Tower Infinite Post-LD Tweaks
This is version 1.01 of Tower Infinite that fixes the one main disappointment that people have had with the gameplay, which is that the recharge rate of the jet power was a little too slow. Here comes the link:
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This is version 1.01 of Tower Infinite that fixes the one main disappointment that people have had with the gameplay, which is that the recharge rate of the jet power was a little too slow. Here comes the link:
Ludum Dare 12 is the first of this event that I have participated in, and I must say I had a lot of fun making my game for it. I learned a few things about game development in the process, many more to do with the actual process rather than technical details, but some there too.
OK, my first Ludum Dare project is finally complete! The code may be messy, but I had a lot of fun making it anyway. I call the finished product “Tower Infinite.” The .zip file includes Windows and Linux executables (thanks to Keeyai for the Linux port). Download links:
The point of the game is to climb each stage of the tower, and destroy (and survive) enemies that will attack you on the way up. Be careful to conserve your jet power and get the most out of each boost, or you may find yourself in a sticky situation. Each level is procedurally generated, so there is a huge number of different possible levels to play. The gameplay is designed to get harder and more fast-paced with every level you play, in various ways like higher numbers of enemies, advancing enemy behavior, etc., so if you think the first level or two is slow, don’t worry.
Dinner was good, including (but not limited to) burros, beans, rice, peaches, and cherries… a picture says a thousand words, so:
My project for Ludum Dare 12 is coming right along! I’ve got the scoring system in place, as well as HUD, particles… etc. Again, pictures are worth approximately one thousand words, so here’s a screenshot for you:
Onward and upward!
Well, here we go. I’ve gotten the basic idea for the game already figured out and a little progress on the construction, and the plans for implementing some of the systems are coming together. I plan to use C/C++, SDL and OpenGL to make the game, so it should be not only pretty smooth to put together, but nice and portable, should anyone want to.
Finally, here is a beautiful shot of some of the snack materials that will be within my immediate reach during the competition:
More updates later.
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