Posts Tagged ‘progress’

Extra drunkness!

Posted by
Sunday, December 11th, 2016 12:01 pm

Hey, here another update on our game Drunk Guy. This time a lot of improvements have been added to the procedural generator. The visuals also got a big upgrade. Now going to add some NPC’s that try to push you off!

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Progress Report (20 hours in)

Posted by
Sunday, December 11th, 2016 9:38 am

Tacticool sheep extraction team?

Hmm, I’ll continue working on the name.


I’ve kept my priorities in check. Simulation first, then critical graphics assets and thirdly all the levels. Now it is time for polish and nice to have features!

I’m in , Here is our progress of our game!

Posted by
Sunday, December 11th, 2016 9:19 am


Here is our progress for the 72 hour jam.
Our game is about a dude that is walking around in an imaginary world. But even if that is the case he still has to go to the bathroom. In the game you will be trying to reach the bathroom through a procedurally generated level and here is our progress.

Drunk Guy game

I’m In a Bit of a Pickle core gameplay completed

Posted by (twitter: @antti_tiihonen)
Sunday, December 11th, 2016 8:35 am

After struggling with the game concept for a while, I went ahead with an infinite runner-ish idea. The game still lacks scoring, gameover-restart game loop, GUI and SFX.

It’s almost fun to play already :)

Trying, Trying, Trying

Posted by (twitter: @DietrichEpp)
Sunday, December 11th, 2016 7:31 am

Trying, trying, trying but it’s not a game yet.

Crew Report

Here’s your intrepid, randomly-generated crew. With cool sunglasses. You’ll have to earn those.

Space Ship

And here’s the Expensive Undertaking, a badly damaged ship with only enough power to run one room at a time. Uh oh! Well, that’s the view in the Unity editor. I ditched vanilla JavaScript this time around, and I probably should have done it earlier.

This is actually my first Unity game that’s not a team game. Let’s see how badly it goes!

Far too delayed first post

Posted by (twitter: @Ananace13)
Sunday, December 11th, 2016 5:52 am

So, completely forgot to do the usual courtesy blogs about tools, battlestations, food, etc. Figured I should at least make a progress post so that people know that I’m here.


Had some trouble thinking of a good idea for this theme, or at least an idea that I would be able to get to a playable state inside the hours of free time I have during this weekend.

Been woefully unprepared for the current compo, using C++ as usual after all and didn’t have time to build a proper framework for the game, so none of the fancy ideas I had at first – scripted objects, entity-component system for everything, etc.

Doing my best though, and after one day – ~5-6 hours – of coding I at least have an idea and something that looks like an unfinished game.

One Room, suspended in the void of creation.

One Room, suspended in the void of creation.


Your job will, as an innkeeper, be to keep your patrons watered and happy. Giving them the drinks they ask for and not taking long enough for the patrons to leave.

Every served drink will earn you some tips, you’ll also get a base salary for every day you manage. Beware that any mistakes you make will be taken from your salary, so try to avoid making them.


Hoping to get the missing pieces of the game done today, at least to the point where it can be considered a game. It will all be streamed of course and available on twitch under

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:


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!


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.


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


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!

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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.


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!


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.


Plenty of time for graphics tomorrow, it seems.

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