Posts Tagged ‘tiny world’

To jam or not to jam?

Posted by
Saturday, April 21st, 2012 9:16 am

LD #23 JamI really wanted to enter the Jam with a friend but we both don’t have much time this weekend. To be true, I’m going to a Silverstein concert in 15 min and the picture at the left side shows the work of ~1 hour 30 minutes. I guess i’ll do something Sim City like though i want to do something different.

One thing I am pretty sure of is the title of the game. I’ll call it: Crickets

Edit: In case anyone is wondering about the “SockBrawl” comment. It’s another game idea using pretty much the same code.

Update: Here are new screens with some kind of gameplay and a semi working particle emitter.

Living in a Bubble – progress #1

Posted by (twitter: @elibrody)
Saturday, April 21st, 2012 8:01 am

Some kind of progress. Seems like the movement is working too, if a bit jerky.

Texture is from my photowalk this morning:

https://plus.google.com/115369982511844801329/posts/ERW1MdC2T6B

A Tiny Idea

Posted by
Saturday, April 21st, 2012 6:13 am

The focus for Tiny Epic was always going to be ‘compact RPG’, but how compact can we get? I’ve been listening to Kevin Macleod’s superb music over at Incompetech, and I’m wondering if we could design Tiny Epic such that it plays out in the time it takes to listen to one of Kevin’s songs. Five Armies is two minutes and thirty-three seconds long, which is surely too short for a meaningful game to be played out! But I wonder how close I can get to it?

This code didn't actually compile due to a missed typo!

Adding in objectives now. A Tiny Epic is a series of objectives sequenced together. In the full game, the idea would be to bolt on some procedural generation to this. I’m not sure how possible that will be, but first let’s get a static one down. I’m in a Final Fantasy IX mood thanks to some excellent SomethingAwful Let’s Play threads, so our first objective will be to find a ship!

I’ve contacted the incisive Mike Prescott for input on the combat system (which sucks hard right now) and I’m doing back-of-a-daydream calculations for how much of this stuff I can procedurally generate. My day job involves writing content generation systems (more here) but they’re not general enough to hook right in! I’ll have to do my best tomorrow, assuming we can get a core done today.

Tiny Steps

Posted by
Saturday, April 21st, 2012 5:30 am

You can see a bunch of things in the screenshots that I cropped out of previous ones. It’s mostly crappy UI, everyone’s favourite coding job. UI boilerplate should be a prerequisite for future LD entries I think! The important thing here is the core conceit of the game – in order to speed the narrative along, you get to make large jumps in story periodically whenever the world’s difficulty level raises itself (this might be for narrative reasons, random increase over time, and so on).

The world encounters get naturally more difficult as time goes on, and my hope is that this provides momentum for the player to progress. At the same time, these ‘fate points’ give the player a chance to gain a temporary (or slow-burning) boost to their situation, speeding them along towards the game’s conclusion.

Tiny Problems

Posted by
Saturday, April 21st, 2012 3:23 am

The original idea involved a lot of procedural generation (in fact, it was the staple of the game’s design) but I don’t have time to implement these systems so I’ll be slashing and burning a lot as I go. The idea is to produce a static game as fast as possible, and then spend any extra minutes left grafting in generative methods for bits of the game that would benefit most from it.

The idea is to be able to play out an entire RPG narrative in a few minutes, with a sweeping plot, lots of numbers going up, betrayal, death and love. We have the latest in cutting-edge graphics:

And maybe six hours of coding time left. It has a game over state, technically, but no gameplay. So time to push onwards. Doing my best not to waste time, but the Valve Handbook release distracted me for a good half an hour…

LD23 – It’s A Tiny World After All

Posted by
Saturday, April 21st, 2012 2:28 am

Morning!

I don’t have much time for this year’s LD, but I was determined not to let another pass me by. So it’s Tiny World, and I’m prototyping a game based on an idea I’ve been batting around with a friend for a few months now, as it fitted perfectly with the theme. It won’t get finished. Here’s to an optimistic 48 hours!

Time for some sleep…

Posted by (twitter: @AlwaysGeeky)
Friday, April 20th, 2012 10:22 pm

Ideally I wanted to stay up longer to work on my entry, but since I am not getting any flashes of inspiration about what type of game to make, I think I am going to get some sleep. Hopefully I will awake in the morning with some cool ideas.

