Posts Tagged ‘unfinished’

Wolf Hunt!

Posted by (twitter: @shemusic)
Sunday, August 23rd, 2015 5:44 pm


I am throwing in the towel on this one.
Atleast it makes for a pretty Wallpaper lol.

The main idea of the game was to work together with you Monster friend (that is partly controlled by its own AI and your decisions) to sneak up and outsmart the Hunter guy.

Controls: Hold Space to Hide while the Hunter Looks back so that you dont get discovered (the more red the screen gets the closer to discovery).
To walk forward to another tree Press the Forward Arrow Key.

You can not win or finish this game as the main game mechanics have not been put in.
Download exe; http://www.4ikai.com/ld33/WolfHunt.rar

Undead Grind postmortem, how I botched it.

Posted by
Monday, April 20th, 2015 2:56 pm

After a long jam fueled with hype and determination, I finally called it. I gave up. Felt really bad on my partner, but my brain has completely shut down.
All the art is there, but for some reason, unsure if its technical or human failure, the codes aren’t just working.

We even made a nifty title screen.

title
What went right:
• Game idea generation. I suppose we came up with plenty of good ideas, and went with what we thought the best at the moment. It looks good on paper, sounds nice and fun.
• One hell of a good artist. All credit to Jonathan, he whipped up very nice art in a reasonably short time.
• Enthusiasm.

What went wrong:
• No actual programmer. Our programmer had to abandon the project, and I had to do all the programming. I am by no means a programmer, so lots of trial and error, and in the end Unity seemed to refuse to work.• Time management and scheduling. We started each day from mid-day until midnight, throwing quite precious time. I also find myself thinking of what to do next.
• Not joining the warmup weekend. After quite a while of not using Unity, I had to look up for some old scripts we did for references. Often times I need to look up for tutorials and Q&A from the Unity answers web.

If anyone’s interested, here’s the unfinished build up for download:

Windows

Mac

This is, after all, my first jam, lots of mistakes to learn from. I had lots of fun, I learned a ton, and I’ll be sure to join the next jam.

Sick….

Posted by (twitter: @Gaspard__)
Sunday, December 15th, 2013 2:52 am

I’m kind of sick, and I probably won’t have a complete game….

I could polish it as it is, but the theme won’t be very apparent.

Should I still submit my game?

PUBLISHED, BITCHES!

Posted by (twitter: @BrainSlugs83)
Monday, April 29th, 2013 6:39 am

BadassLogo

So, I just published “Venture Ville!” from Visual Studio up to azure at:

http://brainslugs83.azurewebsites.net/

Be sure to log-in and check it out! 😀

Also, in the spirit of Ludum Dare’s whole Latin thing that it has going on, we gave our team a motto — wasn’t able to really double check it as apparently, my friend’s who get Latin are out of town. — But Google Translate’s cool with it, so I’ll leave it at that. 😀

I’d throw the source up somewhere, but it’s like 40 MB… maybe my Google Drive?  I didn’t see anywhere on the LD site where I could upload it. :(

Also, I Chronolapsed everything, so I’ll be cutting that this week and hopefully YouTube’d by Friday. :-)

Happy Monday!
–Mikey

 

Screenshot2

 

ScreenShot

 

Failed LD — Something with a pirate

Posted by
Monday, April 23rd, 2012 8:13 pm

So, I did not complete anything for this Ludum Dare.  Maybe next time.

What Went Wrong

  • Could not come up with a good idea for the theme
  • Sick with a persistent headache all weekend
  • Debugging quirks in Unity took longer than expected

What Went Right

  • I liked what I made
  • The character controls feel good
  • The animation is kind of nice
  • I think it could have been kind of fun if I had a few more days

Play The Unfinished, Unsubmitted “Game” Here

Bah

Posted by (twitter: @frimkron)
Sunday, December 18th, 2011 5:55 pm

I just submitted my totally unfinished text adventure. I just simply ran out of time to implement the story I had planned out. Bit of a pity.

My entry page

I’m currently working on the windows port.

White Flag – unfinished

Posted by (twitter: @Winterblood_Dev)
Sunday, June 26th, 2011 7:18 pm

I’ve polished up what I had, though it’s exceptionally short. I found tarting up the background an excellent displacement activity to avoid actually writing content. Play “White Flag” here.

I’ll let it rest a few days, then add to it. The dialogue system was intended to have internal variables, but I ran out of time – only managed to spend about 12 hours total on this, much of which was learning Stencyl and ActionScript. It’s been good fun though, and I’ve got a good solid template to build a more advanced system on…

Sort of a Game

Posted by (twitter: @frimkron)
Sunday, May 1st, 2011 8:19 pm

I sort of got some kind of playable thing together by the deadline – more or less.

It was nowhere near what I wanted it to be; no audio, no real gameplay other than a quick boss fight, no titles, no ending… But I guess the graphics could be a lot worse.

I’m going to work on my game more tomorrow and probably enter it as a jam entry, too. I’ve also got to edit my timelapse together. But now, sleep.

