Just woken up… Hangover
Like the theme. Couple ideas, but need to sleep on them.
Tools: Visual Studio 2013, Paint.net, notepad++, monogame, coffee
Back to bed…..
Just woken up… Hangover
Like the theme. Couple ideas, but need to sleep on them.
Tools: Visual Studio 2013, Paint.net, notepad++, monogame, coffee
Back to bed…..
Someone already made my game. And probably better.
You get psyched on an idea that you think is totally unique, and you start coding it… and bam, you see a video online, and someone already made it, and it’s better than yours (well yeah, ’cause you just started, duh).
Fuckers, dammit, fucking fuck, !$#@$^%&*.
Oh well, I’m’a keep going anyway… fuckers… stealing my ideas before I had them. ~sigh~
On the plus side, I’m learning a lot of new technologies (ones that I wanted to learn), like MVC4, and SignalR so that’s pretty bad-ass.
Anyway, as far as the “it already exists” thing goes, just *shush* don’t tell anybody, pretend it’s not there… and keep coding. XD
Good luck everyone, esp. all you LD48ers who are almost done for the weekend.
Well the theme for Ludum Dare 23 was Tiny World and for some reason, early Saturday morning the best I could come up with whilst trying to limit the scope was something based on the the Disney boat ride “It’s a small world“. Now in retrospect this was probably not the best idea I’ve had for a game.
The concept
If you have been on the ride you will know its a musical ride with a very catchy and incredibly annoying theme song. The concept was that being driven mad by the song, you have to attack the characters from the ride floating in your mind to reduce the songs volume and return to sanity. See sounds great at 3:00 am
Have a listen to see what the song sounds like if you have not had chance to experience it.
I also planned to use a mix of images inspired by Mary Blare who actually helped design the rides look. The “player” would be based on the Lost Souls from Doom. No idea why I thought this would be good mix.
No idea of how to win really, I guess I just hoped that it would fun to an extent, but was pinning my hopes of the visuals being interesting enough to hold the attention of the player.
The delivery
Well I have very limited time to write code, so have to make use of the night shift when the kids are asleep. To prevent all hell the next day I force my self to sleep rather than stay up all night with a target of at least 4 hours. Its just not fair to inflict my grumpyness on the rest of the world for a bad game. So this gives a very limited amount of time to code in over the weekend.
This coupled with taking on the challenge of Silverlight as a delivery medium resulted in very slow progress with the majority of my time spent fighting my lack of experience with XAML and not creating. I do like Silverlight as a medium and may use it in future projects.
The audio, which I never actually got to record was to be myself singing/humming the theme tune. Thankfully for all, I never recorded anything.
The game
I’m not sure I can really call it a game, but due to my lack of momentum and poor concept I threw in the towel early Sunday evening, for both the Compo and the Jam. If you are still interested you can play/run what I have by clicking the image below:
So what I have I learnt?
If you want the code, you can find it here: http://blog.codheadz.com/index.php/ludum-dare-23-tiny-world/
I’m going to use .Net and SDL.Net and I’ve gotten the startup stuff written. What boiler plate code would you recommend one create prior to the contest and publish as a library?
Ideas:
What I learned with this LD is that 12 hours is not enough to develop a game, at least for me. For first day the competition my only progress was that I had the idea for a game in the theme of “Advancing Wall of Doom”.
My toughts during innovation followed path quite similar to this:
So what did I manage to complete in 12 hours. A lot, if you look back:
I’m missing:
Perhaps I will complete game project later this week. Well see.
Video of the “toy” version of the still incomplete game (not playable or winnable):
http://www.youtube.com/watch?v=fn-EVAtI2xw
Timelapse of my 12h:
http://www.youtube.com/watch?v=80kwKIIYsCk
I decided to have a little fun today.
I took the game engine I created for Simple Dungeon and created a new adventure out of it. This one is based on the TV series LOST. I don’t know if any of you are fans of the show, but I’m a big fan.
Anyway, the adventure is set on Lost island. You are Locke and the objective is to kill Ben. You’ll run into many of your favorite Losties here. Maybe even the smoke monster. You’ll finally get to see how that Locke vs. Jack battle turns out.
Code is 99.7% the same. Mostly what I changed were the two data files. Fixed a couple bugs though while I was at it. It took a couple hours to design the new world and objects and monsters.
Have fun and let me know if you enjoy your adventures on Lost island.
Game is here:
http://rapidshare.com/files/109829863/KillBen.rar.html
–Note, updated rar. Forgot one of the files needed to run the game.
Been fun and got it done! My final version of Simple Dungeon.
Source is here: http://rapidshare.com/files/109092549/SimpleDungeon_Source.rar.html
Game is here: http://rapidshare.com/files/109092285/SimpleDungeon.rar.html
I spent probably 12 hours or so on this game. It was a ton of fun. Hope to do it again. Love this contest. Can’t wait to check out other entries.
Use arrows keys to move, attack, pick up items, etc. It is really easy to figure out. Objective is to save the princess in the dungeon. If you die, game will exit, haha. Hope you enjoy!
You need at least .NET Framework 2.0 to run. If you have problems, try the latest framework 3.5. I haven’t tested this on other machines but should work on all windows machines.
Now got to watch my lakers! bye.
Note – one last revision -2:19 pst.
Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.
Arrows: (over) steer
Z: Claw claw claw!
X: TURRRRRRBO
Space: Reset heli position
R: Reset level
N: Next level
Download now! 441KB Now with dependencies included!
Only 4 people rated my game. Thats unacceptable, I need get rid of XNA. So I’ve thrown all XNA stuff out of it. I needed to poke a bit in the source of the physics lib as well to cleanse out the filth, thankfully that was easy. Now I need to tame the horrible controls (That was my fault, cannot blame XNA for everything), and then pretty it up and I’ll make a release. I plan to port it to linux too, with Mono.
I’m only using Glfw, OpenGL and .Net 2.0 as we speak. For sound it will be OpenAL.