Posts Tagged ‘progress update’

Progress Update

Posted by
Saturday, April 22nd, 2017 7:25 am

Taking a quick break for food, I’ve made some progress with player movement and basic level layout(with placeholder graphics), next I just need to implement some game mechanics.

Progress1

Caves, swords and a late start

Posted by (twitter: @Zazanxors)
Monday, December 14th, 2015 4:53 am

Horrible quality gif of boxes wielding swords it's a good thing you failed to load this

So I’ve finally finished what is technically my first day. I didn’t make any progress yesterday or the day before due to lacking an idea, but fortunately that changed last night and I was able to make a good amount of progress today.

I’ve decided to go with the Growing theme, and I’ve taken a lane-based war game and aim to throw a twist to it in that your troops can level up and grow more power so that when they reach the other side, they deal more damage to your opponent.

So far I’ve managed to implement spawning units and units attacking each other. Leveling up is also technically implemented, but there’s nothing to indicate it yet as I’ve found it difficult to add any effects for it.

I doubt I’m going to be able to do a lot of things – namely a main menu or music – but I’m hoping to at least finish the gameplay. Either way, I feel I’ve succeeded in attempting a smaller idea given how much of it I’ve already completed. Had I come up with this idea sooner, it probably would’ve been my most complete game yet.

Oh, and side note: turns out drawing and animating swords is super fun. Swoosh!

 

 

Progress Update

Posted by (twitter: @StuffBySpencer)
Saturday, December 12th, 2015 2:11 pm

working title: Great Nation

So, I got my idea rather quickly this time around, and I’m trying my hardest to make something “simple” [scope is important boys and girls].

Here are a few screenshots of my progress:

#1 Just A Mockup [1 hour & 20 minutes in] –
screenshot_1_1-20

 

#2 Basic Visual Mechanics [3 hours & minutes 28 in] –
screenshot_2_3-28

[click image to play GIF]

 

#3 Basic Gameplay Mechanics [5 hours & 6 minutes in] –
screenshot_3_5-6

[click image to play GIF]

 

#4 More Gameplay Stuffs [16 hours & 56 minutes in] –
screenshot_4_16-56

[click image to play GIF]

 

Screenshots #3 & #4 don’t look like much of an improvement, but that’s mainly because I was focusing on code and not art [also I slept in between them].

It’s fun tracking my progress like this, shows how slow I am haha.

That’s it for now, hope to see the rest of you at the finish line,

good luck everybody!

Halfway Progress Update

Posted by (twitter: @IamJacic)
Saturday, August 22nd, 2015 10:20 pm

Well, the compo is a little over halfway done. Hopefully I’ll be able to finish my game in time to submit for the compo, if not, I guess I’ll take a little more time and submit for the jam.

Here’s an incredibly exciting screenshot:

early4This was originally going to be a stealth game, but it turned into more of a puzzle game with stealth elements. I have mixed feelings on the hud as a whole, but I really like the (functioning!) radar.

I still have to implement attacks for both the player and enemies, add more levels, add dialog for the story, add saving/loading, add some other story stuff, and add sound/music. I think I can do this.

Finally some progress

Posted by (twitter: @orion_black)
Sunday, December 7th, 2014 2:15 pm

I’ve been working on a mix of city management and tower defense. Building seems to be working now. Still a long way to go.

progress

 

 

Pim Update 1

Posted by (twitter: @tropvache)
Saturday, December 6th, 2014 6:27 pm

We’ve been at since a little after 11 this morning. A vet appointment (which happened last LDjam, but at the tail end) bumped our start time till we got home.

1. Planning

The first thing we did is eat donuts. Special occasion and all. While we fueled on delicious sugar and coffee, we discussed what we wanted in a game with such an open theme (our interpretation). We wanted something peaceful, something where we weren’t killing enemies. We played around with ideas of growing items, collecting items, much like some games we’ve prototyped in the past. The Pim character, which is a recurring staple to our lives, came up as our main character. Then we weren’t going to have a main character. Then we were going to collect hamburgers. Then we were going to give the burgers to a ghost. Then then then…

“Keep it simple, stupid.” Or silly, if you don’t want to offend. We can get so carried away with what we think we can do and how grandiose to make this game. We stopped, simplified, and came up with some simple game play. The premise will be to clear a game board each round. Ghosts will be floating around the place, each of a different colour. Direct it to a skull, and it will reanimate to a zombie. That zombie will need some magic (that needs to match the color of the soul) to fully bond the body and the soul (which was the ghost.) Once alive and fully aware, the Pim will make it’s way to it’s colour portal and transport away. That clears a board, and a new round with more ghosts will start.

2. Pixel Pim

Luczynski Bencak Pim Pixels

Ever the fan of pixel art but never the master of such, we thought we weren’t giving ourselves enough of a challenge by creating a game in (hopefully) 48 hours (72 is the back-up). We’re working hard on the pixel versions of Pims, their ghosts, their skulls, and their magical balls (haha). And we’re animating them. Because it’s fun! So MUCH FUN. ::throws mouse across room::

Originally it was going to be just me with the graphics, but we both wanted in on this. This is great, because life happens, and already I’m freaking out about not finishing. To have another person just to bounce ideas off is fantastic, and to have the ability to rely on them is… even more fantastic? It’s great. I’m not alone in making graphics right now, and this is great!

