Oliver Outnumbered!'s Time log

Saturday, 6:55 (45:05 left)

Argh. First, my alarm clock didn't beep when it was supposed to. Then, "preparation" won! I was so sure evolution was going to make it. I have no idea at all what I am going to code. :/ brainstorms

Saturday, 7:26 (44:34 left)

ph33r my l33t concept: You are a knight and have to protect...well, something in the middle of the screen. Then from everywhere enemies appear. Because you can't deal with them all on your own, you have to set traps before the game starts (lay mines, dig holes, hide little goblins etc.) Okay, I have no idea about the story and setting so far, but I decided to call it "Outnumbered Oliver". Thinking up names sucks, but starting to code without one sucks even more. So I'll better start coding now...

Saturday, 8:32 (43:28 left)

Argh, first bug! Seems like I screwed up in jrgraphics. I can't explain the error otherwise. Now that is exactly what I needed! :/

Saturday, 8:49 (43:11 left) - np: Funker Vogt - The International Killer

ARRRRGHHH!!! It wasn't really a bug, I just wrote != instead of == in an assertion... I wonder why my previous projects worked then. They must've been all buggy?! o_O Okay, now my sub-application system works. I've already coded a very minimalistic main menu to check if everything's fine. Yay!

Saturday, 11:54 (40:06 left) - np: Funker Vogt - Civil War (Vogt Scope Mix)

Oliver is alive! The collision detection will be hard this time, though.

Saturday, 12:55 (39:05 left) - np: Funker Vogt - This World (Made of...)

Yum, potatoes with cheese! Oh, and Oliver is happily jumping around. Everything is working so well that I have no idea how the time limit could become a problem.

Saturday, 15:05 (36:55 left) - np: Einstürzende Neubauten - Ein seltener Vogel

Woah, WTF! Just because I wanted Oliver to jump around, the whole game logic is suddenly 3D, with lots of bounding boxes etc. I wish I knew how to draw it 3D as well, because I can't really use all the possibilities I have created in a 2D top-down view. More than two levels of height will confuse the hell out of players... Anyway, this is really getting interesting now - my very first 3D game, at least logic-wise! :)

Saturday, 17:44 (34:16 left) - np: Juno Reactor - Samurai

Sheeeesh, I can't force myself to code... I'm too addicted to tweaking little graphical details. Moving the player and placing rocks in Levels.bmp works though, and now I'm going to code holes and then blobs.

Saturday, 18:35 (33:25 left) - np: (Nothing because I quit Winamp in panic)

AARGH!! I DELETED OOOBJECTS.H!! That was basically the largest header file of Outnumbered Oliver so far! This sucks...

Saturday, 19:09 (32:51 left) - np: VNV Nation - Rubicon

The frustration is going away after I kind of rebuilt ooobjects.h... I thought it was going to take hours, but it seems I put all the important things in .cpp files. I don't want to code ooobjects.h yet another time, though!

Saturday, 21:22 (30:38 left) - np: Funker Vogt - Pure War

There are now blobs that follow you, holes in which you and blobs can fall and you can see how much energy you have. The enemy base class is evolving quickly!

Sunday, 1:26 (26:34 left) - np: Funker Vogt - Date of Expiration

Did some major cleanups. Cost me a lot of time, so I hope it speeds up progress! Anyway, I'm starting to make really stupid mistakes because I'm totally tired. I'll try to sleep in an hour or two, I'm too full of caffeine at the moment. Oh, and almost half the time is over! I can't say if I'm fast enough or not, I'll just work a bit faster than before and look if I finish in time...

Sunday, 4:13 (23:47 left) - np: HMB - Wanted

Wow...this sucks. My safe_ptr seems to be buggy. Argh! I didn't manage to sort a std::list with a custom predicate (object z-ordering...), so everything looks pretty crappy at the moment. Anyway, blobs can actually hurt you now, and die and attack with a semi-cool animation. Half the time's over and I'm so tired everything seems to be shaking. (I guess I'll have to cut some useless stuff, like music!)

Sunday, 4:57 (23:03 left) - np: Zeraphine - Die Wirklichkeit

Hah!! Got it! Man, that was one stupid bug... Now I feel rather awake again. I wonder if it's a good idea not to sleep, but I just started drinking caffeinated ice tea anyway...

Sunday, 5:36 (22:24 left) - np: Noise Unit - The Drain

Woah, time is flying now that I'm tired. I guess going to bed earlier will really pay off, so, good night.

Sunday, 10:30 (17:30 left) - np: Mononoke Hime - The Legend of Ashitaka Theme

Started coding again. Yawn... this will be one hard day! At least I'm starting with some major cleanups. If I've already learned something in the last 30 hours, then it's that clean code really pays off, even under time pressure! :)

Sunday, 14:13 (13:47 left) - np: Wumpscut - Bunkertor 7 (Reprised)

My hand hurts, but there's already the thief! Adding other new enemies will be quite easy from now on, drawing them is the most work :/ Still missing is the kind of AI that lets the enemy stop before wandering into a trap, then I can slowly start implementing more traps. (Still no preparation in there!) Oh, and I renamed "Outnumbered Oliver" to "Oliver Outnumbered", because it sounds better...maybe...

Sunday, 16:40 (11:20 left) - np: Front 242 - Strobe

Bananas rock! But I seriously need to code um some simple new traps and enemies within the next three hours. And I've only got one sound so far... and no microphone. Bah.

Sunday, 20:33 (7:27 left) - np: Wumpscut - Schaltet den Schmerz ab

Argh, had some serious problems. I managed to organize a microphone, but just a minute later I made a very bad OO decision that will need cleaning up. I've only got ideas for three enemies and three items in total, maybe four items. I wonder how I'll make a complete game out of that... Please, dear caffeine, save me!!

Monday, 4:23 (over since 23 minutes) - np: Front Line Assembly - Plasticity

Ooooh shit. That was really close. Everything was playable before 4:00, I just had to put the archive together and quickly write the credits (thanks Peter!!). I can't believe I wasted so much time on getting a microphone and then not even getting more than very few sounds together... argh. Ten minutes more could have made a real difference now! If I would have made just one bad decision less (like trying to get explosions working), ...well, you get the idea. Missing, among other things, are: Shading on all three humanoid characters, a title screen, that chick who sells you weapons (yes, she's supposed to be a hot female!), well, general polish. Oh well, maybe my game isn't too bad after all. Who knows? Nobody has played it yet, I even had Peter play the test levels while I was drawing the final ones. ... But the worst part, by far, is that dentist appointment in less than eight hours...a-r-g-h.

Source: ludumdare.com archive

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