Posts Tagged ‘planets’
Your goal is to gather 10,000 credits in a minimal number of travels.
To do so, you control a ship with 6 slots (right sidebar) that you can fill with merchandizes and passengers.
Hovering a planet shows you the exchange rate of the 4 types of merchandize (food, metal, weapon, crystal). It should help you making money by buying goods at a cheap price (the current planet market is shown in the left sidebar), then selling them at a better price on planets where the demand is higher.
In addition to goods trading, carrying passengers can help you optimize your moves by filling the empty cargo slots. Passengers pay their journey and take off your ship as soon as they reach their destination.
Counting on you guys for feedback, even negative…
I hope you’ll enjoy!
You have to send special signal to make connection to another planet.
Signal is a result of adding multiple lasers with different colors (RGB).
Lasers beam are created from generators(flying balls).
You can apply specific color to generator using crystals and your laser.
Your task is to prepare your SIGNAL similar to TARGET signal.
To change target, press [space].
I started with idea of making 3d “laser and mirrors” type of game. Where you would have mirrors with different colours, and your beam react different on each one. I even succeed but find it very difficult to control beam direction. After fighting 1 day to make it enjoyable I dropped it. Finally I ended up with concept of split colour to R G B code and make objective to generate given colour (RGB code) to connect to another planet.
After last LD where I fight a lot with creating graphic by my own, I decided that next (this) LD I will start in jam. Possibility to use already created assets so I could spend few hours on creating effects, or level design and then focus on gameplay was good decision.
First time I used electric guitar for sounds effect and I’m very happy of it. I planned to spend more time on recording audio, but because of loosing time on first idea that I dropped I could use only audio that I recorded for tests. Anyway final result is ok, and I’m sure I will make something better next time!
I’m thinking about possibility to run over planet, explore new crystals and then prepare special signals. Then each signal could create something, or make special attack for different targets.
Do not hesitate to try!
Hello, everyone! I’m Shaquille Stoutamire (Defacid/Acid) and I had a lot of fun with Ludum Dare this year! I’m really excited that, even though I still had a lot going on, I managed to finish my entry! It’s not as fleshed out as I wanted it to be, but I submitted it in time… with a whole minute to spare!
WHAT I ACCOMPLISHED:
– Randomly generated worlds with terrain and plantlife variations
– Pretty decent gravity and rocket physics (there are definitely bugs, but it’s relatively solid)
– Basis to a leveling system
WHAT I FAILED AT:
– Fleshing out the level system to actually DO something
– Adding outposts and environmental interactions like gathering resources and using them to survive
– Spending too much time on the planet generation: I had already build a similar system before, funnily enough for a previous Ludum Dare, but I ran into an error didn’t want to look at it or use that code base – when I do a game jam, I like to work from scratch in the engine/IDE that I’m using. Next time, even if I’m not going to copy and paste, I’ll at least look.
– Actually fleshing out the morality element. Right now, the player themselves has to ask the question of “Why am I killing these little guys?” when experience doesn’t change anything about the gameplay. But I wanted to actually add something of value to the mix like planets losing color saturation when you kill enemies, but you get something in return so you have to weigh whether or not it’s worth it to kill these defenseless little guys.
– Clearing my schedule for the event. It was unavoidable (school, watching my son, my car broke down haha) but it still definitely hurt my game. I lost AT LEAST 24 hours due to obligations and 8 to sleeping. So I ended up with about 12 or so game dev hours at the maximum.
WHAT I’M DOING NOW:
I’m going to port my game to HTML5 within the next day so that more people will play it! But within the next 20 days, I’m going to play as many other compo entries as possible! I will make sure to play and rate every game of every person who rates and comments on my game.
Ok, I was about to hit the sack when I remembered that I should post here! I just want to share what I’ve done so far and this is a great place to do it. Ok, so my game is about a evil king dude (Story subject to change ;P) who chains planets together (chain not implemented yet) and makes their inhabitants fight to the death (death not implemented yet.) using large objects and gravity as their weapons. Don’t ask me where that idea came from, because I have no idea.
