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Kobo II: Second try!

Posted by
October 6th, 2011 8:30 pm

Yep, Ludum Dare is running the October Challenge again – and I’m in, of course! :)

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.

[...]

Full story.

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… ;)

Massive explosions

David

5 Responses to “Kobo II: Second try!”

  1. onefineline says:

    Hahaha, I have no idea what your game is, but your pics are very cool!

  2. Olofson says:

    Thanks! Well, there are obviously massive explosions! What more does one need? ;-D

  3. onefineline says:

    Haha, my thought exactly.

  4. digital_sorceress says:

    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. :/

    • Olofson says:

      (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… :-D

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