That’s right. As of this week, Lenna commits harm against a cat that wants nothing more than to cuddle. To be fair though, it is twice her height and it does spit flaming hairballs…
I entered the Ludum Dare game jam event last weekend with Brice to create Less, a sentimental point-and-click puzzle game based on the theme of the competition: minimalism. Brice worked on the Javascript wizardry, and I did the writing and artwork.
I’ve added animated water tiles and a new item, the Tuna Tunic, that allows Lenna to swim. Screenshots follow.
I don’t have any gifs of the water animation, but you can see it in the video. I’m not too fond of how it looks; I’ll probably redo it at some point.
This week I’m posting screenshots and a video of two boss fights in Lenna’s Inception.
You have two updates this week since next week is my birthday and I probably won’t be posting!
Never Enough Space is the working title of an arcade-style space shooter following the 100-year journey of the last remaining humans on their exodus from Earth to the new home of mankind: Utopia.
Along the way random events will occur, including births, deaths, encounters with starwhals, time-travel, and mutant space-rats in the food stores…
I’ve made some minor changes to a few bits of UI, notably the inventory screen is a bit nicer and less crowded, and there are now rolling credits after you beat the game.
More screenshots follow.
This week I’ve been shuffling things about on the inventory/start screen so that there is space for dungeon maps!
My last post was three weeks ago – that’s how long it took to implement and integrate the new room planner I’ve been working on.
Whereas in the Binding of Isaac, the contents of rooms are generated from templates that are modified slightly (rotated, flipped), Lenna’s Inception will feature rooms that are designed from scratch, as well as the templated rooms it had before. More work is still needed to make it pretty, but it’s functional at least.
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This week I’ve been adding randomly-generated block-pushing (sokoban) puzzles to the game, based on Taylor & Parberry’s 2011 paper.
















