebuino is an Arduino hand-held (French) console, but 2 emulators are available for testing & playing games!

This is what a Gamebuino looks like… imagine the child of a Game Boy Advance… and a Nokia 3310…

Artistic progress!

Posted by (twitter: @_Pix3M_)
Saturday, December 6th, 2014 12:15 am

e5cfc1ab8cd596f426760c4417a4505b

So far with my Ludum Dare jam!

Connected Worlds – progress

Posted by (twitter: @SmartGaming_ru)
Saturday, August 23rd, 2014 12:49 am

I really hope my game won’t be called Connected Worlds at the end…

connected_worlds_lol

Anyway, I made a clickable button and updatable (is it a word?) text label. I believe, you can make anything with this tools. Also I made my first ever sound effect in SFXR and simple button image for NGUI. To my relieve, old version of NGUI works well and pretty similar to the last one. I’m expanding idea of  two Realms – one with food and another with fuel. I even made some intro story for them, but since english is my second language and my grammar sucks… you get the idea.

main_menu

 

Now it’s time to actually make some gameplay.

We hope you dig our mockup!

Posted by (twitter: @MakeAGame)
Saturday, April 26th, 2014 7:52 pm

Quick Update!

Posted by (twitter: @Jalict)
Saturday, August 24th, 2013 3:06 am

2013-08-24_12-03-14It’s some sort of overworld mockup!

I don’t know If I’ll just keep this sort of quick and dirty style. It was mostly just Google Images smashed together in matter of minutes just to get a sketch for now.
We’ll see if it changes.

Now to do some proper stuff!

 

It isn’t nothing…

Posted by (twitter: @leafthief)
Saturday, April 27th, 2013 5:24 pm

Things didn’t go too good for me on the first day. My allergy-induced asthma showed up again and I had to visit a doctor which cost me quite some time.

 

However…

Since I’m going for a Graphical Adventure Game this time around, I’m facing another problem: coming up/writing a story worth telling (not doing that very often). And boy that is some hard work. So upon the medical thing there was the story thing. And here I am, being reminded of many many previous LDs where I was not able to finish. I lost motivation somewhat 13 hours in and started over. Sigh.

But enough with the pessimism – on to what I did get around to accomplish today:

 

  • I’m in the process of fleshing out my main character, her personality and her family.
  • I’m pretty confident when it comes to the first and the last puzzle but there’s a big blank inbetween.
  • I have a preliminary walkcycle for my main character.
  • Tons of GUI (although most likely unneccessary

It’s gonna be tough but I hope I can make it. AGS should allow me to scale things down if it’s looking bad tomorrow. We’ll see. Until then have a mockup:

VOTM mockupVOTM-Rain

 

 

Monster Stampede – Early mockup

Posted by (twitter: @zapakitul)
Saturday, December 15th, 2012 2:51 am

Went to bed last night after the theme was announced. I was hoping for “end of the world” and already had an idea in mind that I could hack right away. Once I noticed that “You are the villain” has won I decided to take a nap and try and approach the theme later. Well, taking the nap was a great idea, as I woke up with a plan.

I drew a quick mockup of the game as soon as I finished breakfast, and some character sprites. Drawing allows me to think about possible scenarios the characters could find themselves in and visualize some game mechanics. Here’s what I came up with:
Monster Stampede mockup

The basic idea? The player controls a group of cute-yet-deadly monsters. Each of them are in different parts of the world. The goal? Get them all safe to the rendezvous point and open the gates of hell. Each monster has his own path towards the end goal. For example, SMUC-Bunny (above mockup) was picking up skulls in the lushes garden when he got called. He must fight his way through Cops, Militia and Swat Teams (and maybe kill a few squirrels on the way).

As far as mechanics, the player must slash through the enemies and dodge their projectiles. WASD for movement and Space to attack. There will be a maximum of 6?-7? enemies on screen. By killing enemies the character get’s a speed boost (nitro-blood? :D) allowing him to reach the goal much, much faster.

Here’s a lineup of the current drawn monsters(and foes):
Monster Stampeede Chars

Gonna spend a few more hours polishing the design aspects of the game.

