Posts Tagged ‘tiny world’

When Worlds Collide

Posted by (twitter: @AlwaysGeeky)
Sunday, April 22nd, 2012 8:45 pm

Ant, Bee, Cow, Pig and Spider BOSS – Submitted!

Posted by (twitter: @KarnakGames)
Sunday, April 22nd, 2012 7:38 pm

Missing 3 minutes to the end of the Compo Submission, I managed to submit my entry! Play it here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2465.

Meet the…

Ant, Bee, Cow, Pig and Spider BOSS!

A mix of jumping, shooting and a little stealth.

 

Again, you can play it here.

Flea Circus is Done! + Thanks to the Community!

Posted by (twitter: @robbiehunt)
Sunday, April 22nd, 2012 5:21 pm

Submission link

Direct SWF link

 

Whew! Glad that’s done! This won’t be a post mordem, just a post announcing that I’ve finished.

So, the game’s called Flea Circus and it’s much better than what I was expecting out of my first Ludum Dare! In general terms, it’s an action game. A better description is a frenetic, simplified extreme sports game. If you test it out, I recommend trying the tutorial first, there’s good stuff in there.

What I would like to use this time for though is just a quick comment about how great the community is! The book, the keynote, the chat room, the reddit – all of it is fantastic! Game design is my creative outlet and it is such a joyous feeling knowing that there are so many others as passionate about it as I am.

Thanks to all of you guys in the chatroom for the company and the laughs and the bug testing! I’ll definitely be doing this again :)

Play Simini Now!

Posted by
Sunday, April 22nd, 2012 10:42 am

Well it’s taken about… 18 hours? Like 18-20 hours. By the time I had finished up the map, mouse scrolling, forests, mountains, houses, roads, skyscrapers, and the bulldozer, I felt like there was more than enough in Simini to justify its release into the world of Ludum Dare #23.

So here is the rundown. Simini is a miniature Sim City-esque game, though at the moment not nearly as deep. You have three kinds of structures you can build: Houses, Roads, and Skyscrapers. Houses generate resources based on what’s around them. So, for instance, if a house is placed near a forest, it will generate 1 wood per second.

Roads are basically like… the Zerg creep. You can only build houses, skyscrapers, and other roads within the vicinity of a road. To alleviate the obvious problem of “well crap, what if I destroy everything?” the player can place one free road anywhere on the map if there are no other roads. Roads are also the only structure that can be built over water and are therefore the only way you can access the other islands… for now. Airports are on the list for buildings I want to include in the future.

Skyscrapers generate money. Money doesn’t have any use yet, but I’d like to think in a future update it could be used for other kinds of buildings and potentially even public projects like parks or random events. Skyscrapers need to be placed near houses, so essentially they’re a resource generator that you build.

The other two icons you’ll notice on the bottom are the hand icon and a bulldozer. The hand switches you back to the default pointer. The bulldozer lets you destroy anything you’ve built and get back 50% of its resources. Will be handy later on when I can figure out resource destruction. I’d much prefer it if resources ran out after a specific amount of time, making them more limited in the world. The bulldozer will also be great when there are more building types and you feel like redesigning a town.

As per the rules of Ludum Dare, the source “code” is included, but as it is an MFA file you will need Multimedia Fusion to open it. The game itself currently only runs in Windows. I made a Flash test version and, trust me, you don’t want to play a 62×78 game with mouse scrolling in Flash. With the standalone version, however, you can hit Alt-Enter to fullscreen for a much less frustrating experience.

I will definitely keep picking at Simini as the year continues and get it into a form good enough for the IGF Pirate Kart. For now, hope you enjoy what I managed to whip up in well under the Ludum Dare time limit!

Download Simini Here

– Dan

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

Procedural graphics

Posted by (twitter: @juaxix)
Sunday, April 22nd, 2012 5:24 am

Screenshot from iPad directly with the tool to generate imagemaps 😀

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.

Tiny World Travel

Posted by (twitter: @juaxix)
Sunday, April 22nd, 2012 4:13 am

Finally, I decided to do 2 minigames in stead of 3.

It is a tiny world story,  full of people, but there is one driver and he (or she) is responsible for all of us to be taken to our place, our world!

http://instagr.am/p/JuA3tWyAG5/

Naos – A few samples of the music

Saturday, April 21st, 2012 10:19 pm

I felt somewhat ambient tracks would be fitting for my game this time around. I’ve been listening to the Fez soundtrack way too much, and that’s been a large influence (thanks disasterpeace!)  so that i decided to attempt using the whole bitcrushing and downsampling style. These are some rough cuts of the loops that play. I use some random bitcrusher vst I found, and then this sega genesis soundfont for the vibes/other synths.