Here is a video of the current progress on my voxel engine:

Need to improve the way that I am rendering blocks, its pretty dumb at the moment.

Update #1 and it’s “Temporal Hysteria!”

Posted by (twitter: @mitchellvette)
Friday, April 20th, 2012 9:01 pm

Here is the working title screen for my game! Of course, I won’t reveal too much of the plot as I go, but I started with something basic as I don’t have very much time to work tonight.

 

Cheers!

Can’t wait to see what everyone has in the morning!

~MVette

Tiny World! – Sumer 2348 –

Posted by
Friday, April 20th, 2012 8:55 pm

So the theme is Tiny World?  Yay!  That was my top choice!  So, as I mentioned in my previous post, I’m working with Python and Pygame again, and this time throwing in a little curses emulation library called Pygcurse.  I’m not feeling very well today, so I’ve decided to try to keep this LD pretty low on the ambitiousness scale – wanna be able to finish and still be able to go to work on Monday feeling fairly rested.  To that end, I’m making a text game!  Well… there may be some graphics, perhaps… if so, it’ll be late in development that they get added in.  The game will be something of a spiritual successor to one of the very first games I ever played – and one that was very influential in my decision to become a programmer:  Hamurabi!

So yes like Hamurabi, but in SPAAAAAAAACE!~ You are the new ruler of a tiny space colony (TINY WORLD!~) orbiting the Earth in L2.  Your primary task is prioritizing the colony’s resources between construction (making the colony bigger), infrastructure (increasing livability), and saving for the future/emergencies – much like in Hamurabi.  There are new ideas mixed in too, though – interactions with the Earth and other colonies (trade, politics, war,…?) (I could make it an MMO, lawl), and probably a bit of city-building mechanics added in.  I’ll have to kinda judge as I go how much complexity I’ll be able to add.

Good luck all!  See you in the Tinyverse!

I’m in!

Posted by
Friday, April 20th, 2012 8:51 pm

A bit late with the intent to enter, I know. It seems like an interesting theme though. I’m going to be doing this using Quest, I think. And I will likely be working with a friend of mine on this, so I guess we’ll be submitting under the jam rules.

More screenshots

Posted by (twitter: @AlwaysGeeky)
Friday, April 20th, 2012 8:29 pm

Making good progress… still no thoughts about gameplay yet… lol

So, there’s a thing I always want to get across to people, and that’s the ability everyone has to create and pull themselves out of the boredom they always claim to have.

I’m going to try to get that message out (as non pretentious as possible) through my LD23 game. How does the theme play in? Well, the protagonist will be living in a “tiny world” – an isolated little town , brought there for some yet-to-be-determined events, boredom strikes, but he runs into an old friend (HOHOHO “small world!” okay that’s terrible, but yeah). In any case, you get to go through a few scenarios where user input draws certain pictures. So fun bitmap manipulation and the like, right? Right. You can live in a tiny world, physically, but that doesn’t matter. You can still find inspiration for things everywhere – yes, that’s the moral!  you should make something, basically, i don’t know. hm.

 

That’s my reason for making it, but I obviously don’t intend to get that across bluntly. In any case, I kind of want the game to just be an enjoyable to play game, and unique to each player’s playthrough (unique in that the drawings you generate will be based on your  input). beautiful things (well, the drawings may not be so beautiful) will come out of it.

 

I’m envisioning a very “warm” sound track…perhaps using that genesis soundfont I found yesterday??

 

as for the art style, i’m going to try something kind of possibly disastrous – a “sketch-like” aesthetic, drawing everything with the pencil tool in gimp. it might look crappy but i’ll try my best not to. you know, where every normal frame actually has 3 or 4 frames so the player looks like it’s sort of dynamic when standing?

First screenshot

Posted by (twitter: @AlwaysGeeky)
Friday, April 20th, 2012 7:21 pm

Ok, it isn’t much but its the start of my voxel engine…

1 hour down. 47 to go…

Alright, time for me to get to work.

Friday, April 20th, 2012 7:21 pm

I was just about to regret up-voting this theme, but now I’m totally psyched about it.

Since my last entry was so offbeat, I am going to go for an all-too-familiar tower defense type game this time around.

Are you asking yourself right now if it will be jam-packed with trigonometry? You better believe it is! (I am assuming everyone who voted this theme specifically is as big a fan of it as I am)

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