Escape from Castle Puzzlestein

Posted by
Friday, August 19th, 2011 9:02 pm

Escape from Castle Puzzlestein concept

This is a quick mockup of the game idea that I came up with. It’s a mix of the good old Wolfenstein game mixed with some puzzle element. Basically you step through the maze using elements from the palette at the far right. Just left of it you see you current selection. You then execute the sequence of moves in the hope that it will result in your escape from the prison. When you playback this sequence of moves, you’ll see it replayed in the game world on the left side.

Entity:Mockup

Posted by (twitter: @leafthief)
Saturday, April 30th, 2011 5:20 pm

I did a quick mockup for how it’s supposed to look in the end (since I left the new look out in my last post):

Gonna get some sleep now : D
Good luck for the next few hours,
-leaf

 

 

Discover the stars!

Posted by (twitter: @jarnik)
Saturday, December 18th, 2010 4:16 am

…and get rich!

Brainstorming notes:

And some mockups:

More progress

Posted by
Friday, August 20th, 2010 8:07 pm

mockup2

Got a basic palette picked out and started throwing things into the flash editor and so here is mockup number 2. This is going to be what the first playable prototype will look like as I seek to get a playable game ASAP. Then it will be time to swap out all these simple shapes for final art once it is tuned and fun.

The 5 sided shape is the player, the circles are the collectible targets (only score when enemies hit them), the pink squares are seeker enemies (think homing missiles) and the orange spikes are proximity shooting spikes that launch in a straight path.

Idea and mockup

Posted by
Friday, August 20th, 2010 7:30 pm

mockup1

Got my basic idea in place. Since there is so little time in this competition I was looking for an idea that I believe will be a good balance of fun with ease of implementation. This theme is fun and so wide open I expect a ton of similar base ideas implemented in many different ways.

My idea is simply an arcade score or collect-o-thon based around using various types of enemies on screen as your weapons to hit the collectibles.  In the screenshot above you are the target or bullzeye player which will be mouse-controlled.

You will fly around and lure the enemies into following or shooting at you. Once they are coming at your player you can move them around to hit the collectibles.

Simple and basic but it leaves a lot of room for fun and messing around with that mechanic.

No code yet?!?

Posted by
Saturday, April 24th, 2010 2:37 pm

Bizarrely, I haven’t written a line of code yet.  I’ve been working on the concept and the art, but no code.  Jpfed from LDs of yesteryear would be FREAKING OUT but I am bizarrely calm for the proximity of the deadline and the amount of caffeine in my system.

This isn’t gameplay, but a mockup that should resemble it fairly closely (minus menus and minimap)

Mockup!

Mockup!

The Angry Cavern

Posted by
Saturday, August 29th, 2009 4:46 am

Gonna writeup my game idea that sort of synthesized while I slept last night.  I feel the fun and scope of this game will be something I can pull off in 48hrs in Flash.

What I’ve got so far:  You will literally be playing as a cavern in an action / shooting gallery type game.  Your weapons will be stalactites which you will click on to let drop.  They will regrow and be various sizes as well.  You will also be able to click on steam vents on the floor that will shoot up a rush of hot vapor.  These will also have a recharge rate and various sizes perhaps even growing in various spots as the cave floor changes across game rounds.

You will be attacking against all manner of cave life, native and alien.  There will be the usual bats, snails, blind fish etc as well as various human archetypes one might find in this genre.  The lost teen(s), the hiding criminal, the cave explorer, the national geographic expedition etc.  Eventually if you incur enough rancor with the outside world you will be visited by the demolitions expert who will attempt to blow you up by placing charges.

I want to keep this in the realm of action/arcade instead of defense genre.  I think it will be more fun to interact with the cavern and very analog based ‘reload’ concepts (like watching the steam recharge in the vents and watching the stalactites regrow from the ceiling) versus a ‘recharge bar’ artifice.

Left to figure out is just overall cave layout(s) and round / difficulty escalation.

I’m picturing a really cool looking drippy cavern. The drips could even help with guiding the aiming of your rocks and stuff by helping lead your eye at the correct gravity setting to hit your targets.  I’m thinking mouse based click-controls to launch various attacks but I don’t want it to be a click heavy game.

I think the humor element could be high in this game as well if I handle it right.

Here is a current rough mockup for color reference:

mockup2

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