 

the song that plays in the cliff area
http://soundcloud.com/seagaia/naos-ld23-cliff/s-LjHpb

the song that plays in the forest area

http://soundcloud.com/seagaia/naos-ld23-forest/s-J26NQ

Some more screenshots…

Posted by (twitter: @AlwaysGeeky)
Saturday, April 21st, 2012 6:42 pm

“Naos” – a game about whatever

Saturday, April 21st, 2012 6:06 pm

Why Naos? Well, I like the sound of the name. It’s a star name or something, so you can probably find some deep etymological meaning if you’d like.

 

Anyways, the game. You basically walk around, enjoy the sights, and make little pictures along the way.

 

Okay, elevator pitch description aside:

 

The game is part story. A guy gets fired, friends gives him advice to go spend time somewhere else. So, he goes to the woods for a few days. There’s not much to do there, so he’ll have to figure something else out. He’s a pretty boring guy, too. Luckily, there’s a woman in the woods for some reason, and she shows him that he can paint – and that’s where you come in! Using some sort of interaction you get to “paint” on a canvas or whatever. I don’t know. I’m hoping people can find some satisfaction with getting to make something while playing a game.

 

This game doesn’t make much sense to me either, but it’s been a lot of fun to make because I’ve been messing around a lot with combinations of blurs and color transforms, and playing with this “scribble” art style as well. I’ve been wanting to figure out a way to make user interaction produce something semi-interesting.

 

How does it relate to “Tiny World”? Well, I don’t really want to explain, but a way you could start off on doing so is by interpreting “Tiny World” as the worlds we usually inhabit being, well, quite tiny! But the tiny-ness isn’t necessarily a bad thing, no matter where your tiny world may be. To be honest, trying to say that’s what my game is about would be quite pretentious. I mostly just want the game to be a pleasant experience.

 

 

 

…and now we start over!

Posted by (twitter: @onepingsoftware)
Saturday, April 21st, 2012 2:56 pm

So, I wasn’t really feeling the last idea I had.  So, I did what any respectable designer should do: scrapped it altogether.  So, now what?  Well, we begin again…

Once upon a time, there was a little blue cube…  He was rather insignificant in many ways, but to others he was more than this.  He was a hero…

 

 

So what can we learn from this screenshot? Well, the main protagonist is wearing blue.  It is also dark.  Very dark.  And there are red eyes watching his every move… Yet, he has within him a light, and others are drawn to the light… So perhaps it isn’t quite as hopeless of a tale after all..

Update #2 – Intro Screen 2.0 & Character Sketch

Posted by (twitter: @mitchellvette)
Saturday, April 21st, 2012 2:47 pm

Not much of a sketch, I moved fast, mostly just so I had some sort of reference to work from while I model!

And the modeling is coming along…though it will have to wait as I need to go into work for a few hours

And finally, a Unity video, brought to you be Temporal Hysteria…

http://soulmod.com/mitch/tinyworld/

Collisions

Posted by (twitter: @AlwaysGeeky)
Saturday, April 21st, 2012 2:30 pm

Just a quick test to see how collisions and blocks exploding will work…

A Tiny Moment Of Realisation

Posted by
Saturday, April 21st, 2012 2:05 pm

Learning lots of lessons. Stuff that is obvious when you’re spectating – as it was to me last time I watching an LD happen – but once you get in there temptation overrides logic and you start doing stupid stuff. I just spent an hour trying to get Slick2D’s AbstractComponent stuff working. I told myself this would speed up the UI stuff, but in reality all it was doing was gobbling up precious minutes. So I ditched it in favour of keyboard input, which worked first time.

It’s so stupidly obvious to the observer – you don’t have time to learn anything right now. But when you’re say there coding, you think “I really want this to go fast, so let’s use this nice, neat method…”

Onwards and upwards. We won’t finish the mechanics today but we’re not far off for tomorrow. Party members now have abilities that can be applied to dice rolls. These affect the outcome of combat. Losing combat causes you to lose a die, which makes future combats harder.

A Tiny Bit Tired

Posted by
Saturday, April 21st, 2012 9:37 am

Had a mechanical overhaul courtesy of Mike Prescott (also reminded me that we are hitting the Jam probably, with the Compo’s deadline – I want the pressure, but I can’t compose music and Mike is helping with a lot of the mechanical design). The game is now a lot uglier, and I’m beginning to hate it a bit, which might indicate it’s time for a break.

The combat is now dice-based, which allows us to work in party-based mechanics whereby the player can reroll, adjust or swap dice according to the abilities their party members give. To make this feel strategic rather than random, encounters are fixed on the world map and visible to the player throughout. Most encounters don’t offer much reward, and are roughly even-matched. However, story-based events and the black-tile dungeons offer bigger rewards, with harder encounters inside them.

It seems achievable, implementation-wise, but it looks like a dog’s breakfast right now. I’m hoping that if the mechanics are in place today, the polish can come tomorrow. In practice though, I think we all know how this is going to end!

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