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LD 11 :: Weekend of April 18-20 :: Theme :: Minimalist
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Get motivated to compete in the foodphoto compo or timelapse compo!

The Results Are IN!! Congratulations mrfun, mjau, hamumu, and everyone else who competed!!
Time to hand out some trophies!!


Archive for the ‘LD5 - Random’ Category

Screenshots and tweaked AI

Posted by keeyai
Sunday, April 20th, 2008

1 hours 48 minutes remaining

Screenshots are in! I’ve tweaked the AI a lot and I really like where it is right now, although its pretty damn hard if you aren’t used to it. Next on the list is making an easy and medium mode :).

This was taken from inside the game:

Minimalist - In game screenshot

Uh, did this thing just start?

Posted by saluk
Saturday, December 15th, 2007

Uh oh, for some reason I thought the 15th was next week. Finals sure got me mixed up. I can’t believe December is half over already. Anyway, we’ll see if I can even come up with an idea for this, let alone code anything!

Ok, I should probably come up with something I can actually accomplish, versus the over ambitious ideas I usually do. Some kind of puzzle game should do it. But it has to be somewhat unique or I won’t care enough to finish.

Hmm, I’ll think about it for a few hours and see if I can come up with anything. If I have any good ideas, then I can begin mad coding time :)

ButtonLands

Posted by jovoc
Sunday, December 2nd, 2007

Buttonlands was for the LD#5 contest, “Random Levels”. This was an RPG style game based on “Buttonmen” from Cheapass Games. My favorite part of this was the random map generator, which generated really nice looking results.

Random Map for Buttonlands

I also had a lot of fun with the character and location descriptions for this one.

Playable Buttonlands is here:

ButtonLands.zip

Random Dungeon Exploration

Posted by jolle
Thursday, November 29th, 2007

Random Dungeon Exploration is the result of trying to push the Random theme as far as possible. It got random levels, random enemies, random quests (well, a little bit random!), random items, random player names, and random events. I guess it could have been even more random, but time was a limiting factor.

As for the actual gameplay, it’s fairly simple step based dungeon crawling. And a ‘town’ screen where you can shop and select dungeons. It felt pretty solid, but there were a lot of balancing issues that you’d notice once you reached some higher levels.

shot9.png

The game was well received, placing second in the ‘Fun’ and ‘Production’ categories, and also getting the ‘Best In Show’ UBER prize.

You can get the slightly improved post compo version, or the compo version. Both are for Windows and OpenGL.

Sokobomb

Posted by drZool
Monday, November 26th, 2007

We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes :)

Splash

The original entry with random levels are here

The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.

Here are screens from compo entry:

sokobomb_snap2.jpg

First random generated level. Note to self: improve difficulty.

sokobomb_snap3.jpg

Dr Zoolak in a mean mood. Random-generated level.

sokobomb_snap4.jpg

A visit to cubicle hell, random style.

Here comes post compo screens:

sokobomb_snap5.jpg

Soko showcasing the latest in weapon sprite fashion.

sokobomb_snap6.jpg

Refraction in action.

sokobomb_snap7.jpg

Who farted?

sokobomb_snap8.jpg

Better put your shades on, those are real hardshadows.

sokobomb_snap9.jpg

No smoke without fire. Creeping features abound!

sokobomb_snap10.jpg

Pathfinding up and running, so are the conveyor belts.


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