Ludum Dare 31
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Entire Game on One Screen

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Posts Tagged ‘update’

Version 4 of Quiet Life released

Posted by (twitter: @VDZ)
Thursday, December 18th, 2014 8:32 am

I updated my LD31 game to version 4. Focus of this update is on user friendliness, which really needed some help according to the feedback I’ve received.

Version 4 download link

Main change is to the controls. There’s now just one action button, which performs the displayed action, and a button to toggle between possible actions. The displayed action now also hints at what will happen if you perform the interaction, which is helpful when telling

‘craft this item’

from ‘kill the sheep in front of me’

Which will drastically cut down in the number of ‘oh shit I didn’t mean to do that’ interactions. It also highlights the tile on which the action is performed and as such hints at possible directional usages (the previous system of asking you which direction to use and forcing you to guess randomly is gone now).

Another much-needed feature is a simple highlight of your spawn location, which is now highlighted by a simple lighting effect.

Other changes include the addition of the Goad, which helps control sheep movement, and buffs to meat and grass seeds.

I hope that with this update the game’s difficulty will actually come from inability to juggle all necessary tasks rather than figuring out how the controls work.

Version 4 download link

Original entry page

It’s a wrap, sort of …

Posted by
Monday, December 8th, 2014 7:21 pm

So, our first Ludum Dare is a wrap! And what fun it was. We did manage to produce a very rough prototype of our game called Glitch. It’s a game about a pixel that has become sentient after a tv short circuits.
Glitch, screeny
see it here

Sadly, our team had very limited time this weekend. In total I think we only managed to put 12 hours of work into it. A lot of things feel unpolished and the game misses that sense of directive. But hey, for something none of us ever tried before, I think we did a reasonable job.

On the bright side: we are very excited about the premise of the game and game design in general. In the next couple of weeks, the game will be revamped into something enjoyable and thrilling. Moreover, this little speed game creation session has taught us so many things, from process management to art direction, that it was definitely worth our time and efforts.

We will be joining Ludem Dare next time and make sure no interruptions befall us!

I give up for now

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 3:06 pm

So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! :D

 

 

If you feel like doing so, feel free to check it out :) PS: I’ll definitely keep working on this one post LD!

I’m totally late

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 2:02 pm

Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared :D

 

5 hours left and I just started coding the map editor

5 hours left and I just started coding the map editor

 

While you’re here, you can check out the current version of it.

End of hour 54 – Getting fun now

Posted by (twitter: @Zazanxors)
Monday, December 8th, 2014 1:54 am

So, I switched to the Jam. Didn’t feel the game was good enough with what it had, and I hadn’t finished animating in time for the Compo deadline. Now the end result will be way better, way more polished and just generally better.

LD31_preview-2

Got a ton done today – everything I told myself I would and more:

  1. Entirety of UI is now completed (Unity 4.6 UI system is the best thing ever)
  2. Player redrawn and animated completely
  3. Player now has four stats
  4. Chests now provide permanent stat bonuses upon being opened
  5. Overhauled player & enemy movement – way less buggy
  6. Map now has a slight elevation modifier to each line, so it’s less boring
  7. Sounds added! Music and more from BeepBox and BFXR.

Also, the Unity 4.6 UI system is freaking amazing. No, I don’t care that I already said that.

I originally wanted the map to have better random generation and wanted to instead add Perlin Noise to it, but that caused weird problems if you turned around, so I had to downgrade it to simply having it being randomized within a specific range. Still less boring, so it’s good enough.

As for the player movement, I finally fixed a jumping bug that had been plaguing me since I added player movement. Occasionally, the game would never realize the player left the ground, and he’d be able to jump infinitely. Adding one variable change upon jumping fixed that, and I also ended up actually using Unity’s ForceMode2D system which made movement way smoother and more responsive.

The main thing I’ve gotta address for tomorrow is enemy difficulty scaling. As it stands, you can get infinitely powerful in every stat except speed, so if you played right you’d become essentially immortal. I plan to make the enemies rise in difficulty with each successive spawning of them, and plan to make killing them reward you with experience, which will provide a less frequent but more powerful permanent bonus similar to what opening chests does now. This will add incentive to killing enemies: Kill them and grow stronger; If you don’t, they’ll get stronger faster than you. Other than this, all that’s left is general polish.

Anyways, Unity 4.6 has a great UI system, and good luck!

Heads up’s what’s up!

