Ludum Dare #27 (Back to live stream)

Activity

Friday 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 5 2 0
Saturday 0 0 0 0 0 0 0 1 1 1 4 2 4 4 1 2 1 10 0 4 1 5 0 0
Sunday 0 0 0 0 0 0 5 2 2 0 2 5 4 5 4 7 5 4 4 2 0 4 1 0

Statistics

Cups of Tea 8
Current Mood Finished!
Lines of Code 2462
Listening to Mr Scruff - Band on the Wall (March 2013)

Screenshots

Activity Stream

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Splodey Boats is all done and submitted. Post mortem to follow once I get some sleep.

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Might add a few more varied sounds if time permits, but otherwise it's finished.

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Logo is done, sounds are done, high scores are done. I think it's done.

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Level data all done. Probably won't paly it all the way through, but at least there's some content now.

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Just enough time to set up all the level data, and then make a nicer logo.

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All of the obvious bugs are gone. And I finally made the player explosion interesting.

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Running out of steam now. Time to squash the last few bugs, and then it's art time.

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Full game over cycle is now done, and there's even a high score table (or there will be)

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Break over. Of course, now I realise that there's no game over or success screen. Whoops.

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I'm still a little surprised it went as smoothly as it did.

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After that, it's just a case of adding some levels (all via data, thankfully) and then making it look less rubbish.

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Going to take a shot break, and then work on getting rid of the last few bugs.

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All the features I originally wanted are in, plus quite a few more. Lots of places that could use polishing, but the core is there.

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Still want to make the player explosion a little more interesting, but it works for now.

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Damage is done. Ship now smokes when hit with missiles or mines. Too many hits and it sinks.

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I'm not even sure it needs ship damage, but the whole '1 hit and then die' thing seems a bit harsh.

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Only 30 minutes left before my self-imposed feature freeze. Going to see if I can get one more task done (ship damage) and then it's bug fixes and polish only.

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Added daylight, sunset and night time settings. Sonar is now only used at night, which works better from a gameplay point of view.

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Up to milestone 13 now. Breaking things down helps a lot, as does the motivation from getting things ticked off.

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This time around I split all the tasks into milestones, rather than going from just a giant list. It's worked out pretty well so far.

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Added some basic sonar stuff. Just need to update the graphics to match the night time theme.

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Time to start on the last large feature. After this it's mostly all polish and gameplay tweaks.

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Down to 6 major items left on the list. Including one rather large feature that I really should have done earlier.

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Hooray! Time to start cutting features!

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Powerups are all done now. 8 in total, although they're nothing too fancy.

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And NOW I'm starting to panic a little...

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5 powerups so far. Now for the tricky ones.

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Time for some powerups

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Going to give myself a feature cut-off of 4pm. After that, nothing but polish, bug testing and balancing.

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Also added the ability to destroy missiles with a charge.

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Improved the scoring so there's a bonus for destroying multiple submarines with a single depth charge.

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Also added some cleanup code to detonate missiles / mines when the level is complete, so that the player isn't destroyed during the celebration.

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There's now a plane that flies over and drops mines. Mines have a time limit before exploding, and can also be collided with.

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Next feature on the list: mines

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Missiles now sink the player when they reach the surface, and the boat will sink. It's all very boring though... Needs some more explosions or something.

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Submarines can now launch missiles, and when they reach the surface they explode and send up some water spray.

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Got a list of about 20 things I want to get done before submitting. After that it's all polish.

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Normally by this stage I'm panicking about getting everything finished, but it looks like this time I can just work on all the extra features I'd like.

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I'm not sure if I aimed too small this time, or if practice just made me better.

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At the moment things are pretty much done. There's a full game loop, and each level is generated from content. There's also animation, particles and scoring.

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15 hours to go. This should be interesting.

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Time for bed now, and then up early tomorrow to get things polished and refined.

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Halfway through the compo. Pretty pleased with how much I've got done so far.

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So far the game looks exactly how I wanted it to in my initial sketches, which is something of a first.

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Full loop is now in. Missions can be won or failed, and the player is awarded bonus points for finishing quickly.

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Food eaten and ready to go. Aiming to add a proper start/play/end mission structure before bed.

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Now it's time for some food.

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Just added some fishies. Splode them and you lose points.

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To compare: by this time at LD27 I'd quit, and at LD23 I'd only just got player movement done.

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So far I'm really pleased with how things are going. To be honest I've slacked off a fair bit today, but progress hasn't suffered.

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Next step is to polish up the main gameplay loop, and then start adding some extra bits and pieces (powerups, craftier enemies etc).

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Everything is mostly playable now. There are a few edge-cases that need cleaning up, but otherwise there's some actual gameplay there.

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Enemy spawning now works, and levels can be won and lost.

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Added some basic level data. Now time to get the winning conditions working.

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Game now has some (very basic) scoring.

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Ripping out all the test code and making things data driven. Makes it much easier to create new levels without having to come up with extra content.

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Time to add some gameplay...

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It's amazing how just a few little touches here and there (like particles) have helped make the gameplay feel better.

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Time to take a break for some food. Making good progress so far.

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The depth charges now send off little bubbles as they sink. Maybe not the best use of time, but it looks neat.

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Finally added some splosions. They make everything better.

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Going a little slower than I would like. Main loop is all up and running, but needs more...fun.

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Tea + jelly beans = game development energy. I hope.

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Got a title screen and an actual bit of game. Lots more to do, but making progress.

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Breakfast has been consumed. Time to get the main play state up and running.

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Got a very rough idea of how the game should look. Not complicating the art style this time, so I'm confident I can actually draw it.

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Feeling refreshed after a good night's sleep. Now time to get to work!

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Time to get some sleep. Feeling pretty good about where things are at and what I need to do.

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I think I have an idea. Not a very original one, but I think I can work with it.

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Current ideas range from the over-complicated to 'some guy in a diving suit'.

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Coming up with a few ideas. Having to constantly remind myself that I only have 48 hours to make something.

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First thing that made me think of was the sea. Must try harder.

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Five minutes to go...

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