Posts Tagged ‘panic’

Gradience – Update #6 – RUNNING OUT OF TIME

Posted by (twitter: @thegrieve)
Monday, April 20th, 2015 4:32 pm

After a full day of actual real make-me-money-so-I-can-eat work, I’ve only been back on Gradience for a couple of hours. I’ve got to keep trucking and make this thing awesome! Here’s the latest treat…. Neil’s excellent title theme.


I have no idea what I’m doing

Posted by
Saturday, August 23rd, 2014 6:27 am

So many hours in and I’m struggling to even get some semblance of anything to come together. Trying not to panic round about now.

Need to sit down for an hour or so and actually work out how the maths of my game actually need to work….I would post a screenshot but I have nothing to show :(

End of day 1 progress

Posted by (twitter: @enichan)
Saturday, August 25th, 2012 6:31 pm

End of day 1 has come. I’ve gotten a single facing of the standing player sprite done. We’re displaying the map, but we can’t move the player/camera yet. I’m starting to think we’re not going to get this done in the 72 hours we have. *panic*

On the other hand, the client does connect to the server and retrieves a worldstate, and it generates the appropriate chunks then displays them. Which is pretty damn good for a days work. I’ve also gotten a bunch of the tile art done, which is also good.

Finishing in time seems like an impossible task right now, but we’ve at least still got two more days to go…


Posted by
Sunday, May 1st, 2011 3:29 pm


good morning [the mailman]

Posted by
Saturday, April 30th, 2011 5:15 am

here is my task list :

1. build models :
1.1. mailman
1.2. zombie
1.3. kitten
1.4. building
1.5. sidewalk
1.6. street
1.7. shotgun
1.8. street light

2. prepare sound effects
2.1. define sound track
2.2. record zombie sound
2.3. record kitten sound
2.4. record shotgun reload sound from nerf 😛
2.5. find shotgun shooting open sound
2.6. find steps sound
2.7. create sound track

3. create user interaction
3.1. arrange in the scene the first city with some streets (copy real neighbour ?)
3.2. add camera to the character
3.3. move the character
3.4. define positions to generate zombies
3.5. define kitten positions

4. prepare actions
4.1. get weapon from kitten
4.2. display and count lifes
4.3. game over scene
4.4. shoot and kill zombies
4.5. count zombies killed
4.6. deliver letter

5. add main screen menu
6. add final score screen

lets do it !!

Usual Hour 24 Panic

Posted by (twitter: @ExciteMike)
Saturday, April 24th, 2010 8:21 pm

It’s about that time where I start thinking my game idea might be crap!  I was thinking I’d have you grabbing passing ships and using them as weapons to throw at other monsters, but now I feel like this guy just wants to swim around and have a good time.  Probably chase things around the cluster of islands.

Baby Leviathan squirming around.

Baby Leviathan squirming around.

demo/status page here


Posted by
Sunday, December 13th, 2009 3:48 pm

Looks like I’ll have to cut this one level short, unless somehow I have enough time.

Angry rant

Posted by (twitter: @AtkinsSJ)
Sunday, December 13th, 2009 1:50 pm

Everything was going smoothly so I should have known it would all go wrong. I’ve been battling a SIGSEGV error where I can’t locate the problem. It’s the sort of situation that needs a sleep, and a fresh look in the morning… except it’s LD so I can’t do that. Bah.

Erm, yeah, maybe I will eventually sort this out, and then… I will nearly have a playable game! Maybe. Fun? Definitely not.

EDIT: Fixed it, and you know what? The problem was a distance away from the error – it was caused by the monsters not knowing where to move when they’re too near to the player. Bah! If I’d considered their AI earlier, I’d have saved a couple of hours, probably.

Oh Pants

Posted by (twitter: @AtkinsSJ)
Saturday, December 12th, 2009 1:08 pm

I have been fruitlessly mucking about with random level generation and bumping into SIGFPEs and infinite loops. It seems to not fail now, however it doesn’t do what I want it to either. Here, have a nice picture!

Ooh, isn't it pretty

Ooh, isn't it pretty?

It should be linking all the rooms up, however I have done far too much complication to my code without really thinking and it now scares me. I think I really need to rip it out and rewrite it so I know what it does. *sigh*


I’m not horribly behind on everything! Honest!

Posted by (twitter: @AtkinsSJ)
Saturday, December 12th, 2009 10:15 am

…ok, maybe I am.

Current state as of now

Current state as of now

I only just got a level drawn and (badly) randomly generated.  And I still don’t really know what this game will be… Oh well! I’ll keep on going.

Gah, infinite loops!

Posted by (twitter: @AtkinsSJ)
Sunday, September 13th, 2009 4:09 pm

Less than an hour until the deadline. It’s gone midnight. I am rather tired. The most complicated tags so far have just gone in, (SPEECH and TALK, for enabling conversation trees. And probably anything that needs a choice actually. Whee!) and I have an infinite loop somewhere. Oh goody.

Anyway, it’s been an awesome Mini-LD. MUST… FIX… INFINITE… LOOP…


Turns out, it’s because I’d got the position in a string, modified the string, then still used that position. Silly me. All works now! Time to update the documentation, submit, and go to bed, and only 25 minutes to spare. 😀

(Mac only) demo and some more food

Posted by
Sunday, April 20th, 2008 10:46 am

According to my To Do list, I’ve been late for the last four checkpoints, now lagging 44 minutes behind… panic panic panic! …actually I already ruled music out in favor of more levels. :(
If anyone wants to play a two-level demo version, it’s here. Instructions are given in the first level briefing, but of course there’s minimal need for them.
And for the record, here’s my breakfast and lunch:Breakfast on last day of Ludum Dare 11
Lunch on last day of Ludum Dare 11

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