Kobo II: Second try!
Yep, Ludum Dare is running the October Challenge again – and I’m in, of course!
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As some of you might remember, Kobo II begun life in last year’s October Challenge. The plan was to start really small, with little more than placeholder graphics and basic game logic, especially considering that I would use my own language EEL, which didn’t even have an OpenGL binding at the time.
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Last year: Scripting engine with no OpenGL binding.
Now: The below + physics, GUI, sound engine etc. Somewhat better chances of coming up with something playable, I guess…

David
Hahaha, I have no idea what your game is, but your pics are very cool!
Thanks! Well, there are obviously massive explosions! What more does one need? ;-D
Haha, my thought exactly.
I remember playing Kobo Deluxe a couple of years ago, when you mentioned it on indiegamer forums.
Your new project sounds interesting. The terrain looks wonderful. but I’m a bit concerned seeing all these explosion graphics. :/
(Quickest response ever!
Am I actually working for a change…?)
Just stress testing the engine, really; some 200 enemies on the map – and they all stupidly go after the player, so shooting a few of them can trigger massive chain reactions. Things like that might happen occasionally in the real game, but the plan is actually to use fewer and smarter enemies, compared to Kobo Deluxe. And, perhaps not block the whole view with explosions regardless…