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Ludum Dare 26 — April 26-29th, 2013
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About Endurion

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Endurion's Trophies

Loudest Sound Effects Award
Awarded by dstrysnd on August 13, 2008

Endurion's Archive

Tiny World – Tiny Progress

Posted by
Saturday, April 21st, 2012 12:39 pm

Getting forward. Your task is to beat the boss and free your tiny world. Random enemies spawn and try to stop you. You need to run around and level up to be strong enough.

You can be killed and restart the game. There is fun lurking underneath the programmer art, a few more ingredients and it should be more apparent ;)
I’m not yet convinced but using the different colored slime pools might be an addition to the current gameplay.

Tiny Rogue

Posted by
Saturday, April 21st, 2012 12:48 am

As usual I’m nowhere near getting 48 hours into this, but I’ll try nevertheless. Nothing ground breaking, just a simple rogue like.

Let’s see if I manage to cram some innovation in there.

And another entry completed!

Posted by
Sunday, May 1st, 2011 12:26 pm

Yay, finished, uploaded and submitted my entry.

It’s a rather unoriginal Zelda clone with a few weapons to find. Play with cursor keys, Z/Y to toggle weapons (once acquired) and control to attack. I even managed to cram an end screen in there.

This is my first entry created with VS 2008, so I’m not entirely sure about the required runtimes, since you can’t place the DLLs alongside anymore. If anybody runs into trouble starting it let me know please!

Get the game here: Clicky

First shot of unoriginality

Posted by
Saturday, April 30th, 2011 12:43 am

I probably can’t invest too much time (again), but I’ll see what I can come up with.

Not particularely impressed by the theme I’ll attempt something completely unoriginal but at least I hope to get some gameplay going. So far I’ve spent my time to build a game framework that allows sorta endless scroll in all directions with tiles as background and objects on top. Plus an editor because I’m an lazy git.

Behold the beauty:

Posted by
Sunday, December 19th, 2010 2:31 pm

Surfing on lava :)
Just a few seconds before I died a horrible, unexpected death.

My entry “Universal Conquest” is finished. The game is playable, but probably not everybody’s type. Amass credits to enhance your equipment. Discover new planets, their inhabitants and you better be prepared. Can you find the well hidden alien base and establish first contact?

Download the Windows game from here.

Have fun!

Posted by
Sunday, December 19th, 2010 2:58 am

Here’s a preview version, I’d be glad for some feedback. It’s quite playable, there is no win condition for now though. Download from here.

Posted by
Saturday, December 18th, 2010 1:08 pm

Progressing fine. You can now gather material, sell it, buy new stuff. It’s now mostly down to adding new stuff and also build a bit more diversity into the planet surfaces. I’m calling it a day though for today.

Posted by
Saturday, December 18th, 2010 8:16 am


Lunch time!


The game is progressing nicely. It’s no game yet though. You can choose any star system, any planet in there and drive around on the surface with a rover. And find ore. It’s starting to be a game any time now :)

Universal Conquest

Posted by
Friday, December 17th, 2010 11:48 pm

Choose your next discovery!

Yay, I’ve got sort of an idea. Probably one that lots of other people have ;)

Reach out to the stars, discover new planets, new material and new ways to reach the farther out stars. Lots of pseudo random involved.

Island Conflict done

Posted by
Sunday, April 25th, 2010 12:39 pm

Well, as done as it’s gonna get. The AI probably still has the odd bug, but seems to behave now. The game is not too much fun, but it’s cute creating yet another random island and watch the AI do its thing.

Anyhow, have fun, the file is here

ld17_islands_shot_1

AS added!

Posted by
Sunday, April 25th, 2010 7:04 am

ld17_islands_3

Yes, my AI is actually kinda working :)

Hurray, if it isn’t stupid it’s quite smart. Basic menu setup also done, and added some sound effects. Now I just need to iron out the last AI bugs and there’s almost a game in there.

It’d be quite nice if during a compo every post had LD #Current automatically tagged on.

Islands up for grabs, WIP 2

Posted by
Saturday, April 24th, 2010 11:18 pm
Islands!

Islands!

Phew, after almost no work at all yesterday (family vacation) I’m now progressing. There might actually be a game in there somewhere. Got a nasty problem yesterday where the compiler wouldn’t let me compare a const std::string& with a string literal. Took almost half an hour to figure out that was not included.

