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    Posts Tagged ‘zunzanda’

    ZUNZANDA – Final Progress Update

    Posted by (twitter: @Phantom_Green)
    Sunday, April 22nd, 2012 1:13 pm

    This will be my last progress update, as I didn’t get any sleep last night and I need to finish this game SOON or I’m going to collapse. The game is pretty much done… just gotta add the sounds. Got the HUD working… the player can now be damaged by enemies… the ZUNZANDA effect is in full force… and waves flow like melted butter. It’s kinda fun but needs some tweaking. The randomness of the starshines can make some waves REALLY HARD. Gotta find the sweet spot. Probably won’t have time to tweak unless the music and SFX creation goes smoothly.

    When it’s done, I’m gonna submit the game and then crash. I’ll do a post mortem or whatever some other day… lol

    End of Day 1 – ZUNZANDA Progress Report

    Posted by (twitter: @Phantom_Green)
    Saturday, April 21st, 2012 7:25 pm

    Well, I spent a lot of time working on the core mechanic, and now I have to find a way to make it FUN. Right now, it just feels like a tech demo.

    I added two enemy types… they will hunt down the player and occasionally pause to destruct the terrain.

    They basically work the same, but one is faster than the other. I will add another of the same type that is even faster AND has a larger destruction radius.

    So this is what I spent most of my time on… THE TERRAIN GRID SYSTEM of ZUNZANDA:

    The white blocks represent negative space. If you step into these areas, you will fall into the unknown. The other tiles change dynamically based on the neighboring tiles. If a section of ground is destroyed, then the tiles surrounding the new negative space will change form.

    The white areas will obviously be invisible in the final game, as seen in the first screen that I posted.

    Now I just have to figure out how to handle game progression and make it fun… then add SFX and music. I think I’m gonna have to cut a lot of features out, as usual. I had so many rad ideas and the terrain system just took too long.

    AH WELL.

    I ain’t goin to sleep, yet. I’ll be up for the next 10 hours or so… then I’ll get about 4 hours of sleep and finish it all up tomorrow afternoon/evening.

    ZUNZANDA – Destructible Terrain Test

    Posted by (twitter: @Phantom_Green)
    Saturday, April 21st, 2012 2:55 pm

    Here’s a comparison shot of an example of the terrain before and after destruction in ZUNZANDA.


    LOTS OF WORK TO DO TODAY! Slept for waaaay too long and now I’m gonna be in a rush to finish this… although I’m still sorta torn on a few things. Not sure where to take it because I have 2 great ideas, but they both contain serious challenges. LUDUM DARE!!!

    First Glimpse of ZUNZANDA

    Posted by (twitter: @Phantom_Green)
    Saturday, April 21st, 2012 6:56 am

    So… I fell asleep and woke up 2 hours after the theme was revealed. Whoops. Didn’t plan that.
    I’ve been working on the game ever since, and now it’s 10 AM. Didn’t plan that, either.

    So here’s what I have so far…

    I spent most of my time developing the world tiles and the … un … way that the tiles ‘work’.
    The environment is destructible, and the world will reform itself after tiles are destroyed.
    The core gameplay will be focused around the destruction and regeneration of these tiles.
    Basic character movement is working, and the main character has a walking animation for all 4 directions.

    My next move is to create the special abilities of the main character, then I’ll work on the enemies and the overall structure and flow of the game that will lead to some sort of endgame.

    Then… SFX and MUSIC.

    HOPEFULLY.

    See ya’ll suckaz when I wake up… ugh.


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