ouf! Ca â été tout une experience. j'ai hate de commencer le montage de ma video postmortem sur le sujet. J'espere que mon jeux vous plaira.
voici le lien:
(Prendre quelque heur de plus pour perfectionner les détaille de mon jeu aurait été surement apprécier mais ma paranoïa de me planter dans mes calcule de conversion de fuseaux horaires entre le Canada et l'Europe m'ont poussée à garder le jeu tel qu'il est en pensent en faire une autre version améliorée si le concept est apprécié)
Ok I'm a little late on this one and there are only 18 hours left, but I really want to try my shot with Alakajam !
This will be a physic-based arcade style game with retro graphics, think Rampage with real-time physics, where your character can't stop growing.
The goal is to limit the damage caused by your growing situation.
Be right back, gonna draw the main gameplay.
First day was good although it felt like we spent most of it fighting with git!
Hopefully we can get finished in time tomorrow so that I can catch my flight to California!
Had good fun today though!
Here's our fully grown player sprite drawn by yours truly!
Go easy on me as I'm a programmer not an artist ^^
Status update from the unironically self-named "super" team.
We are making an age of empires/warcraft/FTL/starcraft/loads more inspired thing where the jungle/nature is getting back at humanity and eating their cities. Your goal is to try to fend off the impending doom for as long as possible.
It's currently set to be a mix of tower defense with base building and maintenance, and we have a ton of ideas outside the "mvp" scope that we're dying to add (I want BOSSES!!).
We're a team based in different timezones - @toasty and I are coach-coding in the UK, while the sound department - @gsamaro and @Kyle3wynn - are composing in California, and at the same time @James_Deans_Jeans is making the graphics in Toronto.
This is challenging in some ways, but it also means work is being done while we sleep here in the UK. I'm looking forward to waking up and putting all the assets in the game! Hopefully we can add a screenshot tomorrow morning - watch this space…
The main gameplay is there and working, even if it doesn't have as much content as I'd like. (I wonder if I'll have any extra time to add more.)
Right now it's not very balanced though and that bit is going to be preeeetty difficult.
Although I didn't really have a schedule for this jam (not even a loose one like I normally do for 48 hour jams) I know I'm behind whatever it would have been. Although the game I have planned for this jam doesn't require any sprites, I'm unsure at this point if I'll be able to finish it. I didn't get much done the first day of the jam because I didn't sleep properly before and thus ecided to go to sleep early and set an alarm for early the second day. However the alarm didn't go off so I ended up oversleeping meaning I have only gotten a couple hours of progress on my game. I'll probably end up trying to work on it for the rest of the 22 hours instead of wasting another third of it maintaining a healthy sleep schedule.
While I haven't gotten much done, I can present what I have. The plan is a sort of space colonization thing. You start with one colony and can expand outward from there. Each colony's population will constantly rise increasing the amount of food it needs for sustainability. With population rise, there is also the rise in the chance that a colony will randomly experience a random disaster and lose contact with the rest of the colonies. That's the plan, but all I have at the moment is a single colony with an increasing population and UI to display all relevant values.