Anyhow, you can move, chop trees, build boats, claim land and the AI can do most of that as well. It’s just not particularely smart about it :D

Quite a few impressive WIPs to be seen, hope y’all don’t forget the gameplay! ;)

First WIP shot

Posted by
Friday, April 23rd, 2010 10:41 pm
Random Islands

Random Islands

Here be random islands with player placing.

Since I won’t be able to use anything near 48 hours I’ll start something smallish. Randomized islands with some kind of fighting/building. Nothing particularely innovative but still…
I’ll try to get some AI going, a two player only game would be too damn bland.

Endurion – Caverns of Venus

Posted by
Saturday, August 29th, 2009 4:41 am
So far not much has happened. I can’t say that I’m exactly excited about the theme, but it’s quite easy to shoehorn something onto it.

At first I wanted to go for a MotherLode like game, but that would need lots of balancing and also pseudo random cave generation. Getting a decent cave generation done is probably not possible in 48 hours.

So far you’ve got your run off the mill tile layout, a flying jetpac astronaut with rotating arm and particles. Can’t have enough of those ;)

Also, I fu**ing hate edit system that mess with my line breaks. Cut it out already!

Flying and shooting, yay

Flying and shooting, yay

Doom Runner Final

Posted by
Sunday, April 19th, 2009 12:41 pm

So this is my final entry. Alas I didn’t sleep too well and couldn’t work very much on my entry. Here’s Doom Runner, available from my homepage: http://www.georg-rottensteiner.de/files/Endurion_LD14_DoomRunner.zip

Run for your life (and money) in a deadly game show. Grab prizes and try to reach the goal before the Advancing Wall of Doom crushes you!

There’s only a meager four levels included.

 

Have fun and Good Luck! 

Doom Runner

Posted by
Saturday, April 18th, 2009 11:03 pm

Making steady progress. The game is playable, win and lose conditions are working. Now for more touches and lots of levels.

A preview with one and a half levels can be gotten from here: http://www.georg-rottensteiner.de/webmisc/Endurion_LD14_DoomRunner.zip

It requires DX8 installed.

Doom Runner

Posted by
Saturday, April 18th, 2009 12:08 pm

There might actually be a game in there somewhere. There are walls running up to you and you need to jump about and collect prizes. There’s probably a wall of doom (with spikes and innards and blood and maybe zombie pirate spiders), but it’ll never be visible i fear.

Anyhow, looks like gameplay is once more up to level design mostly. Urgh.

Advancing Wall of Doom

Posted by
Saturday, April 18th, 2009 6:32 am

When I first saw the theme I wasn’t sure if I should enter at all. It doesn’t seem to be all that applicable. Anyway, since right now I’m on a Buggy Boy trip i thought about this:

A future gameshow. Run towards a goal without getting stopped by the advancing walls of doom. Grab the cash prizes in between but don’t forget that the next wall is moving towards you.

 

Here’s a preview with a tiny wall of tiny doom advancing slowly:

Tower Collapse Inner Workings

Posted by
Monday, August 11th, 2008 11:28 pm

Since there have been a few question regarding the “simulation” i’ll explain a bit:

There is no grand simulation inside. It’s all tile based. I refrained from using a physics lib (there have been enough entries with one already) because i’d have to learn it during the compo time.

Every tile has two damage counters, one outer, one inner. The outer is mostly used for the appearance (cracks in the window) while the inner is responsible for the strength left. Once the inner structure value is down to zero the tile collapses.

Collapsing is done by moving all the tiles above one tile down. The tile below the collapsed one gets a damage applied which is calculated by the number and “health” of the tiles above it. This can lead to nice chain reactions of a column collapsing in itself.

Since the collapsing code only works vertically i have the particles. Half of the particles are able to inflict damage when hitting other tiles. Therefore it’s also possible to have columns affect each other.

Oh, and about Twin Towers: You actually have to raze the two towers on the left and right and protect the building in the middle. That’s probably the reason why some can fail spectacularely in that stage.

 

Did i mention that the game also has flying toilets?

Tower Collapse Final

Posted by
Sunday, August 10th, 2008 8:26 am

Tower Collapse

Ok, i couldn’t hold back.

Here’s the final version of Tower Collapse. I’ve added two more stages, fixed some small bugs, enabled window/fullmode switching and added the source to the zip file as well (forgot during the first preview-final).

Download from here: http://www.georg-rottensteiner.de/files/Tower%20Collapse.zip

If you take the time to test please tell me about any bugs! Thanks and have fun!

Edit: 20:27 local time, added a Compo Game Loader file for easier testing! It even works :)


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