I\'m making an RPG in 24 hours. Watch as I crash and burn!

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VINTAGE Games #8 6 86

Hey people -

So I've been wanting to do a combination game jam + process blog for a while now. I'm going on vacation on Wednesday, so I figure why not do a 24-straight-hours jam the Tuesday before?

This coming Tuesday, 9/3/2012, starting at midnight (central time) on the dot, I will make an entire RPG (graphics, sound, design, programming, and I'll blog about it while doing so) in 24 hours. I have no clue how far I get - who knows when / if I'll get stuck or how much I'll want to scope-creep my initial idea - but success or fail, it'll all be on a GDU blog for you guys to read!!

I'll be making periodic, every-few-hours updates on the Vintage Games Facebook page here: https://www.facebook.com/vintgames

I'll post there (and here) with a link to the finished product, and a link to the blog!! This should be fun and exhausting :) Forcing myself to stay up another 4 or so hours, then gonna do a big 10+ hour sleep and wake up slightly before midnight to get started!

WOOOO!

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InstantLife #98 47 315

ooh what do u have have planned? sounds interesting!

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InstantLife #98 47 315

by the way im pretty sure u meant to put 2013 not 2012

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VINTAGE Games #8 6 86

nah I'm just really, really late :)

Good catch - yes, 2013. Starting work in just under 6 hours!!

First FB post at 1:50am (central time), where I'll explain the scope of the game.

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InstantLife #98 47 315

sweet i'll be waiting haha

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VINTAGE Games #8 6 86


All right. Good first 2 hours! Got the map designed (simple 10x10 screen, no scrolling), hero / combat pattern good, and most specifics / data values filled in pre-testing.
FULL DETAIL:
*Spent about 40 minutes touching up a meticulous timeline, breaking the 22 hours into 1:50 hour work periods, 10 minute FB / blog update periods, and breaks / lunches / etc.
*MSPainted a nice 10x10 example map with 11 chests, 2 caves, a little wave-by-wave style tower, 3 towns, etc. Simple, direct, and very Ys 1.
*Got character levelup sheet together, and a good idea of how Power, Block, HP, and MP will work together to provide a lot of dynamism despite a simple system
*laid out sound and music needs, and came up with a kinda cool dual-song idea for exploration vs. combat
*defined "buttonless" combat system in pseudocode... Hopefully it'll be fun in practice!!
WHAT'S NEXT:
*little rest-the-eyes break, 10 min
*set up proto app - import logo screen from other games, block out all needed scenes / frames, set up resolution / scaling
*art dump - start making tiles, record screen while i draw main character animations
2 down, 20 to go!

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VINTAGE Games #8 6 86



More good progress! A bit behind my goal - still haven't started on unique art. Got all the enemy and boss AI planned out. The only remaining specifics are the tilemaps themselves - which I'll do in-editor.
FULL DETAIL:
*Finished up the official timeline / made documenting future progress a lot easier (template!!)
*Still not even remotely tired. My midnight redbull / recent sleep is still kicking / work is happening a mile a minute!
*Got 5 basic enemy AI templates - shouldn't require any external states (can loop into mmf standard behavior to control all enemy AI) which should save a TON of time. Enemies are basic movement patterns w/ image swaps / ability to fire bullets. Easy stuff!!
*Set up official game file - imported my logo / introductory stuff. Using Gameboy Advance resolution (240x160) and similar restrictions to speed up development.
*Strangely hungry for 4am.... Can't eat for 4 more hours.
WHAT'S NEXT:
*20 minute break
*Time to get artistic! Gonna make art for an hour and a half; will update at 6:00am with all the art I got done.

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VINTAGE Games #8 6 86



Slowing down a bit... Head's starting to feel the typical 6-hours-of-close-eyework pain.... Gonna go on a little walk for a few minutes.
All blocking and a bit of art - got the main game screen set up / appropriate text and number containers docked in appropriate spots. Back to it post-break!!

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AffinityChris #58 12 146

Fantastic! Good luck, drink plenty of water, and try not to die. I look forward to seeing what you come up with!
-Chris

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VINTAGE Games #8 6 86


I made a valiant effort... If I had a gun to my head, I'd say I made it about 60% of the way there.
WHAT'S MISSING:
*music - was way too tired to even start writing it
*sfx - same deal
*3 monster animations - 5 of my 8 monster types are done
*all 4 boss animations - tried, failed. Too burnt making graphics by the time I attempted this
*pretty much all enemy AI - the skeleton stuff works - they move properly - but none of the combat is functioning properly yet, so it's tough to really know how much is left there (since I can't really see bugs yet)
*shop / dialog system - I can display dialog boxes based on bumping into NPCs, but I don't have a menu system in place for the shop. Currently I just hack in weapons / equips via debug - they do properly affect stats though
*final dungeon - need to finish the Tower tileset and design it out. It's a simple 1-room arena-style affair - you fight 20 waves (15th is third boss, 20th is final boss) and shouldn't take too long, but it still needs to be done.
That's it really. 90% of map graphics, about 60% of hero/monster graphics are done. Entire map is done. Entire game is designed, and all data values are in the game / waiting for loops to utilize them.
That was the strongest 22 hours of work I've ever done in my life - probably by a factor of 5. Seriously - 16 more hours, and I will have basically invented a self-battling, no puzzles Zelda clone from scratch, solo. WOO!

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vladimirsan #102 8 52

next time you could stream the development process :) via twitch or something similar. I would love that :). I will be checking your facebook page though :)

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InstantLife #98 47 315

streaming would be sweet... looking great man!

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VINTAGE Games #8 6 86

Yeah I'm trying to figure out how best to document what I do... Streaming the dev process well (given that I do all dev on a Surface, which doesn't love having its screen captured at 1080p) is still a work in progress. I'll be doing these from time to time, and hopefully stepping the presentation game up each time.

I like the idea of a twitch stream though! Just gotta figure out how to properly use it.

I'm back to work today btw - got as far as I could in 22 hours, which was a good chunk of art, about 10-15% of the programming, all the map / tile design (in-game tilemaps done and loadable), and all the design done / documented. Doing sound today, and setting a limit of 3 total hours of composition time :) I'll post the OST here when it's done!

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vladimirsan #102 8 52

I may try to do the same one of these days :)...sooner than later hopefully :) any tips you can share from your last attempt?

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VINTAGE Games #8 6 86

I'm actually gonna formalize it into a blog in the next week or so, and I'll make sure tips are a hefty part of it.

That sounded kinda phallic... :/ Haha.

One is to start working shortly after you wake up. I woke up at 6:30pm and started working at midnight, and by 6:00am I understood what a bad idea that was.

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VINTAGE Games #8 6 86

a few new animations tonight:



getting further along - changed the rules a bit since i overscoped pretty considerably. Will take (just under) 2 days instead of one

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