Monday, April 23, 2012

Submission

Lament ye peoples of the earth, for we have submitted!
Our triumph dawns on the horizon.
All mankind shall be stricken with fear for our creation is amazing!!!

The most wonderful game in the universe... ish.

...Well... We wish. As far as we're concerned, it's pretty good. The user interface is not quite to the point we'd want, we don't have explosions, and some of the planet decorations don't have textures. Do I see potential for further updates?

Maybe not. It'd take time we might not be willing to spend this specific project.

One thing we should note, for the benefit of future generations, is this:

BEWARE OF EVIL JELLYFISH IN SPACE!!!

THEY WILL KILL YOU!!!

AND YOU WILL SHOUT WITH LOTS OF EXCLAMATION POINTS!!!!!

LIKE THIS!!!!!!!!!!!!!!!!

Yeah... Basically, our debugging was consistently interrupted by the rather annoying jellyfishes of doom (yes, jellyfishes is plural). I guess adding collision to them was not necessarily the best idea. One thing is certain, though. The game is much harder now.

One of our testers testing the wormhole gate.
Note the jellyfish about to destroy his productivity.

What is our game, you may ask? Well, the point is to reach the gate of wonderfulness located on the opposite side of the solar system.

Hmm... you say. That seems too simple.

Let us respond to your doubts.

Yes it is too simple. Sooooo..... Let's add space jellyfish!!! Let's make sure you don't have any acceleration due to yourself and rely only on the gravity of planets which you must slingshot around!!! Let's make an autogenerated solar system so that you never play the same level twice... except when you do because of the same seed!!! Let's be epic and act like the game is absolutely amazing!!! (Which it is. Good job team!)

Well, that's about all I have to say. If I've actually interested you in the game, go here to download it. If not, go here for other amazingness by people other than us.

We Wish We Were Done

At this point, that is pretty much what we are thinking with 98% of our minds, granted it makes us faster.  Here, judge by our progress!

Please notice the amazing ship texture, the crazily amazing sun, and the awkward jelly fish.

Sunday, April 22, 2012

AAAARRRRGGGHHH!!!!!

Crunch time.

The Pheonix

Hello there! I have not had another post since the beginning and our blog as been sparse in the way of posts, so I am going to push an update about the new ship that is beautiful. I have dubbed it the "Pheonix" and it has grown quite close to my heart.

Here's a screenshot of the texturing in process:
Things are going well! Maybe a shot will be given when it is complete. See you all later!

- The Dragon

PROGRESS!!!

We have made something that resembles progress. There is actually hope for this game... As long as we don't get stuck playing it as a distraction. So far, it's really only a physics simulation in which you fly our "official" ship around asteroid belts and planets.

Now the planets have textures and the entire solar system is procedurally generated.

Currently we are working on creating a better ship model, more planet types, and the evil random generator of bugginess. Don't worry though. We'll fix the bugs and the world will be all better.

Saturday, April 21, 2012

End of the Second Day (44 Hours Remaining)


We have finished the second day. Unfortunately, the Ocarina of Time is lost to us and we are unable to travel back to a more hospitable time where ideas abound and bugs do not exist.

Today was a day of adventures. Merge issues, control schemes, and frustrating gravitational physics. Besides figuring out bugs with our software, we did finish a basic control scheme and got a good ways into the auto-generation for our levels.

The content people, as usual, were cryptic and mysterious; they released models without warning on our unsuspecting program. We now have a skybox (which is beautiful) and a rather interesting ship (which is... interesting).

Our rather official starship hovering serenely over a beautiful star and rather amazing planet.

We are now officially behind schedule, as all we technically accomplished today was U-Rotation and part of procedural generation. We also began the planet decoration models and the final ship model.

Waking Up

We individually decided that sleep is a good thing... Meaning that work is beginning later than we'd like. Oh well.

Everyone is here and work has begun. The map generation and camera following code is under development and the content group... I'm not really sure what they're doing. You never can tell what they're doing...

Gravitational Physics

Shh, don't tell anyone, but I just got the first stages of our gravitational physics working.  Here is our beauteous screenshot, that somehow proves my point.  I could explain it, but then you would be more confused.  (OK, so it is supposed to be a ship bobbing in and out of a planet, since we do not have collision detection yet.)


Basic Schedule

Work has begun. We have tentatively decided on a game concept and have divided into a content and a coding group. The doom of the world will be at hand... as soon as we finish our prototype.

NO JELLYFISH IS SAFE FROM OUR CLUTCHES!!!

So far, we have a player model and the beginnings of a physics engine. We're a bit behind where we hoped to be, but it's basically time for bed. Those of us crazy enough to stay up longer will continue to epic journey to enlightenment... without those of us who have infinite wisdom... and tiredness.

Here is the basic schedule that we came up with:

Schedule

Friday night:
  • Prototype
    • Ship
    • Planets
    • Wormhole
    • Basic Physics Engine
Saturday:
  • Procedural generation
  • Collision detection
  • U-rotation
  • Menus
  • Planet Decoration
Sunday:
  • Jellyfish
  • Minimap
  • Save?
Monday:
  • Rollout
Although we're behind schedule, do not be relieved. Don't even sit back. The doom of the world and our game are coming... coming... SOON!

... we hope...

Wednesday, April 18, 2012

The Adventure Begins!

A suddenly there was Cheesescape Ltd. This blog will be detailing the development of our project for the 2012 Ludum Jam. I would not expect much out of this blog until Friday, but perhaps we will do an introduction later on or soon near the competition. See you soon!

- The Dragon