Ghost Pim Luczynski Bencak

As a note, when thinking about the game play, we were concerned about the use of color. Using color as an important attribute for the game can mean that some people won’t be able to play well. Right now, it’s a concern, and we want to make it so that there is some way colour-blind people could play. We haven’t tested the colours we’re using yet, but we’re still concerned. For the time limit, we’ll see how far we get and if we can address this issue.

3. Next Steps

We’ll be finishing the spritesheets we’ve been working on, and move on to our respective other tasks. We listen to SoundCloud a lot to get inspiration for the music. I’ll start the coding by not coding at all; I like to plan out as much logic and organisation on paper as possible.

It’s awesome to see what other people have accomplished, and we are twitter-stalking as many of you as possible. Keep it up, everyone!

Poo Dee Pie – Update

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 12:51 pm

PooDeePie Header

Poo Dee Pie is making huge strides. Ben and Steffen have been working like crazy to get everything up and running. You can check out the WIP version of the game here: http://gamejolt.com/games/arcade/poo-dee-pie/40903/ 

Steffen has taken one of my favorite elements and animated it! The mouse in the conveyer belt will move around the rollers throughout game play. The mouse will be added on later and new adjustments will come to the WIP game on game jolt. Ben is catching some Zzz’s ATM.

twitter update

Steffen is still creating gorgeous art for the game. Check out some of his updates:

Poo Sprite By Steffen

Who says you can’t polish a turd?

Nude Worker Steffen

A gif of game play will be coming soon. You can follow updates on this awesome game, including first looks at the (f)art by following #PooDeePie on Twitter. Also, follow @SteffenWittig, @ThumbsBlue and @Kintinue! 

Progress? It’s going DOWN…

Posted by (twitter: @Phantom_Green)
Saturday, April 26th, 2014 11:17 pm

Down LD29 - Bummer Dude - smallerr

Gameplay!

Posted by (twitter: @mostley)
Sunday, April 28th, 2013 9:29 am
Broke all the pots?

Broke all the pots?

 

Finally some gameplay: Check It Out

kitch is dying… a lot.

Posted by (twitter: @KitchsTweets)
Saturday, April 27th, 2013 10:40 pm

Off to bed… but managed to cause quite a bit of damage tonight.

LD26SS6

The Good.

The game fits in with the minimalism theme very well, while still being somewhat complex and interesting (at least by  my standards).  Game is feature complete.  I’m very happy with it’s state this far in.  All of the gameplay features are in, level control and difficulty are implemented, and even the menu states are complete.   Spent a bit of time on audio this evening, and while it’s rough… it’s more ambitious than anything i’ve tried in a Ludum Dare before and i believe with a little polish, it will be quite the little go-getter (or a massive failure).

The Bad.

The game runs in two difficulty modes currently.  Really frickin easy, and “Oh for the love of everything that is good, please make it stop” hard.  I see this screen a little more than I’d like

LD26SS7

The Plan For Tommorow

  • The combination of the bullets firing, and cells exploding creates chords.  The sound files need to be just right for this to work, and they are not right now.  It’s not BAD, it’s just not good.   This will hopefully be a quick fix tommorow
  •  I want the game to be difficult… but the kind of difficult that can be appreciated by the person that is playing the game for 30 seconds before they rate it.  Currently we’re at the “rage quit and send death threats to the developer’s family” level of difficulty.  The balance hammer needs to come out.

 

Story and Sound

Posted by (twitter: @mostley)
Saturday, April 27th, 2013 4:36 pm

5 hours later it does do sound! And there’s some kind of story *erm*

 

You can smash pots! what do you want more?!??

…I should probably start putting some level design in there…

oh and enemies, weeeell…

 

New Update: Check It Out

 

Great Idea !!11! Lets Play ZELDA

Great Idea !!11!
Lets Play
ZELDA

 

Break all the Pots!

Posted by (twitter: @mostley)
Saturday, April 27th, 2013 11:22 am

BREAK ALL THE POTS!

 

 

New Version online, now with an extra portion pot smashing!

Check it out: http://shdev.de/wasabi 

 

 

Progress! First Screenshot

Posted by (twitter: @Phantom_Green)
Saturday, April 27th, 2013 2:19 am

After screwing around with color palettes for WAAAAAY too long, I finally have something visible.

I have a wonderful idea, but I have no clue if I can make it work.

I may end up submitting to the jam because I really don’t have much time this weekend.

OH WELL…

FIRST SCREENSHOT!

LD26-FirstScreen

Watch out for Ghosts!

Posted by (twitter: @camdensegal)
Sunday, December 16th, 2012 12:51 am

Ghost

Now I just have to make it more of a game…

I created a thing!

Posted by (twitter: @ryroper)
Sunday, August 26th, 2012 3:30 pm

My entry was pretty much done about 2 hours ago, I’ve just been polishing since then.

I’m very pleased with what I accomplished this year!

Anyway, my entry: Game-Age: A visual evolution of gaming

 

Working on new graphics

Posted by (twitter: @sirGustav)
Sunday, August 26th, 2012 3:06 am
new graphics

new graphics

I’m trying out a new look on my games. Thanks to artrage it’s pretty easy to get a artsy look. It’s a shame that the character pictures doesn’t look as good when scaled down (from artrage images) as the level do. Oh well…

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