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Well, our team of two tried as much as we could, but in the end we were unable to produce any results.
We made ourselves a nice little engine out of it, but no game.
Our biggest problem was a lack of practice, SVN conflicts and trying to learn how to use a library (Phys2D) that we have absolutely no experience with.
Some further problems included the fact that Sonar X1 changed its interface since the last time the musician used it, the graphics we made were incredibly low-res, unoptimized, the rendering was laggy, and we were unable to get an AI idea we had to work correctly.
At least the title screen came out alright. That was about the only useful thing we produced.
Reporting in is Codice Veloce, a two-man wolf pack consisting of two programmers — one managing the code, the other, the assets. We’re both students majoring in Computer Science and a project like this should definitely be an interesting test of our skills.
It’s both of our first Ludum Dare participation, and we’re picking a good one to join, the 10th anniversary!
We’re going to be using Java with our own engine that we’ve been dabbling with. I don’t recommend you use our engine as it was kind of hacked together while we did some tests with it, but we will use it since it’s familiar to us. (if you want to use an engine, we recommend Slick2D).
One thing we will be using to supplement our engine is Phys2D.
As for tools, we will be using:
- Eclipse with Subclipse for source control (hosted on Assembla)
- Sonar X1
- Dimension Pro
Hopefully, we’ll leave everyone in the dust. Good luck!