Posts Tagged ‘progress’

Pictograms, anybody?

Posted by (twitter: @AurelDev)
Sunday, August 28th, 2016 5:14 am

Screen Shot 2016-08-28 at 11.12.25

And now they’re building pyramids in my honor

Posted by (twitter: @rjhelms)
Sunday, August 28th, 2016 3:06 am

I stayed up too late. Should have been in bed two hours ago. Oh well, off I go now.

Overall, today was awesome. Got a lot of great things in place. Spent a bit of time bashing my head around some things that appear to be bugs in Unity 5.4.3, and a bit more time bashing my head around some things that appear to be bugs with my own ability to make games.

Left to do for tomorrow:

  • add a few more types of bad guys
  • implement difficulty progression for my level generator
  • add all the interstitial screens: title, instructions, lose, level clear (maybe)
  • music
  • balance and bug bashing

I think that’s doable.

The point of this game is to convince the Egyptians to build pyramids. I’ve got that in place now, and the size of the pyramid is based on how well you performed on the level. A near-perfect performance gets you this:


Progress Report (23 hours in)

Posted by
Sunday, August 28th, 2016 1:25 am

Where did those 8 hours go? Oh right… This human body requires respite and restoration.

Well yesterday’s AI problems are no more. Took less than half an hour to sort it out (shuffled the hacks around). Not that it is any smart yet, but at least it provides a proper fight.


Next up the titular ancient technologies!

Adventures in procedural generation

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 10:46 pm

Every Ludum Dare, I look in awe at folks who are able to implement procedural generation in their games. It’s never anything I’ve really tried before, and just about every compo ends with me making a mad dash to design levels that are never as balanced or fully-featured as I’d like.

I’ve decided to change that this time: I’ve got a broad sense of how I can parameterize the difficulty a level, so I’m going to give fully procedurally-generated levels a go. Not much to show of it so far, but in keeping with my absurd Egyptian theme each level’s going to take place on a river vaguely representing the Nile. Here’s my river-generating procedure in action:


Now to get the enemies that I already have developed also being slotted on the level, and I’ll be well on my way to an actual game.

Our entry is going places. Very weird places…

Posted by (twitter: @rafaskoberg)
Saturday, August 27th, 2016 6:26 pm



What is that?! We were in peace for millions of years, but now this… thing… fell from the sky. Maybe we should all take a look.

Progress is slowly being made

Posted by (twitter: @tselmek)
Saturday, August 27th, 2016 5:21 pm

Took us a lot of time to find a not-too-fancy idea, here’s our progress so far.

View post on

Progress Report (15 hours in)

Posted by
Saturday, August 27th, 2016 4:21 pm

Some proper graphics are in. Unfortunately the AI pathfinding gave me some issues so that will have to wait for the next GIF.


More on them problems tomorrow. Staying up for the last two hours was a mistake…

Walk like an Egyptian

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 3:33 pm

A bit more sprite work and one game mechanic in place. The farther I go down this road, the more I’m getting distracted by the absurdity of it.


Holy wars

Saturday, August 27th, 2016 2:39 pm

Map of the world in parallel universe

The most ancient technology of controlling humankind is religion.
So we are making the game about you being a prophet on the recently discovered parallel universe.

It will be a multiplayer game with spectators. Everyone can watch and when feels confident enough to be a prophet can join the game and write his own holy book.

Stay tuned.

Well, I guess this is what it’s gonna be

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 12:15 pm

Well, it’s not much, but I’ve got the basics of movement and firing projectiles in place.


Egyptian gods shoot lucky charms from their space ships, right?

Rolling in the deep

Saturday, August 27th, 2016 11:03 am

Some progress with draft art


Progress Report (9 hours in)

Posted by
Saturday, August 27th, 2016 10:11 am

Anyone recognize the inspiration yet?


The graphics are very much temp at the moment. Luckily I’m not in charge of the final visuals.

Game Progress Day 1 (Ludum Dare 36)

Posted by (twitter: @ToadieTechnika)
Saturday, August 27th, 2016 6:21 am

Hi guys, didn’t post about me joining in the Ludum Dare. And here I am with a new progress (GIF below), featuring placeholder graphics and an initialized gameplay idea. You could get the idea of what I am making for the theme (which was a complicated one for me). Enjoy the weekend and have fun making your games. Good luck to everyone 😀


Have fun interpreting this…

Working at story mode

Posted by
Saturday, August 27th, 2016 5:27 am

The flight is normal.
Successful landing expected.

In the sky


What could lurking there on the land…

Do you have some ideas?

End of the first day – idea in place!

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 1:51 am

I’m about ready to call it a night for Friday. My idea – tentatively called Super Egyptian UFO Cat Pyramid Overlord 2000 BC – seems solid enough to be able to get a decent jump on it tomorrow.

No code or anything in place yet. Just a broad outline of the design, and single set of sprites, for the UFO cat itself:


I’ve tweaked this sprite just a touch since I made this GIF, but the idea holds well enough.

Our idea so far

Posted by (twitter: @rafaskoberg)
Saturday, August 27th, 2016 12:25 am

Wait what, no we’re not giving out our idea that soon! But here’s a concept shot :)


[cache: storing page]