Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘space’

Plant B

Posted by (twitter: @royive)
Monday, December 14th, 2015 5:50 pm

Well, it didn’t get done but we learned a lot! Even got some sounds in.

Plant B Screenshot

Try it! (WebGL HTML5)

I used Unity, Pyxel Edit for the tiles, my gf did all other graphics in Photoshop, bfxr for sound effects.

Why we failed

Well, it was my fault. I had no real experience with Unity, and basically had to learn as I went along. Thus what should have taken 2 hours ended up taking 2 days. But I have learned a lot about Unity, and my gf learned a lot about pixel graphics, so we’re both happy. :)

Nearing completion…

Posted by (twitter: @hobblygobbly)
Monday, December 14th, 2015 10:37 am

Just doing some finishing touches (I actually abandoned the lightweight 4x game I originally had… discovered it would take way too much time lol, bad idea for a jam).

Now the game is more on the focus of two controls/buttons. Last thing I have to do is writing the different text for various random encounter events, shouldn’t take too long. All the the gameplay logic, graphics, music, etc is all done. And yes, all the planetary bodies move in orbit like older posts, there’s just no gif in this post of it!

View post on imgur.com

If you can’t see the above images go here: http://imgur.com/a/RCjKx

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:

Some music for dis space gamey thang

Posted by
Sunday, December 13th, 2015 11:13 am

Names and roman numerals added to the planetary system gen

Posted by (twitter: @hobblygobbly)
Saturday, December 12th, 2015 5:24 am

View post on imgur.com

Been working on other gameplay/simulation logic code in the background (nothing to show yet though), quickly did some name generation for the planetary system.

If you can’t see the gif go here: http://i.imgur.com/IPXuWeW.gif

mission accomplished (more or less)

Posted by (twitter: @spiralsxo)
Monday, December 7th, 2015 7:58 am

wooO that ended up being more work than i was expecting… good thing we eschewed the deadline from the start.  now let us explore space together, i have not even had time to play past the early game yet :v

 

play warpseed worlds!     bathy.net/wsw

made by a team of 3 over 7 days – html5 / pixel art

a fusion of starseed pilgrim & civilization

warpseed worlds

Posted by (twitter: @spiralsxo)
Wednesday, December 2nd, 2015 7:43 pm

 

hey all!

we’re getting a late start but i wanted to make a game for this amazing theme…

lookout this weekend for the ultimate fusion~

sid meier’s CIVILIZATION × droqen’s STARSEED PILGRIM !

 

title_card

Another one in

Posted by
Saturday, August 22nd, 2015 6:24 am

Lol, just finished my player-graphic:

Player

I would say: I’m the fucking greatest artist on this planet 😀

However, even if this guy might look cute, he suffers a heavy PTSD and kills everything in his way. So don’t get too close.

I chose a futuristic space-scenario with humans and aliens (hopefully, if I got enough time). You will have to fight innocents, e.t.’s and evil United-Space-Alliance-Agents alike.

I hope this sounds interesting enough for you :)

I will program in Java using NetBeans and some code I prepared for this weekend. Graphics are done in GIMP. However I consider my lack of artistic talent as my achilles heel.

 

Good luck to everyone!

The Idea

Posted by
Saturday, August 22nd, 2015 2:15 am

After some thinking and a little playing around with a quick build, I’ve mostly solidified the game idea.

You play as the ghost of a dead crew member aboard a spaceship who has come back to haunt the living and destroy the ship, for reasons unknown (to you guys, anyway). It’s a fast FPS with things like bouncing bullets and multishot, might throw in some grenades or something too. The only problem so far is I’m not sure how to make it mean much. I mean, the premise is cool, but it doesn’t seem to affect the gameplay much. But I do have a few ideas…

I’m thinking perhaps your goal is to revive yourself and leave the ship while blowing it up. To this end there would be 3 things to do and the order would be somewhat up to you:

  1. Set the ship to self-destruct
  2. Revive yourself and become human
  3. Escape the ship

Obviously if you escape the ship before the others, you get a pretty bad ending because you didn’t kill everyone and you’re still a ghost. I’m thinking that as a ghost you can see/interact with certain things like platforms, powerups, and areas that you normally can’t, but perhaps as a human there are things you can do that you can’t as a ghost, like activate objects and open doors. When you sabotage the ship, it will start a countdown and if you don’t escape within that time you die, and the game ends (but you don’t necessarily fail!). So, you have two main paths; Revive yourself and then set the ship to destruct, or set it to destruct and then revive yourself. The first is risky because you can’t use as many safe options and can’t get as much combat advantage when you’re alive, the second is risky because you have to both revive AND escape in the time limit, instead of just escaping.

OK, I’ve sorted out my issues. I like where this has gone, and it’s what I’m sticking with. Thank you for reading, and good luck in the competition!

Space Cowboy (Post compo)

Posted by
Sunday, May 3rd, 2015 5:31 pm

I have now made a updated version of my game “Space Cowboy”.  You’ll find it here.

Updates and fixes:

  • Explanation of why you are game over
  • Better volume balance between audio clips
  • Better control
  • General better gaming experience
  • Hopefully less bugs
  • And much more

Democracy – Progress Report #3

Posted by
Sunday, April 19th, 2015 10:00 am

Didn’t sleep, can’t write anymore.

