Ludum Dare 6 Devlogs

Time logs and post-mortems written by the authors of Ludum Dare 6 games

AllPost-mortemsDevlogs

D'oh

This is me being beaten at my own game by the worlds dumbest AI.

Beat the AI

Finally figured out how to beat my AI. I would tell but that would spoil the fun.

And thats a rap!

And so I think I've done as far as I can get. I've learnt a lot about the ODE library today. Mainly what you _cant_ do unfortunately. Thats the exe, code and post mortem…

Bugs!

Time to spill it then. After a heavy delivery here is Bugs. Almost done, sound effects and some errors away from a good release, but here is the latest version. Be sure…

Making it look less ugly

The game has gone pretty well. I added Network support but have it disabled now because I can't really test it on a lowly 56k modem (especially while hanging out in #ludumdare)

Help screen

I've spent some (too much;) time creating this help screen, but now at least people will know how to play. Only they don't really have anything to play yet. I must…

Working game :)

I've got a working game now, with 5 levels ready. I'm planning to add many, many more if I can... some more at least. I've even got a hidden feature that's enabled after…

All done!

My entry is all done and polished up. I think I'm happy with it, not really sure if it's fun or not, but I like the sparks when you put a fuse in. And several of the…

Finsihing UP

This is my first programming competition. My goal was not only to be able to put together a game, but also a complete game - with a logical start and finish . Using VB…

Test release

Well here's my first test version. Anybody wanna try it for me? :) Windows binary < 500k

Title

Figured it was about time for a title and a menu.

Getting somewhere

A moderate day's work. Great king Zog requires starflower seeds for his tea. These seeds only grow on floating garden islands in space and only give up their seeds when…

Much better rendering

I changed my rendering this morning to use a more optimised rendering algorithm (aka don't draw the whole screen each frame) and my frame rate jumped from 13 to around…

New version uploaded

Well, I got the per-pixel movement code working. Collision of player with tiles is quite dodgy and needs rewriting. Ghosts don't collide with anything yet, which is no good.

Fear my monster! muahaha

I've been working on the art, this is taking way too much time. Here's a little monster for my game. Off course this is a rendering from Cinema 4D not in game screen shots.

Things not going too well

I coded a lot more, but things are kind of crappy... with some luck I'll manage to turn it into a game... here's a shot 02somestuff.jpg. Now I really need some food.

Night

Time for some sleep now (00:05 local time now, and haven't slept for 17h, which isn't that long a time, but I was pretty tired to begin with)... not much of a game yet,…

Morning

I'm awake :) Time to get busy again, and now with a less tired brain.

Status update

I've added some particle effects. Maybe I should have added some gameplay. I'll have to add that now. Here's a screenie, the thing to left is an explosion that's just started.

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