Here is a pick of what our artist Ana managed to do this weekend.
Still pending to fix a couple of things before submission.
As I expected, I didn’t make the compo deadline once again, but prospects are good for getting everything comfortable wrapped up for the jam. Thankfully I thought ahead and booked a vacation day tomorrow.
Highlights of today:
Low points of today:
Coming up tomorrow:
Anyways, right now things look a little like this:
Bedtime now. Congratulations to everyone who got a game in for the compo, and godspeed to everyone else still working towards the jam deadline.
So, a new Ludum Dare weekend ends!
It’s 5:20 am over here, but I wanted to show you my game: A God’s Weapon
You play as a God fighting to control a few (10) systems, using the planets and people as weapon to conquer other planets. There’s some strategy involved in the game but playing with physics is always fun, anyway 😀
We now have enemy #1 in – the enraged shopkeepers. We also have all player animations done and in the game, music, and sound effects. Next up are dragon cannons, more obstacles, the title screen (already done, but not integrated), and the menu system (also done, but not integrated).
The opening sequence for the game will look a bit like this:
The controls / tutorial screen will look something like this, but with the animations playing where the red panels are instead of just red panels.
Thanks to everyone who is following along!
Didn’t get everything I wanted to put into the game done, but I’m quite happy with it, and I hope everyone else will be too.
There it is. My second ever Ludum-Dare-entry wich, this time, isn’t comedic. NOT AT ALL!
A FEW FACTS:
• I used the *awesome* Löve-engine (aka. love2d)
• Sound effects were created using bfxr and Audacity
• I didn’t use my graphics tablet because I couldn’t find my micro-USB-cable
• I had a lot more time to work on this then last time and though finished quite early
• I never looked up that many string-formatting-functions before
• The final game is 1477 lines of code big
We’re now starting to get some of the actual imagery into the game to go with the controls that have already been implemented. The big, blue rectangles represent enemies for the moment. The player can take three hits before dying and the enemies can take two hits.
We’ve also implemented destructible objects but the animations aren’t in yet so nothing interesting to show there just yet. Speaking of animations…if you click on the GIF below to view it, then you can see of the animations that we’ve put together already. This includes an idle, a walk, and an attack for one of the characters.
The controls that we’ve implemented thus far are:
That’s about it for now. Currently left to do:
Instead of playing Mortal Kombat X, I’ve been making a game while thinking about playing Mortal Kombat X.
When Ludum Dare is over I will be playing Mortal Kombat X.
Now back to not playing Mortal Kombat X.
The first day draws late, the clock has struck midnight and there are still a boat load of creatures stirring. Pizzas have been ordered. Beers have been drunk. Sine waves have been coerced into staying within their immutable boundaries, like good little functions.
On top of that, our Doodler of Fortune has returned from building real things out of wood and watching horsies to present us with a style guide!
Now to get this into the game and see if we can’t have something playable before the Sandman claims what remains of our sanity.
MEDIA DUMP, because i got bored of programming and decided I was at a comfortable enough position to start doing art work 😀
CACTUS DECOR 😛
The Reprehensible and vengeful Dr.Picklespear
…and his pickle spear….
Levels are restricted based on how many blocks you have left to solve the puzzle, so a chest full of blocks can help your construction a great deal 😀
A western themed game needs a tumbleweed. So here’s a tumbleweed
OMAHGAHD, IT’S THE SPIKY SPEARY!!! The somehow infinitely replicating weapon of our heroine
DEFINITELY not last, our heroine! It’s CACTUS CHYPS!
Seriously, she looks awesome, don’t deny it.
You want to play this. Just admit it 😉
The Adventures of BizMan now has graphics! And I’m glad to say the only thing missing is the music and sound effects! I’ll get to those tomorrow. And I’m most definitely going to write a postmortem.
Good night, and good luck.
Alright, the bare functionality of what makes this game the game it is, is starting to be complete!
There’s enemies, which shuffle your blocks around if they manage to land, and you can combat against them by placing your blocks which will then shoot to all cardinal directions. This creates an interesting balancing act between trying to find the right place for the block to create neat rows and combating against the ever-increasing enemy menace. Btw, the math of speeding up the enemy spawn is still a little off making the difficulty ramp up very very suddenly at one point, causing the enemy onslaught to look like a stream of blood with these placeholder graphics 😀
Anyways, I’m about to get some sleep soon. Tomorrow it’s the time for graphics, sounds and gameplay polish! And voting too since we’re having an election day here in Finland – I won’t stop LD from performing my duties.
This is the fourth Ludum Dare that I’ve participated this far (I think), and in the tradition of using a different engine every time I participate (previously: LÖVE -> Flixel -> Unity), I’m using Unreal Engine 4 with blueprints this time. I have a faint glimmer of hope that I can export a HTML5 game but I’m not gonna hold my breath.
Anyways, the game idea I have is basically Tetris with guns. Except the guns are your tetris blocks that you shoot enemies with. How it works is that there’s enemies descending on your beautiful stack of tetris blocks and if they manage to land, they’ll do some harm like shuffle the blocks around or speed up the game. If you land a tetris block, it’ll shoot horizontally/vertically, hitting any blank spaces within direct LOS and destroying enemies on those paths which means that you’ll have to balance between playing tetris in a planned and sensible manner with trying to frantically stop enemies from landing… But we’ll have to wait and see how the (admittedly vague) idea will work in practice since this far I only have just the very basic tetris groundwork done, as you can see from the animated gif above.
To clear my head a little from all the blueprint spaghetti, I also started working on some music. I don’t think it’s gonna be entirely suitable for the game (sounds a little too aggressive IMO) but hey, at least it’s something. Here’s a very crude version of the music, with a 1 minute long synth solo that I don’t know if I hate it or not. It’ll most likely be dropped from the final track.
That’s all for now! I’ll report back once I have more.
I’ve been working on my entry for this Ludum Dare for about 3 hours now, some of which was spent thinking up ideas. I’ve made a character select screen, where you can pick your player’s skin and t-shirt colour!