Tagged: ludum dare

It’s time again.  Seems like just a short bit ago I was working on LD48 #11, and maybe it was.  The contests are on a much better schedule now which should help in participation. 

I’ve been keeping myself busy working on a reborn and re-imagined project from back in ’03.  I’ll probably release more info on that when I have something good to show off.  If we get a compatible theme, perhaps some of the work on LD48_12 can be reassigned afterward to my other project.  Honestly, working on that project the past week has kept my skills and mind frame in the perfect place for the LD48.

Last time around I had to take time out from the alotted 48 hours to attend a baseball game.  I won’t have that problem this year, though I am in the mood for a good egg and bacon breakfast at a local joint Saturday morning.  I hope to remember to take a picture of that for the food compo.

This time around isn’t going to be much different than last time.  I’m going to use mostly the same tools as before:

  • Java 6 SDK
  • Eclipse 3.3.2 IDE
  • Photoshop CS2
  • HP OfficeJet 6450 All-In-One for scanning doodles
  • No Fear Energy Drink (Go Boris Said #60!)
  • Everlasting Gobstoppers
  • mIRC for chattery
  • Killer Game Programming in Java and the base code I used from last compo.

The only thing we need now is a theme!

Good luck, and see you in 1 day, 9 hours and 48 minutes!

BlockOut v0.LD48_11 (4/20/08)I managed to cobble together a mildly playable version of my game in time for the end of the Ludum Dare 48 Game Development  competition this weekend. 

It’s a concept that I had been toying with this past week, jotting down some ideas and refining it along the way.  Quite simply, it’e the game Breakout, only with a twist.  In regular Breakout, you move the paddle back and forth on the bottom to keep the ball from falling off the screen.  At the same time, you are trying to use the ball to destroy all the bricks on the screen.  In my game the computer plays the part of the paddle and you instead try to defend a goal at the top of the screen by placing bricks. 

It’s a neat idea, but I by no means was able to implement all my ideas.  The number one thing that was lacking is multiple types of bricks.  This version only has two: normal and 2X Hit.  As you can probably guess, normal takes one hit to be destroyed and 2X Hit takes two.  I wanted to add more bricks that did weird and interesting things when the ball hit it, like explode or eat it. 

You build your wall of bricks by buying them from money you’ve earned while playing.  So far, the only two ways you can earn money is to play, where you get one credit every so many seconds, or when the computer misses the ball with the paddle and it goes off the bottom of the screen.  Eventually you’ll be able to get money by doing other things.

One thing that doesn’t seem to work very well is the collision.  The ball seems to react well when it hits the top or the bottom of the bricks, but if it hits the side of two bricks, it can sometimes bounce in a way that causes it to go ‘inside’ the wall.  I have a few ideas on fixing that but I didn’t have enough time to implement them.

The AI could be improved, letting it think ahead instead of having it just react to the current position of the ball.  If I project the location it will be at when it gets to the bottom, I could have the paddle waiting for it.

There are no skill levels implemented.  Smarter AI, less money and multiple bouncing balls would make it more challenging and could be set to differing degrees.

I also didn’t do any sounds for it, as the compo requires that all resources be generated within the 48 hours and my recording soundcard is not quite working.  I will create some for the post-compo version of the game.  Same for music.

I tested it on the Sun JVM 1.6.0, though it should work on on JVM 1.5.0.  It will not work on the JVM 1.4.2, as it requires System.nanoTime() that was introduced in JVM 1.5.0.

I programmed it in Eclipse 3.3.2, and used Photoshop for the graphics.

You can download the game here or the source code here.

[update: changed the above link to the .zip file.  The jar just wasn’t handling some class-pathing stuff well and I don’t have time to troubleshoot it right now.]

The LD48 #11 Game Compitition starts in about eight and a half hours. The theme has yet to be decided, but it seems like it will most likely be one of the following: Minimalist (+28), Endless (+24), Defense (+22) or Flood (+15). My personal wish is to get Defense, as I’ve been thinking about a good concept this week for it. I haven’t been able to come up with anything decent for Minimalist yet, and Endless and Flood shouldn’t be too hard to design about. I don’t think we’ll get too many Tower Defense entries for the Defense theme, but even if we do, there has got to be at least one of them that does something in a new and interesting way. 

When all is said and done, and I’ve completed a game, I’ll post it here.  If for any reason I don’t get it done… well, I’ll still post something.

So if you have a (mostly) free weekend and you want to try your hand at designing and coding a game in 48 hours, come by the compo. Even if you don’t have the time, come by and check out the reports and progress of those who are.  You can also check my personal coding blog at LD.