LD29 – Nereids’ Sea Video

Made a little video of my Ludum Dare entry. It is just gameplay footage, no narration like I normally do.

Posted in Ludum Dare | Leave a comment

Ludum Dare 29 – Nereids’ Sea

There was a 48 hour gamedev challenge last weekend, the theme was ‘Beneath the Surface’. I took the opportunity to do some more Unity practice and made a simple horror-ish game about looking for a treasure in a sea full of monsters.

Check it out: here!

I’ll have a video of it out some time this week I guess.

Posted in Ludum Dare | Leave a comment

Mini Ludum Dare – Demakes

Long time no post D:
There was a mini-Ludum Dare game jam last weekend, the theme for the jam was ‘Demakes’ so I tried to make a demake of an old classic – Tomb Raider. I started a day or so before the 48 hour period (but its a mini-LD, the rules are more relaxed, I wouldn’t do this in a regular Ludum Dare).

You can view my entry here.

I was way too ambitious and thought I would get all the Peru stages demade + mansion. Luckily I did consider that this might be absurd, so I started with the best level, The Lost Valley, and it is complete, more or less. Didn’t have time to really polish the graphics so kind of wish I had went with an even simpler look, but ah well. Also I spent more time than necessary on some things that ended up not even being used in this particular level, like the pushable crates aren’t really necessary..

But it should all work, you can get from the start to finish (the Lost Valley part starts after the initial tutorial caves) and there are three super hidden pieces of the Scion to find.

(I’m still working on A Nameless Inheritance (previously named Legacy of the Worms) – have been playing through the game over and over again, finding all the bugs and little ways to improve the game, it’s really becoming awesome)

Posted in Ludum Dare | Leave a comment

Still alive

I haven’t updated since the last Ludum Dare? geez… and the next one is coming up this weekend. Sorry D:
Speaking of which, check this awesomeness out: Ludum Dare deals! Special offers to help you make awesome games, I just checked out Pixexix by Sophie Houlden and it is the greatest program to ever exist o_o Check out the video on the site – (click) – looks like it is an awesome tool for texturing 3D models, I just messed around with the example models and it is really easy to get working. I might just attempt a 3D game again this time, should go better than my last attempt

Not sure if I will do a Ludum Dare anyway, but I’ll hopefully go into 3D games later so it’s an awesome tool to have when I get around to that. For now I’m working heavily on the horror game previously known as Legacy of the Worms. For various reasons, not just the fact that the game has undergone major changes and improvements since it was first conceived of several years ago, the game is now going to be titled A Nameless Inheritance. I’ll hopefully make a more ‘official’ announcement related to that when I have more to say – maybe when I have a trailer for it or whatever 🙂

Right now, I have 6 things on my to-do list, once they are done, I begin the process of playing through the game over and over, finding bugs and issues, fixing them, repeat. So the game is still a good way off (I fully expect to find a large number of bugs even though I fixed a million last time :P), there’s also the dialogue to be inserted into the game which is unfinished, and testing by people other than me 🙂

Posted in Uncategorized | Leave a comment

Ludum Dare 27 – I’ll give you a head start

There was a Ludum Dare at the weekend, the theme was ’10 seconds’ – my entry isn’t the best at fitting the theme, but it’s the first good idea I had that fit. You play as a teenage girl exploring an abandoned boarding school in search of Emily, the ghost of a young girl who died there years ago. The ghost wants you to join her in death wooowoooowooo.

The Ludum Dare entry with controls etc is here: link

Posted in Ludum Dare | Leave a comment

Legacy of the Worms update vid

I’m really bad at keeping everything updated…

I made a video recently about Legacy of the Worms’ current status, being redone from scratch to be more awesome.

There’s a Ludum Dare this weekend, so I will probably be participating in that 😀

Also I got a Twitter account. You can follow me @ tifublackmoth

Posted in A Nameless Inheritance, Game updates | Leave a comment

7DRTS

Last week Ludum Dare had a mini ludum dare challenge – to make an RTS in seven days. Here is my entry 😀
Every level should be beatable as the game stands now, though I haven’t tested “Words” or “The Ocean”, but have tested all the others. There is no level sequence, just a collection of maps. Map editor is included. “The River” is possibly a good one to start on.

Ludum Dare entry page and download

It’s an RTS where you command a village of elves, protecting a magical tree from an invading army of orcs. You have worker units that can gather resources, and combat oriented units to defend or attack. There’s more details on the entry page. The main gimmick or twist of this game, is that how you gather resources has an impact on how the forest treats you. For example, you require wood to create buildings and to purchase certain units, you can send your workers to gather wood slowly, or chop down an entire tree. Chopping the tree is quicker, but if you do too many harmful actions such as this, the forest will send you less magic power, and might even retaliate against you.

Posted in Ludum Dare | Leave a comment

Legacy of the Worms updates

So hey, I haven’t made an update on the progress on legacy of the worms in a long while, so here is an update. The game had problems running in 320×240 on modern computers, the game would appear in a corner of the screen and be annoying to play,,so we have changed from coding the game in blitz3D to blitzMax, and have also upped the resolution to 640×480. This is a complete recode really, but it has allowed me to make some very awesome changes to the engine. Blitzmax can do much faster 2D effects than Blitz3D. Also changing the art style, the gif below is a work in progress, but it shows the direction that we will be taking the game in:

gif

This is obviously meaning the game will take a bit longer to come out, but it will be many times better as a result 🙂

Posted in A Nameless Inheritance, Game updates | Leave a comment

Ludum Dare 26 – Samus Regrets

Another Ludum Dare happened, the theme this time was ‘minimalism’.

I decided to make a game about a minimalist lifestyle, or at least the pursuit of one. And what better videogame character to be used for this journey than Samus (well, Link would have worked too) – so you play as Samus, you have to get rid of all her upgrades and weapons. There’s a bit of a puzzle element to it in having to figure out where is the best place to drop which item once you no longer need it and such.

Had to cut quite a few enemy types, and I really wanted to have at least one boss, but all the important stuff got finished in time

I’ll have a timelapse up later in the week probably.

Link: Ludum Dare page

Posted in Ludum Dare | Leave a comment

MLP Roguelike v0.6

Download link same as always: Download

Only one major change this time, but it’s pretty big

Midnight Castle/Discord Mode
This is the only really big change, now when you start a new game, you can choose from three scenarios – the Everfree Forest (the main game), Midnight Castle (venture into a castle and go up floors to fight Tirek and free your friends!) and Discord Mode (every room is a random forest biome or castle, and progress is one-way through portals that can be anywhere on the map! So once you step into the next area, you can’t retreat!) – don’t expect much difference in the endings =P
The high scores for each scenario are saved separately.

Minor things:
Shift click to avoid stairs etc
You can now hold shift while moving to choose not to enter portals/stairs/log tunnels, this is essential for getting around the castle areas as stairs can generate in narrow corridors.

Some minor level generation bug fixes

Debug mode can be disabled
In the options you can now disable debug mode, when levels are generated, text is printed to the screen so that if it crashes, you can see at what stage the process crashed – in theory that should never happen, so it should be fine to disable it, and disabling it will make level generation a little quicker.

Posted in Uncategorized | Leave a comment