Fishing Jam: Day 3

Okay so my days are kind of spread out. I regret doing an rpg from scratch because it is incredibly time consuming. Nevertheless, I’ve got a fishing system running.

day3

Obviously this scene will happen whilst next to water fishing, not in the middle of the town. Unless I forget to disable the debug short-cuts.

Here is a screen shot of the basic layout:

Not quite the one I imagined. It doesn’t have much of a UI yet, the line strength actually isn’t reading the actual stat at the moment. I’m going to have to cut the scope of this project pretty dramatically to finish it in seven days.

Anyway, onwards!

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Fishing Jam: Day 2

Well I did very little in day2…

I rewrote most of what I did on day 1 so that I could load scenes more efficiently with less coupling.

I finished my json scripting system and made an editor with javascript/html for some reason.

It outputs json scripts like the following which the game reads. I’m sure there is a better way to do it but whatever.

{
  "script":
  [
    {
      "action":"conversation",
      "transmission":"manual",
      "lines":
      [
        {"main":"Nice day, no?"},
        {"ShopKeep":"It's pissing with rain and you're not buying anything."},
        {"main":"Hmm."}
      ]
    },
    {
      "action":"walk",
      "transmission":"auto",
      "actor":"ShopKeep",
      "movement":
      [
        {"right":3},
        {"up":1}
      ]
    }
  ]
}

I also designed (on paper) the fishing system and how it works with the player’s stats and items.

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Fishing Jam: Day 1

Okay, so Wednesday was my first day.

So yesterday I had this goal list:

1. Make place holder graphics in 15 mins or so
2. Make a 4 tile, tile-set place holder ground, water, building and door.
3. Make walking + collisions work
4. Make conversations work, I’m thinking I’ll try to implement some sort of json thing where I can just feed in scripts
5.If I have time make the fishing system

I finished 1-3 and started on 4. Here is a progress pic:

Day 1 Progress

Day 1 Progress

I feel like maybe I should have just used rpg maker 😉  Nothing so far has been technically interesting.

So for day two I’m just going to finish 4 and 5.

Then I need:

Fish storage system
Fish racing system
Persistence

I’ll spend at least oen day on graphics, a day on music and sound, then the rest will be making the actual content and coding what needs to be done.

I’ll make a main menu at some point as well.

I’m off to a slow start, but I’ve started.

test

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Ludum Dare 26: Post Mortem

This was my first Ludum Dare and it was amazing.

Being an Australian the comp started midday on the Saturday. I got up relatively early, had a big breakfast and a coffee, prepared my workspace and waited in the irc.

The theme was literally the only theme I didn’t want. I felt it was more a style than a theme. A lot of my game experiments in the past can easily be classed as minimalistic as I never made graphics for them. So the theme was announced, I cried for half an hour then ate lunch. I then opened my dictionary, looked up minimalism, and read the following.

minimalism
…blah blah blah…
b. one which reduces government functions and intervention to a minimum.

That gave me my character, Minimalist. That was foolishly all the planning I did. I just started putting stuff on the screen and my game became a platformer.

So what went right:

I made a game, hoorah, I actually doubted whether I would finish at all before I started so this made me happy.
I managed to make assets rather quickly that I liked.
Music and sounds were literally just me using audacity, my voice and a piano, so that was rather fast.
I managed to keep motivated the whole weekend.
I didn’t overdose on coffee.

What went wrong:

Lack of planning.
The mechanics and controls.
No play testing.
Efficiently portraying my take on the theme.

All in all I had a blast over the 48 hours and I can’t wait for the next Ludum Dare.

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