Ludum Dare 35
The Theme is:
Shapeshift

Posts Tagged ‘space game’

It’s a clusterfuck!

Posted by (twitter: @Guard13007)
Sunday, December 13th, 2015 4:18 pm

So I haven’t posted anything until now because I’ve been focused on trying to build something cool.

Many many hours of work later, and we have this:

it's a clusterfuck

So the concept for this game is that your two buttons are 1 and 0 because the control systems on this shuttle are fried. You have to execute opcodes in order to fly around, scan, communicate, fire weapons, warp, do whatever. You start out with just those notes on the sides telling you how to control the shuttle. “Growth” has not come into play yet, but the idea is either to build your ship up, or in the future, to build an empire. I won’t get the empire building done within the next few hours, but hopefully I can get some basic scenarios and sector-generation going, and upgrades.

Right now you can travel between sectors which all generate .. pretty much what you started in. I’m working on that! Not much else is done either, but it’s a lot more than I’ve ever put in a game before, so I’m pretty excited!

Code is on GitHub btw.

Oh, and here’s a video (no I’m not live streaming right now cause crunch time) that shows off some of it at an earlier state:

Space: It’s So Hot Right Now

Posted by (twitter: @franklinwebber)
Sunday, January 5th, 2014 10:52 am

Space is so hot right now. I recently purchased a NASA shirt from Target, the movie Gravity came out, I was playing through Strike Suit Zero and Lady Gaga is talking about performing in space. All of this inspired me to compose a few tracks with Space in mind.

Planet Landing

 

The album is a single continuous song with a slow, atmospheric start that transitions into tension filled tracks and others with driving beats. All of the music is free to use in your games with attribution. And if you do use a song: message me (@franklinwebber); I would love to see your work.

 

 

During the long car rides, to see relatives, I drew 32×32 images to accompany each of the tracks. It was great fun. My first foray into the world of pixel art.

Captain at His Chair

HUD you guess?

Posted by (twitter: @louroboros)
Monday, April 30th, 2012 7:59 pm

(This is a cross-post from my post-compo devlog.)

Yes, there will be puns. I apologize for nothing.


The most recent addition to the game was the heads-up-display for your ship in flight mode. It’s a subtle addition but it’s the sort of thing that makes it feel like, yanno, a game. I’m happy to say that it doesn’t act as a big distraction or take away from any “immersiveness” that the game might (accidentally) already have.

Right now, the only info the player needs to see are their shield levels. The way I chose to display this was an unassuming, white vertical bar. When you take damage, the bar shrinks accordingly. The important bit is that it does so in an animated fashion — any time the bar is shrinking, the ‘S’ (label for ‘shields’) shakes proportional to the amount the bar is moving.

Once your shields are below a critical threshold, the bar turns red, and the ‘S’ continues to shake along with the bar until your shields are repaired. I usually hate UI-nags but I make an exception for imminent death.


What isn’t pictured is that the camera also shakes whenever you take damage. The reason for this is two-fold: 1) This helps indicate that you took damage, but it also 2) can disorient you, much like it would happen if you were at the controls and a burst of plasma breaches your hull.

Along the same line, I’m considering having your craft be propelled by the shots as well, but I’m afraid that might be too jarring for the average player. Maybe in a sort of “expert mode”. ­čśë

how do i devlogged?

Posted by (twitter: @louroboros)
Friday, April 27th, 2012 7:39 pm

(This is a cross-post from my devlog on tumblr.)

Ludum Dare 23 is over and my game has been submitted. It was a crazy 3 days of … crazy, and the most fun I’ve ever had making a game.

However, I wasn’t really done with my game. I had something playable, but I felt like I could actually make a feature-complete space-exploration game out of it.

So I decided to continue working on it.

Thus begins the devlog of the “final” version of ╬╝niverse.


If you’re here, I’ll assume you have already played the pre-alpha or Game-Jam version of the game and are familiar with what it is. If not, or if you want a refresher, check out the About the Game page to get a run-down of what ╬╝niverse is and will hopefully become.


Unfortunately, right now I’m in the process of cleaning up and organizing the codebase (one giant CoffeeScript file), so I won’t have much exciting stuff to report until I’m happy with that, but in the meantime, if you think this might be a game that catches your fancy, you should +follow me here on tumblr, or twitter, or github.

Third prototype for tiny world travel

Posted by (twitter: @juaxix)
Sunday, April 22nd, 2012 5:55 am

Look out, here you have the third and final prototype of the game,
http://yfrog.com/5r6vtz
you can see in the video, it contains procedural sounds and the selected char can “collect” other characters in the same “road” line that ends up in the house of the planet.
Here, i start drawing the current level of the house, so you can know it :)
In the next video I’ll show you the full version of the game

Second prototype for tiny world travel

Posted by (twitter: @juaxix)
Sunday, April 22nd, 2012 5:23 am

The second game prototype, in this moment i was thinking in several world with multitouch support, but i consider it is more fun to have more minigames, transitions and more action, so i set #houses later, but first take a look at the video:
http://yfrog.com/3tcm0z

At this point all the graphics are done, some procedural graphics were done after and then i added the second minigame.

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