Posts Tagged ‘progress’

LD #37 first (half) day progress.

Posted by (twitter: @jtsiomb)
Saturday, December 10th, 2016 11:30 pm

Spent all night modelling the room in blender, and it’s not close to finished yet. Grew sick and tired of boring modelling, so I then pulled code from my free software projects, and loaded a test export of the unfinished room with assimp.

Here’s a screenshot of the first real-time rendering of my room. Rudimentary GL fixed function lighting, and walking around in first person without collisions:

Ludum Dare 37 “One Room” – progress 01

First Day Progress: We made chickens

Posted by
Saturday, December 10th, 2016 10:27 pm

We did some stuff, but we are all too tired to make a proper progress post, so to keep things short and simple, here are the highlights of the day:

Chickens!

Best chickens

The low resolution is on purpose, totally not laziness.

The Tomb Devlog #2: Bringing Death to Life

Posted by (twitter: @@raconteurdev)
Saturday, December 10th, 2016 6:45 pm

Welcome back for update #2 on The Tomb, a strange little game about a cult of people that build their own tombs!

Here’s our first look at the game itself.

the tomb screenshot 1

Meet Sam! She’s an upbeat young woman who has lived her whole life in this cult. To her, death embodies every day, every decision, every divergence in routine. As other NPCs will charmingly remind her, “Death comes for us all!”

A primary mechanic of the game centers on meeting and speaking with other characters to flesh out social skills. By interacting with the world in this way, the player learns more, forms stronger relationships, and ultimately will reveal more about the entire setting apart from just digging their own grave. (What a fun sentence to type!)

Right now, we’re working on getting the systems in place in order to have the other NPCs populate the world and be able to perform their charming dialogue and relationship building with Sam.

Pasted image at 2016_12_10 05_14 PM

Here’s an image of the room becoming more populated! Rainy skies are visible through the windows, Sam is asleep (because while we are pursuing the long nap, all shorter naps are certainly welcome!), and another character – the Grocer – is coming to drop off something for Sam’s family.

More updates are coming soon — next time, we’ll go more into the systems and actual gameplay of the world itself. This is a blast, and I think we’re creating a really neat concept!

-Nick

Progress Report (14.5 hours in)

Posted by
Saturday, December 10th, 2016 5:40 pm

Jumped on the graphics implementation already. Some of you might spot the inspiration.

GIFBOT

Requires texturing, but otherwise I’m quite happy with it. I might even reuse it for the enemies, if I don’t feel like modeling a human tomorrow.

Enough for the day.

Achievement unlocked: core game mechanic

Posted by (twitter: @rjhelms)
Saturday, December 10th, 2016 5:01 pm

3-movement

Well, it’s not much to look just yet, but this is the heart of my games core mechanic. The idea is you are living in a one-room apartment in a 19th century tenement, and your relatives keep immigrating with all their worldly possessions in tow – you’ve got to try to cram as many of them in by shuffling them around as they arrive.

Still lots to do, but I think this could be a pretty hilarious little game.

☆★ WIP detective story set in ONE room ★☆

Posted by (twitter: @avaskoog)
Saturday, December 10th, 2016 4:08 pm

⇒ Choo choo goes the LD hype train! ⇒

Ava and Marte are working on a game as always, this time not accompanied by Morten. Started a bit late after a good night’s sleep and most of the time on Ava’s part has gone to core systems, but we’re going strong. After some initial music work, Marte has for the first time done 3D modelling, in Blender, and has been churning out models with increasing speed as she has gotten used to the way it all works. c:

None of the models are featured in the below test room, but you can get an idea for how the game will work. You will be inspecting things and picking stuff up in order to progress and figure out what happened!

View post on imgur.com

A semi-intelligent system makes it relatively easy to add new stuff to the room and have it working as intended.

Skärmavbild 2016-12-10 kl. 21.54.58

Our previous blog post this time around had Ava considering using p5.js for this LD, but as you can see above, we ended up using Unity instead, as 3D felt like the best way to cram stuff into a single room, and there wasn’t really time to delve into the 3D functionality of p5 this time. Better to focus on a better game using familiar tools!

Good luck to everyone! ♥︎

One Spooky Room.

