First gameplay video, with maps being loaded at runtime from lua files. A hand-built map editor soon to be made.
Posts Tagged ‘progress’
Lot’s of visual progress since my last update! Got a nice HUD up and running with various useful informations. Now, though, the thing I’ve been avoiding, which is to make items interact-with-able. First picking up and dropping, then equipping weapons. Then I’ll need an enemy. Then attack. Then a million other things! Aaaah!
Played around with the graphics. My mom would be proud.
Hooray, I’ve finished! This is certainly my most polished LD entry, so I’m really pleased about that. It’s not a bad game, either!
Since I posted the last build, the player physics is a lot more slippery and bouncy, you can knock snow off your opponent, there re particle effects, and even (a cappella) music and sound effects!
Game page is at http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1049 and it’s playable online at http://atkinssj.itch.io/snowman-sumo. Find a friend, and give it a go!
Wheewww, I’m done with my game! … my second one, actually. The first idea I had was a lot better than this one, but I ran out of story ideas very quickly so I had to use my backup idea.
Takeover is a tower defense game, and yeah, that’s pretty lame, but I’m still happy I finished something at all – I wasted a full day with the other game. And even though the idea of a tower defense game is boring, I actually like the result quite a bit.
Enough talkin’, have a look at what I’m responsible for: Takeover
It’s the moment you’ve all been waiting for! Well, statistically none of you even know about this game, but that’s besides the point.
Snowman Sumo is, well, a sumo game about snowmen. Roll around to grow in size, then use your increased heft to knock the other snowman off the island. Play against a friend, from the comfort of your browser window.
There’s still some polish to add – notably there’s no audio yet. I’d also like to add a mechanic where collisions knock snow off both of you, but I’ll see if I get to that.
Time to give a sneak peak to my game. I draw inspiration from the first Alien movie, FTL and 90’ies game Space Hulk. You play as the alien spawn and try to breed (as that is what aliens aspire to do, right?). Unfortunately for the unlucky spaceship crew, this involves taking captures and defending the nest and territory. There will be some casualties for the AI controlled hu-mans, but that should not become as surprise to them – after all, all these dangers are listed in fine print on your contract with the megacorp, remember?
The game happens on a spaceship that fits on a screen. The player starts as a alien spawn born out of a first hu-man casualty. First you have to run and hide until you have grown enough you can try to take an human captive to be used as a host. At this time the humans will probably find out there is something fishy going on, so beware those flamethrowers. Dragging the unwilling host for your offspring behind you, you should find a warm spot in the spaceship to build a nest and start to reproduce. Nesting means you can no longer move, but fortunately you now have alien soldiers and alien drones at your disposal. It is time to be the insectoid mastermind that takes control of the spaceship before the hu-mans destroy your nest or initiate the self-destruct mechanism.
What I have:
- A spaceship where you can walk around. Built from tiles and loaded from a resource file.
- A player controlled alien spawn that grows to be a full grown alien.
- Hu-man crew that wanders aimlessly. If it sees an alien spawn, it tries to catch and kill it. If it sees a full grown alien it will flee in horror.
What I still need:
- Ability for the full grown player controlled alien to take captives, find a warm spot and build a nest. And indicators for these.
- A state machine for the hu-man AI as the game relies heavily on interesting behavior of the simulated spaceship crew. Information propagation is also needed so that the first sighting of a full grown alien makes the crew to arm themselves.
- Game ending conditions.
- Sound effects.
- Better graphics produced using Blender if I have the time (probably not).
I will probably not make it as I do not have too much time and the AI stuff is always prone to be more complex than expected. But I will do my best!
I still haven’t made the sprite graphics, but almost everything else is done.
Balancing will be a major issue. I have a chart made up with a possible solution, but will need to play it a bunch:
points damage resistance hp
Critters 5 2 1. 2
Peasant 10 5 .8 4
Knight 20 8 .5 10
Tank 40 20 .5 30
Snowman 15 4 1. 8
Golem 30 10 .8 12
Fire Elemental 30 15 .7 20
Wizard 100 30 .4 20
Dust devil 8 1 .8 5
Banshee 15 3 .7 8
Energy Elemental30 5 .4 15
Jedi 60 30 .6 30
Ghost 12 3 .9 10
Psion 20 8 .9 15
Demon 50 11 .8 25
Angel 80 25 .4 30
So far, so good! I’m making another platformer this time around, and I’ve decided to introduce the theme as a game mechanic in it.
If it doesn’t demonstrate the main mechanic well enough, the idea is that what’s on the screen is what exists – once it’s not in sight, it gets deleted.
Made a lot of progress today. Only had bare-bones tiles in yesterday, which is why I didn’t make a post then, but here’s what’s done so far:
- Basic map generation – Every vertical line of tiles is generated separately, with a chance for an enemy and/or a chest to spawn on that line.
- Player half-done – You can attack, move around and jump. Gameplay-wise, all that’s left is more stats for your character.
- Fully-functional enemies – Spawned in randomly, they leap at you periodically dealing contact damage. Basic stuff so you have something to fight.
Tomorrow, I plan to add player stats to the game such as attack power, speed, etc. Opening chests will give a random permanent buff to a random attribute. I also intend to make the UI during then. If I have extra time, I’ll also be improving the player art (and animating the player), draw a background and make the map randomly adjust the height of a line.
As for the UI, I’d like to dedicate a paragraph to this: Unity’s new UI system in 4.6 is awesome. Seriously. It was a breeze to create the health bar shown, and I learned how to do it in less than half an hour. Incredible improvement. Expect a way better interface than absurdly basic one I had last time.