About hadesfury (twitter: @hadesfury)
Ludum Dare 29
Ludum Dare 28
Ludum Dare 25
October Challenge 2012
Ludum Dare 23
Best Belgian Unity Teacher
Awarded by lorancou
on May 3, 2013
To avoid spoil, we’ll not gonna include the end game screenshot … but now it’s in you can see the mighty balrog it you dig too deep.
As our game is called “Beware the balrog”, it was a missing key feature.
We add a post-jam version to make you see it !
We’ve just post a fixed version ( no new features ) of our entry for the LD 29
A new version (post-jam) is on the way with smooth level transition, an end game and probably more features !
After fighting with a low upload speed … we’ve finaly made a quite correct version of our dig racing game.
Some graphical glitch left to match another theme from the list …
We will probably made a post-jam version with fewer bug.
You can try our entry by following this link http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=10263
Martin Pierlot : Graphiste
Jen Berger : Graphiste
Jean-Micher Vilain : Programmeur
Olivier Griffet : Programmeur
Tristan de Liege : Sound Designer
Quentin Chevalier : Programmeur
We must spare a thought for our beloved friends that were fighting other problems in their life and cannot participate this great challenge !
Our little LD28 Jam Point & Click now has a Linux version, for those who couldn’t try it in Unity webplayer !
It’s basically the same game that we submitted for the jam, we didn’t find time to improve and debug…We couldn’t test the version ourselves, so give us your feedback if something’s wrong !
We were a team of four : Vincent Schneider, Francois Mauge, Fabien Kalinowski and Quentin Chevalier. Two artists and two programmers.
You can ask for hints and follow the evolution of the project (We hope to add more scenes and types of death) on https://twitter.com/Hadesfury
Thanks for your time.
Alright chaps, time to sleep.
Congrats to everyone!
For the fifth time we are happy to participate in “ludum dare” in the jam competition.
We are a main team of two, a programmer and an animator-graphist-musician and some friend will probably came to give us a hand !
We are using
- Unity3D 4.3 Free,
- 3DStudio Max 2011 Demo,
- Photoshop CS6 Demo
- Altassian SourceTree Git
Good luck Everyone
Creating a building and managing game requires a lot of forethought and planning. And a good one needs to be rich enough to be a fun and interesting challenge. But when the theme “Your are the Villain” came up, it was hard to resist the temptation of doing a tribute to Dungeon Keeper. So we decided to do it anyway.
Keep our Dungeons Evil : http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10263
What we managed to get working in time :
In KODE we wanted to add a nice twist which was to have an inspector arrive and check that your dungeon was truly an example of evilness. We thought that would suggest some backstory of a higher hierarchy where the player is only managing a branch of a greater evil realm. The kind anyone can relate to, since we all have someone to respond to at some time or another.
We’re really glad we managed to get that in the game in time. We kept it for the end, in case the other more urgent challenges we had to address first wouldn’t allow for that added layer of gameplay.
Also six buildings (corridors count as two because of turns) PLUS three animated characters is actually a lot to design and get working properly. Not only did the artists barely work fast enough to get them done in time, but some of them posed some serious coding challenges. And sleep deprivation really didn’t help in that respect. Especially AI pathfinding was a big mouthful. Our coders must have spent half the time getting that working for the game.
What we needed more time for :
So the player has to place each bloc manually and you can’t really turn them otherwise than selecting them as different blocs. But give us a break, we only had one weekend ;).
The lava pit clearly deserved more functionality than it’s current evil aesthetic one. Even if it counts a lot in the demon inspectors eye. Maybe in a future release you’ll be able to drop someone in there.
We decided early on we wouldn’t go into fighting. It can also be interpreted as a game design decision as much as a time management one, but it clearly deserves more time to think about. And it could have implied more characters (three is enough for one weekend).
Some of our designs planned for more types of building like trapped coin boxes or canons pointing outwards for some more evil kudos. But you just have to know when to stop.
And more spells would have been a blast!
In any case, all I can say is, I’m having a ball just playing our game, which isn’t a very objective statement since I worked on it, but it still showed I loved working on it and I hope it will show when you try it.
ONE LAST THING : one of our late bugs is that everyone seems to get the WIN screen when finished. but you’re not THAT good. Until we sort it out I would suggest you to put your score in your comments to know if you are truly evil or if the goat only says that because it loves you all, deep down inside.
I know we don’t. But we are very evil, we hate everyone
Have FUN !