Posted by
Saturday, December 10th, 2016 4:07 pm

Progress. 2spooky.

Twitch: https://www.twitch.tv/iamkraya

Day 1 So Far

Posted by (twitter: @PowerSparkGames)
Saturday, December 10th, 2016 3:49 pm

Simple AI finished, also now you can shoot with the mouse and some other things… Going good!

gif03

Pickle lad progress video

Posted by (twitter: @antti_tiihonen)
Saturday, December 10th, 2016 2:29 pm

Pickle lad is going places! There’s now a half-complete kitchen environment (my “one room”), better character movement and some music I just made! The music might not fit the mood very well yet but I don’t have time to redo it either… So let’s hope I can amp up the gameplay to match it somewhat :)

Progress Report (10.5 hours in)

Posted by
Saturday, December 10th, 2016 1:41 pm

All the systems are more or less done (according to plan). Tweaking and polish are of course needed.

A FINE GIF-T

Plenty of time for graphics tomorrow, it seems.

The Tomb Devlog #1: A Cult of Lively Death!

Posted by (twitter: @@raconteurdev)
Saturday, December 10th, 2016 12:21 pm

Good morning Ludum Dare participants!

I’m Nick, CEO and “business guy” over at indie developer Raconteur Games. This is my first game jam, ever! I’ve organized two, but never actually participated — now that changes!

My team consists of myself, the incredibly talented Sander, our CTO at Raconteur, and Charity, a local Louisiana developer who’s an incredibly talented artist (seen in games like Quest of Souls).

We’re going to chart our progress throughout the event here for our entry “The Tomb.”

We saw the theme of “one room” and wanted to give it a fun narrative spin, and what we came up with was delightfully strange and grotesquely beautiful. In this game, a death-obsessed cult spends their entire life focused on death, and a major part of that is building your own tomb.

So, you are literally digging your own grave!

Dark, right? Nah, these are silly cultists who end conversations with quips like, “Death comes for us all!” It really is a charming little thing, I promise you!

Sander is currently knee-deep in code for custom systems based on social interaction with characters, which can determine how certain relationships in the game play out. Charity is working on great art for the game — first screenshot in our next post!

Excited for this to be my first game jam game, as well as being able to collaborate with other Louisiana developers.

Let’s get stuff DONE!

-Nick

Progress Report (4 hours in)

Posted by
Saturday, December 10th, 2016 7:05 am

My tactical extraction action simulation is coming along nicely (I’ll need to think of a snappier name at some point!).

GIFFY

The red cube obviously represents a human guard with a gun, while the green cube is a player controlled robot. The plan is to have three different kinds of robots who have to work together to extract resources and people from the level. Lots of features to implement.

Flying solo again so we’ll see if there’s any time for graphics.

Progress Submitted Without Comment

Posted by (twitter: @rojomojogogo)
Saturday, December 10th, 2016 6:13 am

“Turn the long eye.
Praised by the ridiculous hammers of the Water clan, it examines water in the year of the food.
The sun shall never again be the same.
As was foretold, studious waters shall slash all deaths from the land.”

I made a door!

Posted by (twitter: @AlbinoStoic)
Saturday, December 10th, 2016 3:29 am

The rules suggest Programmer Art huh?

90% Blind Albino ‘s first Ludume Dare!

Posted by (twitter: @AlbinoStoic)
Friday, December 9th, 2016 11:19 pm

Hey there!

I can’t see very well, but it’s never stopped me from using a computer!  Magnifiers and software zoom levels are perfectly fine for most things, and Visual Studio can zoom in pretty well.

Brainstorming almost done.

This’ll be interesting, hope I can time manage!

Nice to meet you all!

We’re In! (DESK SETUPS!)

Posted by (twitter: @josefnpat)
Friday, December 9th, 2016 6:53 pm

So we have a big team this time around! Take a look at our dev setup!

  • Holo (@shakesoda)
  • Karai (@LandonManning)
  • Ashley (@bytedesigning)
  • Seppi (@josefnpat)
  • Ben (@eternalnightpro) [Not pictured]

Some of us will be streaming!

Check out our AMAZING SETUPS. Annotated for your pleasure.

photo_2016-12-09_17-28-40

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