Posts Tagged ‘playable’

Timelapse of my creation so far

Posted by
Saturday, August 21st, 2010 6:06 am

Good morning Ludum Dare!

Managed to catch about five hours of sleep–my regular nightly amount for most LDs.

I was thinking–if timelapses are fun after the compo to watch they are certainly fun to watch during a break while the compo is going right? 😀

Before I head over to the Portsmouth NH Ludum Dare meetup I figured I’d render out the timelapse of me creating my first playable prototype (always an important milestone for me) in the first four hours of the competition.

Not sure if you can embed videos here so here is the link:

Playable Flash Prototype

Posted by
Friday, August 20th, 2010 11:04 pm

First Playable Flash Prototype

This is my first playable prototype. This represents a little under four hours of work in Flash.

Try to draw the enemy orange spikes and red seeker boxes into the yellow circles for points by using your pink pentagon to lure the enemy in. If you hit the enemies you lose points. Basic proof of concept at this point is finished.

It is 2am here and I think I’m quite happy with what I’ve got down for the first evening to sleep on. I’ll be meeting up with 3 other LDers tomorrow over in Portsmouth New Hampshire to continue the game dev in the fun company of others. Sleep now!

Angry Caverns v0.1 – Playable Proof of Concept

Posted by
Saturday, August 29th, 2009 1:47 pm

Alright– finally have my initial proof of concept demo up and available for any curious souls to try out.  It isn’t too exciting yet but it will show you the initial inklings of what I’m going for anyway.  It’s Flash so you can run it in your browser.


Basically this is a test level here with 4 stalactites, 3 steam geysers, and 6 flying bats.  I am enjoying the bat movement at this point.  Each time you play the game the cavern levels will have the same configuration of weapons for your use.  What will change is some slight variables on the initial speeds and directions of the enemies in the cavern.  The timer will likely be going away as now each cavern level has a limited number of weapons for you to use.  You use a cavern weapon by clicking on it with your mouse.

I hope to support interesting combos and other funny events perhaps to help your score and experience of the game.

Today my main goal is still to get all the behind the scenes engine working with my levels, get all the enemies moving correctly in the various levels, and finish coding all the weapon functions and effects.  That way tomorrow I can spend as much time as possible on bringing the graphics up to speed beyond the rapid primitives I’ve made everything here in.  My plan is to have the game be fun before spending anything more then the bare minimum on graphics because the game is what matters in the end to me.  Especially if I want to keep working on anything post-compo I’ll be far more motivated to improve graphics and polish if the actual game is fun!  😉


Click on the bubbling steam geysers or the stalactites at the top of the cavern with your mouse to trigger them.  Steam geysers work like a short range shotgun at the moment so wait for the bats to be near.  Stalactites fall so you need to time them right with the bats movement.  100 points per bat.  Max score of current demo is 600 points… 😉


Posted by
Saturday, April 19th, 2008 5:33 am

Here’s what I have so far, in source code form. I can’t be bothered packaging it up properly right now, so you will need Python and pygame to run this:

Click to download

How to play:

  • Goal: Reach the exit
  • Left and right move
  • If you’re not holding anything, spacebar picks up crates from in front of you
  • If you are holding something, spacebar drops it in front of you
  • Don’t touch enemies
  • Enemies die if you drop a crate on them
  • Press a digit 1…9 to skip to a level.

If you die, the game will quit. If you win the game, it will also quit. If you’re running from a console it’ll tell you which was which, but otherwise you have to guess! Just my way of fighting back against the evil GUI oppressors.

If you need to restart a level (either ‘cos you got stuck or died), quit the game, restart it, and press a level skip button. I’ll code in a restart level feature later, don’t worry…

Obligatory screenshot follows. The Anonymous Game Hero (he isn’t E.T.’s Ugly Twin any more, I redrew him more simply – I mean, more minimalisticly!) is shown here holding a crate, waiting for the Not-So-Big Bad to wander over and offer itself up for a squishing.
Another work-in-progress screenshot of my game; much more progressed this time

Incidentally, and coincidentally, this game scores highly on the time-to-crate index.

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