And it’s going to be late…

Posted by (twitter: @stuckieGAMEZ)
Sunday, July 26th, 2009 3:41 pm

After losing several hours of work due to a hard drive hiccup ( annoyingly while I was backing up the code to SVN at the time ) I won’t be able to finish this within the 48 hours.. I can’t even release anything just now as it’s currently very broken. :(

The code I lost was most of the refactored state machine – which worked properly! So I’ve been having to rewrite that again, and it’s not pretty.. specially seeing as it’s not working as well as it was.
I shall be continuing this throughout the week when I get back from work, so I’m hoping to have it finished by the end of the week.. though if I was to restart it, I’d be writing an actual pixel detection routine as this tilecheck system is just hideous!

Once it’s done, I’ll write up a post mortem of what went right, and what shot me in the bum.
Here’s a picture of it’s current state ( clicky for full screen ):
A Small Army of Quirks
That’s 256 Quirks running around a screen area of 1024×768.. it’s now got a dynamic playfield so if you set the config file to any ( reasonable ) resolution, it’ll create a playfield big enough for you.

That’s it just now.. as a warm up to LD15, it’s highlighted a few issues that I’ll need to resolve to take part properly… but it’s been fun anyway :)
Apologies that I couldn’t finish in time, but I’ve had a lot of good feedback from this so far, so I’ll try get it done throughout the week.

A Minimal Invasion

Posted by
Sunday, March 8th, 2009 3:25 pm

I just wanted to try something out and its my first time here at LD. Tried to Mashup galcon with minimalism, which I hope is legal.. Its incomplete though, it has a broken AI which I removed from the entry here.

Still not convinced whether I should post this or not. Maybe next time It’ll be better.


what didn’t make it to the game?

the AI Player :( sound/music, more levels and ending screens, options and obviously better graphics..

you can try it here..

Might have to try a longer compo next time!

Posted by
Sunday, March 8th, 2009 3:05 pm

Work in progress, not completed in time, to be continued...
Well my Mash up was going to be a mix between up between Escape From Anathema Mines and Boomshakalaka

The concept was trapped in a mine with a lazer to trigger sticks of TNT to explode and clear boulders, take out enemies and handy mirror/crystals to bounce the lazer around corners.  Oh yeah you were was supposed to have a light like the first escape from Anathema.

It’s been good fun so far and I will finish it off and update, just to see if it will be fun to play!

Features completed:

  1. Level loading from image
  2. Player moving on map, collision with objects
  3. Lazer triggering dynamite fuse
  4. Energy reducing
  5. HUD working
  6. Lighting of tiles, brightness

To do…

  1. Dynamite exploding and clearing boulders
  2. Lazer/map collision
  3. Lazer mirror interaction
  4. Head torch lighting up envirnment
  5. Throwing Dynamite
  6. Enemies
  7. Exit working
  8. More levels…ect

 

Throwing in the towel

Posted by
Sunday, December 7th, 2008 6:52 pm

You can now collect stars! They happily float around in little circles.

So that’s nice. But, there’s still a lot of stuff missing before this can be called a game, and there’s only one hour left now. Also I’m pretty tired. So, I think I’m gonna drop out again.

Giving up…

Posted by
Sunday, December 7th, 2008 6:30 pm

I spent most of the evening trying to get sprites to work in mode 7, but I haven’t yet been able to figure out how to position them correctly in 3D. There’s no way I can make anything playable out of this in the remaining time, so I’m giving up. In case you want to try it anyway: http://www.wieringsoftware.nl/ld/ld13.html

I still intend to finish this game sometime (or make something else with it).

Sorry guys, I’m pulling out.

Posted by
Sunday, December 7th, 2008 4:33 pm

My game won’t be done on time unfortunately, so I’m pulling out of LD13. Who dares… loses, as it were.  I might try to give the next one a shot, and this time I’ll try something a bit more realistic! I knew 3D was a bad idea! Haha.  I’m going to see if I can keep working on my game though and see if I can finish it off over the next seven days or so.

I thought about doing a quick 2-3 hour game to be able to still contribute, but I’m already pretty tired so I decided against it. I did get as far as making a screen mock-up though, haha.

Sorry to be on the unsuccessful side of the participants. It was a really fun weekend nevertheless!
lollipop

Middle of the Busiest Road

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, December 7th, 2008 4:28 pm

I’ve quit a few times since last night, but I never close Eclipse and I continue to sit at the computer.  I’m fairly certain that I won’t get done, and if I do manage to get most of the things implemented, it isn’t going to be fun for long.

The main part that is missing is the curves in the road.  I had an idea on how to implement them in sprites, but it’s time consuming and I wasted about six hours yesterday fussing with stupid projection equations.  I have those pretty much figured out, so it shouldn’t be a problem next time, but this time it was valuable time wasted.

I may give it some more time, but likely nothing submitted for me this time around.

I’ll keep trying =]

Posted by
Sunday, December 7th, 2008 3:44 pm

Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…

I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…

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