Posts Tagged ‘progress’
So I’m almost done with all my core mechanics of my game.
The game is a space shooter with a twist: your ammunition is scattered over the map and you have to constantly fly around picking it up.
There’s multiple enemies, health power up and all menus and sounds are working.
I wanted to implement multiple scripted levels, but with around 6-7 hours left (I want to go to sleep at a normal time), I will have to opt out for a procedurally generated horde mode with waves.
I changed my decisions as to the tools I was going to use at the last minute, and opted with allegro.js instead of Unity.
This meant that I had to write a lot of features that Unity would had already implemented, but it also meant that I was able to create a more lightweight game, and I didn’t had to deal with unnesesary stuff or wonky physics.
My code isn’t the greatest – it loses some framerate here and there, so I hope I’ll be able to optimise the code.
There’s still time and let’s hope I will be able to playtest, bugfix and polish the game some more.
Overall I’m having a great time and I hope I will be able to finish my game in time for the compo!
I probably should have gone to bed a few hours ago – I definitely hit a wall today and my productivity wasn’t been great for the last several hours. Still feeling optimistic about my prospects for having my entry ready for the compo.
Lots of changes to Xtreme Crop Duster Simulator ’82, but hard to show in a screenshot. Here’s a shot from level 3, showing some new gameplay elements:
From my to-do list in my last progress post, was able to cross off a few things:
- More level entities – clouds,
buildings, variable height terrain, etc. This will all beis super easy with the level loader in place. Other air traffic. Probably just a few types of planes that fly at different heights and speeds from right to left.
- Some sort of particle effect for the crop dusting itself (I’m considering this optional at this point.)
- Actually designing levels (Partially done – I have 3, will be happy with 5 but am aiming for 8.)
- Program flow –
life counter, title screen, win and lose screens, moving between levels.
- A whole bunch of play testing (and bug bashing!)
- Making some music (Took a few cracks at this, but nothing’s really sticking. I’ll manage, I’m sure.)
I do have to step out for an hour or two tomorrow afternoon, so if I get 6 hours of sleep now I’m looking at about 10 working hours remaining. I feel pretty good about that.
I’m thinking because I hardly have that much time left, a quick and simple game that most gamers would be able to play is the way to go.
Plus, I could always improve on quality and features of the game on later dates.
Let’s do this, I’m pumped!
BTW, anyone else that’s created a persona character type for ludumdare challenges? just curious happy game dev
The first playable demo of our unamed game is finally here ! 😀
It’s a 2D platform game based on the “Two buttons controls” theme. In this game, you control an alien who crashed his spaceship in a big factory, and you must gather all the pieces from your spaceship in order to rebuild it and go home. In this demo, only the first “tutorial” level is playable. Obviously, the graphic part is definitely not finished. But it’s still playable and hopefully enjoyable 😀
Any feedback is welcome 😀
Ian is back! I can imagine just how busy life can get for everyone participating. But it’s awesome how we still take the time to engage with the people we like being around, doing the things we enjoying doing most. Let’s make some games.
I just started, but I have a small quick idea.
Let’s do this! Ian Archer
Well, the compo is half over. The time certainly flew by.
This LD, I’m trying to incorporate both of the themes. In this co-op (or single-player) single-screen shmup, you control one of two buttons (of the kind that is pressed), and fight against viruses and other malware inside a computer. As you defeat enemies, you will grow. This mechanic isn’t finished yet. I’m going for a simple arcadey feel and visual style. Here’s a look at the art:
I still need to: add sound/music, add a title screen and perhaps a game over screen, balance the game, add a nice background, maybe add more enemies, and of course, finish implementing the growth mechanic. I think I can do it!
So, I decided to tackle one of the game ideas I originally didn’t plan on doing – changed my mind after some quick prototyping.
Behold, rythm-based two controller input;
You’re controlling a robot, which will have certain tasks to accomplish on each level. Your method of control are through word/nibble/4-bit commands that you enter with zeroes and ones. As you progress through the levels you’ll unlock/learn more opcodes and will also get level specific versions where you control different robots that have very specific tasks.
The current list of base opcodes – what will be the base OS of all robots – fill the 1 and 2 bit commands through the following list;
- 0 – Full stop
- 1 – Full speed forwards
- 00 – Half speed forwards
- 01 – 90-degree turn left
- 10 – 90-degree turn right
- 11 – Half speed backwards
Three bit opcodes will probably be the ones you unlock/learn during the campaign, with four bit codes being specific to certain robots or certain levels, but we’ll see what I decide on when I get there.
You can find the source code on my GitHub and there’s a prototype uploaded for those who want to try it without having to compile it themselves. Windows only at the moment, but the code should work on Linux as well, I just haven’t sat down to make sure about that for a while so I can’t promise anything.
Also, fully scriptable and hot-reloadable. Going to make heavy use of that now that I have to make all the levels;
All in all, I’m very pleased with my progress, and I hope to be able to finish up at least a basic campaign before the deadline, as well as some basic menus and tutorials.
I certainly hope you’ve been having as fun as me so far too.
// Alexander “Ace” Olofsson
We already have a HUD interface, we are missing only the missions panel.
The bar at right is the amount of water the cloud has. It must get more water to grow, and it will shrink when it has a small amount (not visible on video yet).
I strapped a camera to one of the bees, it got beaten up pretty bad…
The simulation works about as it should now. I have the whole day tomorrow to implement interaction mechanics and audio, lucky me!
I have a playable game tonight! I can rotate my barren planet around using the left/right arrows (that’s two controls, check it) and the rain increases the growth rate of my plants (you heard the word growth, right?). So okay, maybe that’s a loose definition of playable, but it demonstrates the core concept, which is a bar I don’t usually hit by Saturday night. Sure I don’t have any levels, I only have one kind of plant, and a lame growth animation, and I’m missing numerous key game elements, and there’s no music or sound or menus, and there’s really no goal other than watching the plants grow … but screw you, man! It’s playable! Woo!
I gotta keep the energy level up in here before I fall asleep on this pile of candy wrappers.
Not sure where my game is going. Currently it is sort of a snake clone with enemies and eatable lights
It doesn’t look like too much since my post at the end of last night, but I’ve accomplished a lot on Xtreme Crop Duster Simulator ’82 so far today.
Although I said last night that I spent too much time on puttering around with rendering, I spent some more time on it today – I think it really paid off:
I’ve also implemented my level loader – until a few hours ago, I was just puttering around with a hardcoded scene, but now the layout is loaded from files, so adding and tweaking levels won’t be too hard. Almost every Ludum Dare I implement almost the exact same level loader, just reading in from various text files, but it’s always such a mess I abandon it after the jam – only to write the same thing again next time. I think this time it’s actually implemented cleanly enough that I could package it up for reuse later.
I’ve also got the basic sounds effects in, but I’m not so sure how happy I am with them.
Still to do:
- More level entities – clouds, buildings, variable height terrain, etc. This will all be super easy with the level loader in place.
- Other air traffic. Probably just a few types of planes that fly at different heights and speeds from right to left.
- Some sort of particle effect for the crop dusting itself.
- Actually designing levels
- Program flow – life counter, title screen, win and lose screens, moving between levels.
- A whole bunch of play testing
- Making some music
If all goes well, this might actually make it in as a compo entry. In the past I’ve always aimed for that but overrun my time allotment, so maybe I’m getting better at scope management.
So far, so good..
Gameplay code is all done, if I have any time left tomorrow I’ll try to come up with some enemy stuff
Time for the graphics! Guess I do all of that tomorrow.
Happy coding everyone, have fun!