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Scarab Amazing Timelapse
The time-lapse movie for Scarab Amazing is available now on YouTube:
First Ludum Dare Unity3D Game on Kongregate
I’ve just uploaded Scarab Amazing to Kongregate:
http://www.kongregate.com/games/bernardfrancois/scarab-amazing
Within less than half an hour, it was played 97 times.
Is this the first Ludum Dare made with Unity that appears on Kongregate, or do I have to change the title of my post?
Scarab Amazing: OUT NOW!
After 48 hours, Scarab Amazing has been designed, developed, bug-fixed and released on multiple platforms!
It was the first time I participated in Ludum Dare, and it was amazing.
Although it’s 3 AM again (just like it started), I’m too curious about the other entries, so I’ll check out some of them before going to bed. Tomorrow I’ll spend some more time on this.
Next post… the time-lapse movie!
Breakfast
Good morning Ludum Dare!
I slept for 5+ hours, and I feel better than at the beginning, when I woke up at 3 AM
. It’s 11 AM here now, what I would call a decent time to wake up!
I just noticed I forgot to make some bread yesterday evening, so I quickly put all the ingredients in the machine (to be continued):
So, to still have a quick breakfast, I baked two eggs. I hope it will be sufficient while waiting for the bread.
And… I think I have some more nice ideas for the art style. Sleeping isn’t to bad after all during a Ludum Dare…
Sun, 4 AM, 25/48 passed
Over halfway, and I’ll finally take some time to sleep.
I’m finally at a point where I won’t change anything any more in the game play.
I still need to improve the UI and mini-map, and create some graphics and sound.
I think I’ll go for a black-and-white approach, just as in the original Scarab of Ra game, but with more detail (rather like Mad World).
If I find enough time I may make some stencil-graffiti-like images. I’m no artist though, but if I keep it stylized it could work out.
Example of a stencil graffiti:

Stencil Graffiti
Sun, 1 AM, 22/48 passed
Almost halfway in time.
The initially planned version is nearly finished (a version without proper graphics and sound, I mean), but I noticed some issues with the gameplay that I’ll resolve first:
- To make it easier, I had to allow moving the tile you’re standing on, rather only dragging walls in front of you to the left or right – which was far too limited.
- Now it’s too easy, so you actually don’t need to explore a lot (you can just stay on your tile and navigate it nearly everywhere).
- The solution:
- Addition of a health meter. If you move a tile, it costs more health than just moving your body to an other tile. By exploring you can find health packs to restore your health.
- Addition of treasures. These are used to create a score. Also, the percentage the map was explored is added to the score at the end of each map. If you have explored the map for 100%, you get an extra bonus.
This shouldn’t be too much work to implement. I hope to do this now, before going to bed. Tomorrow I’ll still have at least 16 hours to create a pretty layout and some nice graphics.
No screenshot this time.
Sat, 8 PM, 17/48 passed
Five hours later, and finally the sliding works. I’m sure this will have been the feature that took the longest to implement.
I’ve also added some extra features, like a compass.
Next, the win condition, levels and score will be implemented. This should be possible in about two hours I suppose.
After that , I’ll be playing around with some different behaviors, before starting on the graphics, sound and polishing.
Sat, 3 PM, 12/48 passed
A short update this time. It’s becoming more and more interesting, so I won’t spend a lot of time writing this post.
And… I may have too many ideas on how to improve the game. I hope I can implement them all!
Change list:
- Can’t walk trough walls any more
- Added walk buttons
- Added minimap
- Added discovery percentage
- Detection if standing in front of a wall that can be moved
Sat, 12 AM, 9/48 passed
Update… The camera should now be more or less final.
I’m a bit behind on schedule, as I had to make the walls flat (they’re double-sided planes now). This simplified a few things, and made better vertex lighting possible (the default plane in Unity has 100 vertices, while the default box only has 4 vertices).
I’ll still have to change the lighting, but not before I’ve done something with the materials of the walls and floors.
Next I’ll implement the sliding of the maze.
But first… pizza!
Thinking of a Title
As my game is near complete, I started looking for a title.
The game is a combination of Scarab of Ra and aMAZEing labyrinth, so I came up with the following combinations:
- Scarab of Mazing
- Scazing of Rabyrinth
- The Arab of Ska
- The Arab of Lara
- Maze-o-Lab
- Lab-o-Ra
Or maybe I should throw ‘Discovery’ in the mix. Feel free to let me know what you think!
Sat, 5 AM, 2/48 passed
- 1985: I was born
- 1986: The board game Amazing Labyrinth was published
- 1987: The game Scarab of Ra was released
Actually, Scarab of Ra was one of the first games I played, on a Macintosh SE/30 under the Apple System 7 OS.
So I’m going for a simplified combination of these two games.
Amazing Labyrinth:
Scarab or Ra (now that’s a cool monkey):
First screenshot of a randomly generated maze:
To be continued…
Join the LinkedIn Event!
Everyone interested in putting Ludum Dare participation on his or her LinkedIn account, check the Ludum Dare 19 event I just created on LinkedIn:
According to LinkedIn at the time of writing, only one person is attending!
Wouldn’t it be great to see who in your network is attending, and how we are connected?
SVN on OS X
I’ve done several compo’s and found a version control system to be very valuable.
For OS X users; I made a tutorial on how to set up a local SVN repository:
I’ve been using this ‘time-lapse’ tool Gawker, and I seems there are some frame rate issues…


