What is done:

– Base gameplay, IA, combat, graphics, effects, menus, credits…

What must be done:

– Levels / tutorials, balance gampley, music and effects

From:

sample1

To:

sample3

Democracy – Progress Report #2

Posted by
Saturday, April 18th, 2015 11:15 pm

20 hours to end.

My game uses “Democracy” as the instance of the theme, strongly based on Starship Troopers.

I finished the core gameplay, which contains:

  • All units and structures of the game;
  • Hierarchiral Behavior Trees to control enemy’s units and global strategy;
  • A basic behavior tree to control the player’s units;
  • The basic effects;
  • Constraints to buy and create structures;

What is in my todo list:

  • All other screens, including an introduction based on the movie;
  • All graphics and animations;
  • All musics and SFXs;
  • Balance and polish the gameplay;

Check it out:

sample2

Now, back to work.

HAHA ALMOST made it!

Monday, December 8th, 2014 8:23 pm

1

Here’s some game graphics for you to get exited about! You can check it out http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25022

Programming by:
https://twitter.com/SoraTheProgramm

Art and animation by:
https://twitter.com/stejkrobot
https://www.youtube.com/stejkrobot

test2test2

charizard2charizard2charizard2charizard2charizard2charizard2charizard2

BombardeAlien! Tired of shoting at enemies to kill them? How about shotting aliens to make them fall off your spaceship to a big star under you? Doesn’t it sound exciting? 😛 This is my game for the compo.

There were many things I wanted to put in it that I couldn’t (went out for several hours…), but it is indeed playable, and not only that, it’s hard! Even it’s not that long, I coundn’t beat it yet, it ended up harder than it would be if I had more time… But, come on, together we can beat it! 😀

BombardeAlien Title screen

I had an idea (good, I think) for a music, but time didn’t let me make it.

It was made in Game Maker 6.1 (only for Windows, therefore).

The graphics, in MS Paint and Game Maker’s built-in image editor (it has some nice functions). Oh, sure, and with a graphics tablet. 😉 And with paper and pencil before that…

So, let’s play! Let the aliens come, let the aliens fall. :)

Cosmic Conqueror – Post Mortem

Posted by
Thursday, September 4th, 2014 4:10 pm

Cosmic Conqueror: A Radical Imperialistic Space Adventure

party

 

Play Here!

 

Cosmic Conqueror is a space exploration game we did for the jam and worked pretty much until the last minute on. We’re happy how it came out and we enjoy the concept so much that we’re actually gonna keep working on the game past Ludum Dare, we’ve already added a bunch of features! (But I’ll touch back on that later)

How It Started: The game started with a base concept, explore planets, kill the aliens, get followers and make money. We didn’t really have an endgame goal for the game and we probably should have, instead the goal was just to collect as much money as you possibly could, which ended up pretty alright. We had a difficult time coming up with ideas for a game initially, we shied away from two world puzzle concepts and deep personal type games. We just wanted something simple and engaging, so what’s better then cosmic dominance? We discussed our planetary concept ideas and quickly got to work, we started within the first hour or so of the jam.

9

Ending Rush: At the end we finished up bridge building to connect the planets (which makes you more money) which was a bit of a challenge. We had to get the bridges connecting properly and menus in within about 6 hours and everything was coming to a sudden end, it was late at night, we hadn’t slept the night before, and we knew we had to iron these things out before we could release, so we got to work. Gage worked on getting the bridges to connect properly while I finished up some miscellaneous graphics. Finally the bridges were done with about an hour left, and us tired ready to submit dudes still had to make a menu; so we just quickly slapped together a somewhat buggy menu and it was good to go! Our submission was complete, and we were pretty excited about it!

1

POST LD: We released a post LD submission on the page a day later fixing some bugs with menus and bridges and it helped out quite a bit, we felt pretty good about it at that point. We’re still working on it now, fixing bugs, adding cool new things and expanding it quite a bit to make it into a real game! It’s a really neat project and we are very excited about it. Isn’t space just totally cool?

And, if you have any interest in what’s gonna happen to the game, you can follow us on twitter.
Programming: @MunkeeBacon
Art: @KeatonRMoody

Gimbal Fighter: Bring out the shock paddles

Posted by
Tuesday, September 2nd, 2014 2:22 pm

Well, things have gotten a little tough around here, but we are still at it! After a nice long break, we are coming back at it with full strength

GimbalFighter

Gimbal ship

Items that we’ve integrated since last time:

  • Warp Gate Health
  • Better Heat-Seeker dynamics
  • New enemy ship “Striker” – designed to destroy warp gates

Items that we would like to add for next time:

  • New enemy Drone: Small-fry pesky little ship
  • player lock-on seekers
  • warp tunnels

Items that we would like to add next-next-next-next….. time:

  • improved Holo- UI
  • Storyline and progressive intro levels
  • full strategy map with Enemy army AI

In the mean-time, please feel free to check out our latest version in the (Post-Jam) link

(Please remember to not vote based on this update, this is a post-submission update, but we would appreciate your thoughts!)

Link to Gimbal Fighter!

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