Showing posts with label Ludum Dare 22. Show all posts
Showing posts with label Ludum Dare 22. Show all posts

Monday, December 19, 2011

LD22 Post-Mortem

With a total of 38 hours spent on my entry, I can say that I'm moderately pleased with the result.

What I'll do different next time:
  • Continuously test on a different computer (without VS, awesome GPU and a lower resolution)
  • Implement Menus first
  • Set aside more time for optimization
  • Spend more time on game balance and content
The end result isn't very fun to play but at least it's bug free, which for a rapidly developed c++ game I am impressed with.

Here's a screenshot of the final product and if you should feel like it, you can download it here.


Sunday, December 18, 2011

23 Hours into LD22

Pathfinding is working (roughly). I decided I didn't have enough time to implement A* and rather went for Wofl* (It's more syrupy). I also did a few textures and overall, it's starting to look less crappy. Next up; menus!


20 Hours into LD22

I woke up with the knowledge that there just isn't enough time. That said, I'm busy implementing AI and need to get back to it.

Screeny of walls:

Saturday, December 17, 2011

17 Hours into LD22

I'm spent. This brainmachine can't do any more of the typey-typey.

Tasks for tomorrow (shudder):

  • Render a back cave wall
  • Shadow casting
  • Fix a few small bugs
  • AI
  • Collision Detection
  • Create Content (New items, mobs, weapons)
  • Create Art (Textures, Music, Sounds)
  • Create Menu and other UI features

To those of you pushing on, good luck!

15 Hours into LD22

Only 4 issues to go for the day (unless I stumble across more). Here's a screeny of my progress:


12+ Hours into LD22

I knew this was going to be hard but I didn't take into account how easily I get bored of things. Staying focused is becoming a struggle. Still not much to show but I fixed tons of bugs and enhanced the dialog system.

Still left to do (before tomorrow):

  • Fix algorithm to calculate position of popup dialog bubbles (3D to 2D conversion)
  • Weird spiky FPS issue (keeps jumping between 150 and 180)
  • Collision detection on 'Level Advance Holes'
  • Holes are currently black boxes instead of being cut out of the ground
  • Still need to render a wall at the back of the cave
  • Mobs and items can generate on top of one another
  • Shadow casting

10 hours into LD22

I am nearing a finished (albeit buggy and boring) product. Since my last post, I've implemented:
  • Bosses
  • Level Advancement
  • NPCs
  • Dialogue
  • Powerups
I think I might take some time fix bugs and make it look prettier for a while as I've saved AI, Collision Detection and Content Creation for tomorrow. Big big day!

8 Hours into LD22

Here's another screenshot for you. Next up, I'll be implementing Items, Bosses, Level Advancement and Dialogue.


5 Hours into LD22

I've got so much left to do on my entry for LD but things are looking good. I'd tell you more but at the moment I'm just trying to stay in the proverbial zone. Here's a screenshot of my progress:

Friday, December 16, 2011

Ludum Dare 22

I'll be attempting my first Ludum Dare today. 48 hours to make an entire game. "It cannot be done", they said. "You'll kill us all", they said. Well who are they anyway? Regardless, I'm doing it and It'll probably fail massively but, here's to optimism. I might post screenshots later. To everyone else attempting the impossible with me; all the best.