Posts Tagged ‘shapeshift’

Good chunk of the work finished

Posted by
Sunday, April 17th, 2016 12:36 am

Here is what I have finished so far:
Click the elements appearing at the bottom to combine attacks. Some attacks cause the elements to transform into super attacks (that do 5x damage). Other combinations can cause you to fizzle out or have a weakened effect. You will always attack even if you do not click any combinations.

I was going for an Epic Battle Fantasy style of gameplay – endless turn based combat. It is has been a lot to take on in such a short time.

I am not sure how much I will feel like working tomorrow :)

Shapeshifter? Shift Shaper.

Posted by (twitter: @jukepoks1)
Sunday, April 17th, 2016 12:30 am

Shapeshifting? Shape Shift, Shift shaping?

Last time I didn’t stick much to the theme, this time I took it quite literally.

Somehow it turned out to be a deathstar runner.

Earlier version:

Neon Level Switcher first footage

Posted by
Saturday, April 16th, 2016 4:37 pm

After some hours I’ve been able to complete a very first prototype with the basic gameplay working and end condition. You have to survive by being in a safe (black) place because every few seconds the background map will come to foreground, be sure to move to a good (black) position.

I think this time I will work less hours, now it’s 23:36 here and after playing a little bit I’ll go to bed. I prefer to wake up early and continue adding the HUD, sounds and other effects.

First hours and it starts to shape :V

Posted by
Saturday, April 16th, 2016 8:50 am

5 hours later, I’m starting to see some light. I’ve started late, mainly because the time zone (I’m from Spain). This is the second time I develop for the Ludum Dare, and the first time I do it solo (time will tell if I can arrive for the compo deadline or if I will give me some time and external resources for the jam).

Shapeshift was one of the themes I did not like from the beggining, too many work to do some early ideas I had when I saw the theme. Then, I’ve spent the first hour and a half brainstorming like hell to find ideas that will be easy enough for a programmer to implement, and more important, to draw… because programmer art, you know.

Finally I’ve decided to make something inspired by Hexagon and it’s dodge mechanic but technically simpler.

The initial idea for the game is simple. You are in a laberinth like level and you can move around. In the background you can see another level, and when a short countdown beats, the background map will switch to the front. If you are in a clear tile, you can continue, if not, you’re dead. The more time you stand, the faster levels will switch. Will you be able to move fast enough to adapt?

Next you can see a first sketch of how it will look like, black walls, transparent floor and in the background the next level. You are the red circle and the line shows a “correct movement”.


I had some technical difficulties because I use a custom engine from a friend of mine and teammate on the last LD and I’m not used to it, but now I have a level loaded and I can move around. Next stop, level switch mechanic.

Gene-Z on Ludum dare 35

Posted by (twitter: @ctbagameclub)
Saturday, April 16th, 2016 5:29 am

Hello Everybody

Logomarca Gene-Z - Menor - Transparente

We are IN

Ludum Dare History

AndroidIco 512x512Ludum Dare 27


Ludum Dare 28


Ludum Dare 29


Ludum Dare 30


Ludum Dare 31


Ludum Dare 32


Ludum Dare 33


Ludum Dare 34

Good Luck for Everyone

Gene-Z Team


Art is done, and a prototype that is static

Saturday, April 16th, 2016 12:24 am

Hi guys!! I’m excited and my game is called “Amoebam”, where you are an amoeba. The idea is that the player shifts his shapes with different moves, attack has a different shape, movement has another shape etc.,

The above is just a rough placement of entities, but I’ve only done in the image editor. Still haven’t written code for it. I’ll be using WebGL and OpenGL 3.3 on web and desktop respectively.

See you soon guys! Have lots of work..

[cache: storing page]