din’t get back to work last night,. beer and distractions after dinner,. .
But up early thismorning with jug of coffee,.
ok, I added some monsters,. they are only visible when lit by the players light source. I like the way they can hide in the shadows of the cavern’s pillars, and other structures. Right now they just stand there,. but AI is next and I will try to get them to use the shadows as cover,.. .
as you can see I did some simple tile graphics too,. and a perlin noise based scaleing of the floor tiles creates a cool pattern effect. I am almost to the point of having a ‘playable’ game, just a little more work and something basic should be working.
looks like I’m working on a lighting engine and not so much a game,. just yet.
I hope to fix that after dinner. Well at least this lighting is working,. the cavern walls light up when struck by the light source,. and fade a tad slower than imediately,. a good effect. I also added scrolling of the whole map,. however perhaps its a bit too jerky,. well, it will do for now. I really should work on some gameplay,. . . but i think i will make some noodles ;) yumm,.
so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,. I may try to get some recursive shadowcasting going,. however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.
I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,
Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009
here is the title sceen in the ZGE editor,. .
Well that was fun! My first LD!
This game is not at all what I had in mind at the start,. but I tend to wander as new ideas come in,. . sotra’ cool, very odd. What you think?
(win xp/vist ver. 47kb) osX and linux possible if wanted,. .
I had some fun working with the Implicit mesh procedures to build the block head character,. something I have not used so much in the ZGE till now,. :) I just was not able to get the sort of collision reactions I indended working in this time line,. my lazy math/logic skills,. and without resorting to my normal method of asking my friends for help with math and logic,. so this is me solo., I will likely do a game that I did have in mind later with that help,. .
This is a weird game! I am not sure many people will enjoy it,. but give ‘er a go and let me know your thoughts,. I do enjoy feedback. there is a simple score and it is currently a player vs environment with no bad guys as I had inended,. but 48 hours is not that much time and it was only the time in that window I could actualy use working on it so much less ,. . I’m sure that is true for most here. so the level just gets less dense and you will eventually miss a jump and fall,. . so get as much shiny befor that as you can.
I didn’t get much done last night,. I work best in the morning. must be the coffee!
You can see the “wall” collapsing in the back,. and the loosely defined pac-”worm”, that is the player, runs toward the screen in an attempt to escape it,. . Here the Advancing Wall is an Advancing Collapse of Doom. This is going to be a bit rought, but something will be done. I’m going to add some good/bad objects to play with on the wall, and then synth some sounds and music,. . this all depends on how much time I get to work today,. . fingers crossed.
Spinich Rice Noodles, and last nights grilled cow leftovers,. poured the soup over the top,. pho mooooo!
My cube is now a toothy pacman-esque ‘character’ but he still has some funky awkward movements and no objects to interact with, except the blocks he hops around on,. . thinking of forcing him to stay grid alighned so a total rewrite of the current conroles,. . perhaps I take a brake first and go outside!
I started hacking around in Z Game Editor to see if I can get anything happening that I like,. .
So far I got some cube jumping around on a wall of blocks,. mostly working out the collitions handeling and looking for a fun mechanic for movements,. first game idea was just to shoot at an advancing wall,. but I will see how it developes,. .