As you can see, players will be trying to kill each other by throwing crates at each other. The game will be kinda like Towerfall in which 1 hit kills you and the game consists of multiple switching maps. Overall, I’m happy with where I am and I see myself as past the halfway mark. All I need to do is finish a few sprites, make a title and a few maps, implement death and a scoring system, and make sound effects and music. The only problem I foresee is making the music for this game. (I’m 100% not a musician and I suck at everything music.) Anyway, that’s really it.
I decided to take part in LD30 a bit late, but here it goes… I am making a space trading game using Haxeflixel under Flash Develop.
My main issue now is the inventory management, that I did not forethink enough, so I will have to refactor things towards more mapping. I feel like haxe enums and typedef would be useful here, but 2 days are not enough to play with those… Since I got stuck tonight, did work on the GFX and the UI.
I guess I won’t be able to make the original plan, which was to have several ships to manage, to transport people as well as goods, and to defend against space pirates…But got to cut things off! At least, I hope I’ll have time to add some more merchandizes and GFX.
Good night to all, and rest well before day #2!
Day two was full of silly bugs, programming AI, monster animations, and map generation. Here’s a screen shot demoing the fruits of our labor:
Hopefully we’ll have all this world stuff wrapped up tomorrow so that we can get some of the fun stuff in like shooting and downloading data!
p.s. there will be stargates
Just a quick test to see how collisions and blocks exploding will work…
The theme for LD 9 was “Build the level you play”. The premise is that you’re some god or something whose sole purpose in life is to control the path of some space fish, guiding them through gates that changes their colour, and get at least some set number of fish to go through the spectrum in each level. You control their path by creating planets, of course. Planets attract fish using the laws of gravity.
This is actually the first game where I’ve used OpenGL, apart from some small fiddling. (This also made it easy to make the game window freely resizable with hardware scaling, and I made sure the window always keeps the correct aspect ratio by inserting black borders where appropriate. Incorrect aspect ratios are always annoying.)
That aside, this one didn’t go very well. I spent a lot of time just fiddling around with insignificant things and not getting any parts of the game done, and about midway through I changed the aesthetics from creepy-ish paper-cut-outs floating around — something which at least looked somewhat interesting — to badly drawn space fish, and also inverted the planets, for reasons which completely escapes me. I had also coded up an in-game level editor that I used to create the included levels, but this was disabled for the compo release. For a compo where the theme was “build the level you play”. WTF?! Why did I do this? I have no idea.
The gameplay itself also had its issues. I think I made the gravity a bit too “realistic”, since inserting a planet subtly effects everything — so it doesn’t really matter if you’ve fine-tuned your existing planets to perfection if you have to insert a new planet or even move an existing one, the new gravity will upset the fish and you’ll have to fine-tune again. So, while the gameplay can be fun-ish for a little while, the constant required adjustments can quickly get annoying.
After the compo I played around with visualization of gravity by using a GLSL shader, which made the game somewhat more interesting (not to mention extremely colourful). Another thing I tried, both during the compo and after, was making the planets be effected by gravity, so they’d float around too (until they collided and launched themselves at light speed off the screen), and also make the fish generate gravity, attracting other fish and planets. Somewhat fun to watch and play with, specially with gravity visualization enabled, but the game was pretty much impossible then, heh =)
Download [ Windows/source code ]
Galcon cleaned up pretty well in the compo. Here are links to my post-mortem and history. Truth be told, I’ve been making versions of this game for about 15 years now. But this version almost didn’t happen – during the theme voting for this contest I was leading a large group of people to back a different theme from swarms – I had in mind to make an Adventure Game. But since swarms won, I figured I’d try re-making Galcon again for lack of a better thing to do.
On the tech side I realized I needed to up my production going beyond what can be done with pygame. I used pyplus and swig to build C extensions for my game so that I could do some cool graphic and swarming techniques not possible within python. However this caused some trouble, I was able to submit my linux source of the game for the deadline, but due to the craziness of python extensions for windows it took me another full day of work to get it ported to windows.
After the compo I made a shareware version of the game: