That name! Long, but apt.
Had a good time making it. I think there’s potential here, but the next few weeks are no good for me so don’t hold any hope of a quick post-jam version. Oh well.
That name! Long, but apt.
Had a good time making it. I think there’s potential here, but the next few weeks are no good for me so don’t hold any hope of a quick post-jam version. Oh well.
This is pretty much it. Even the humans got themselves a model, albeit sans animations.
There’s a lot more I’d like to add, but unfortunately it is going to be a busy next week for me. If only I could take Monday off, but alas.
Surely a few more hours won’t hurt too much, right?
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!
It’s around 1h30 AM in France as i write those lines and i plan to end this day of work here.
I’m actually both happy and not about what i did. Not happy because i planned to big. I couldn’t envision my game not isometric and it slowed my advance by a lot and it still will. Happy because even with that i improved since the past LDs and i can manage to succeed even with some difficulties. Back then i would be completely lost and i would abandon my game quickly.
For those in need of help to make an isometric game you can find a great resource here. It had greatly helped me.
Anyway, my game is far from the core mechanics i planned. I thought i could implement them before the end of the day, but the isometric grid slowed me. For each task i planned i got from 30min to 1h30 over my estimation. It’s a lot and on a lot of tasks. I need to manage my estimations better. I plan to end those tasks before the afternoon so i can work on the game and not think about it anymore except for the bugs that will appear.
Before i go to bed i’m working on a Makefile to automate the distribution of my game. It’s a quite easy task to end and it will help me at the end on the jam.
See you tomorrow !
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.
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.
My tactical extraction action simulation is coming along nicely (I’ll need to think of a snappier name at some point!).
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.
The title says it all. Time for celebrations! Play it here!
Too tired to make a new GIF, this one is current enough…
Time to get some Z’s. Gotta catch a train tomorrow!
Have fun!
Feature complete! After trials and tribulations we managed to create and implement all required visuals and even audio. What a craft!
Take a gander. It is a long one this.
Stay tuned for the real deal. Only main menu and tutorial to go. Never had time for a tutorial before; exciting, right!
Crunching tasks. Small GUI tweaks this time, with bug fixes and gameplay balancing.
Playtesting, audio-visuals and main menu left for tomorrow. Should be doable.
Loads of progress in the programming space. Improved AI, initial GUI, and, most importantly, ancient technology are all in. The gameplay will take a lot of tweaking to get right though. At the moment the difference between winning and losing comes mostly down to luck. That is not by design, believe me.
The graphics are still temp, partly due to our graphics artist running into dire technical difficulties (drawing tablet broke!). That issue should be resolved by tomorrow. We’ll see if there’s enough time to go by!
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!
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…
Anyone recognize the inspiration yet?
The graphics are very much temp at the moment. Luckily I’m not in charge of the final visuals.
The 72 hour jam version is done. In fact, it is done-done. I sure am.
Apologies for the lack of GIF in this post. There will be another, just too bloody tired at the moment…
The 48 hour version of our Jam game is in. There’s still a day to add in a few missing things, but overall I’m really glad of how it turned out.
No mistakes or silly stuff this time; just hard, honest work (on easy mode!)