Posted by
Sunday, December 7th, 2014 1:36 pm

4

Lot’s of visual progress since my last update!  Got a nice HUD up and running with various useful informations.  Now, though, the thing I’ve been avoiding, which is to make items interact-with-able.  First picking up and dropping, then equipping weapons.  Then I’ll need an enemy.  Then attack.  Then a million other things!  Aaaah!

Stuff’s getting better!

Posted by (twitter: @qrchack)
Sunday, December 7th, 2014 12:44 pm

Played around with the graphics. My mom would be proud.

The game thingy so far

Before changes were made

After some changes

After some changes

Snowman Sumo is DONE! :D

Posted by (twitter: @AtkinsSJ)
Sunday, December 7th, 2014 10:08 am

Hooray, I’ve finished! This is certainly my most polished LD entry, so I’m really pleased about that. It’s not a bad game, either! ;)

Since I posted the last build, the player physics is a lot more slippery and bouncy, you can knock snow off your opponent, there re particle effects, and even (a cappella) music and sound effects!

Game page is at http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1049 and it’s playable online at http://atkinssj.itch.io/snowman-sumo. Find a friend, and give it a go! :)

Progress Update – Day 2

Posted by (twitter: @Zazanxors)
Sunday, December 7th, 2014 12:52 am

So far, so good! I’m making another platformer this time around, and I’ve decided to introduce the theme as a game mechanic in it.

Preview

If it doesn’t demonstrate the main mechanic well enough, the idea is that what’s on the screen is what exists – once it’s not in sight, it gets deleted.

Made a lot of progress today. Only had bare-bones tiles in yesterday, which is why I didn’t make a post then, but here’s what’s done so far:

  1. Basic map generation – Every vertical line of tiles is generated separately, with a chance for an enemy and/or a chest to spawn on that line.
  2. Player half-done – You can attack, move around and jump. Gameplay-wise, all that’s left is more stats for your character.
  3. Fully-functional enemies – Spawned in randomly, they leap at you periodically dealing contact damage. Basic stuff so you have something to fight.

Tomorrow, I plan to add player stats to the game such as attack power, speed, etc. Opening chests will give a random permanent buff to a random attribute. I also intend to make the UI during then. If I have extra time, I’ll also be improving the player art (and animating the player), draw a background and make the map randomly adjust the height of a line.

As for the UI, I’d like to dedicate a paragraph to this: Unity’s new UI system in 4.6 is awesome. Seriously. It was a breeze to create the health bar shown, and I learned how to do it in less than half an hour. Incredible improvement. Expect a way better interface than absurdly basic one I had last time.

Finally a bit of progress

Posted by
Saturday, December 6th, 2014 8:24 pm

3

I got stuck with some nasty bugs for several hours right after my last update and ended up bashing my head against them for hours before giving up, deleting several hours of work, and redoing the sections from scratch.  It’s sad and frustrating, but I’ve now got it working so that I have a dude who can walk around, bump into walls, open doors, see around himself, and remember the terrain he’s already been through.  Huzzah!  Now I need items and enemies!  Also I need to decide how I’m going to make this game unique and interesting…

Poo Dee Pie – GIF Action!

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 7:47 pm

Poo Dee Pie Header

 

Hey, everyone!

Today has been eventful. Steffen painted 90% of the graphics for Poo Dee Pie. Ben got the WIP version of Poo Dee Pie up and running on GameJolt.com. (You can play it here: http://gamejolt.com/games/arcade/poo-dee-pie/40903/)

Steffen has gone to bed now, but he sent an early look GIF of the mouse trapped in the conveyor belt.

PooDeePie gif

There is also a new “Fired” screen in the works:

fired screen

Follow all of the updates on Poo Dee Pie on Twitter by following #PooDeePie. Send us your catch phrase ideas using that hashtag. You can also tweet @ThumbsBlue, @SteffenWittig and @Kintinue with ideas.

Fun fact: The timezone differences between myself, Ben and Steffen are super crazy. It is really interesting to have the opportunity to work with such talented people all over the world!

Little Update before sleep.

Posted by (twitter: @PandaDima)
Saturday, December 6th, 2014 6:40 pm

So yeah, this is my WIP entry, an Idle Game! You make money by making games! EA Style!
It needs balancing, upgrades, music and polish before being ready.

I pretty much didn’t worked this day, so not a lot of stuff done. But project is not that big, so I hope to finish it tomorrow nicely!
Now, heading to sleep, it’s almost 4AM!

Good luck everybody,
– RedPanda aka Dmytro Kalchenko!

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