Here’s a sketch of the play screen and my latest version of the fat man. I am just so average at art at the moment. I wish I could draw what I see in my head, but time for revisions later. Next I’m going to start drawing the city, and then to coding! I figure the little people will run around randomly and you click on them to shepherd them away from Fat Bumstead as he staggers down the street. He will try to pick up people with his knife and fork. For every person you get off the street you get 10 more seconds of play. It’s going to be survival so I’ll need to randomly generate the city blocks.
Mine’s about a big fat man called Theodore “Fat” Bumstead, bigger than an apartment block, on his way through town after town to eat all the children. “Get it ma belly” he roars, stomping down the street. The player starts with 10 seconds to direct the children out of the path of Fat Bumstead, and for every “flock” of children he “shepherds” away they get another 10 seconds to shepherd more. There are waves, but you get higher bonuses if you stay in the same wave longer.
I’m making it with perhaps Game Maker, or revert back to Unity with a 2D plugin. Music will be done on my Mac again with Garage Band. Images will be 2D sprites.
Oh and when the timer runs out, out comes the “brown cloud” from Fat Bumstead which “gases” everyone left in the streets.
Hi I’m Lachy and this year I’ll be helping my dad with the status updates!
So the big brown cloud is about a normal person and there’s a big fat guy in New York city and you’ve got 10 seconds to save 20 people from choking to death
Pheeeeee–eeewww! Done something… Pretty happy with the game play. I would really like to tweak the controls but time to release it.
A/D to yaw
W/S to pitch
Q/E to roll
LMB tap or hold to blast.
You must destroy the anti-matter(purple shapes). The presence of anti-matter has “quietened” the quantum foam.
Anti-matter seeks out strings. Then reproduces.
When all strings are converted the game is lost and you start again.
Destroy all anti-matter to restore chaos to the quantum foam. 5 levels so far then it resets.
Well life got in the way so I’m not going to make the compo. But I am aiming for the jam now.
Been thinking about what to do next, so I’m going to show quantum foam as regular and influenced by an anti-matter particle floating around in subspace. The objective is to destroy the antimatter, but it breaks and reproduces easily once it eats an electron (x2), proton or neutron (x1). You can easily find the anti-matter particle (which is cloaked) by watching the quantum foam bend. When you shoot it, it stays visible for 2 seconds. Destroying all anti-matter restores the quantum foam to its usual random state, and the level is cleared.
Going to work on that now. (2 hours ago)
UPDATE:(now at time of post)
Latest video with the game stopped showing inert quantum soup, then I start it and the quantum soup in this case is stable (ie unpredictable) state. The spinning purple thing is antimatter. Now I have access to the mesh vertices I’m going to smooth out the soup and work out which verts to influence as the antimatter moves around.
Quantum Soup Demo on YouTube (how do I embed video?)
Here’s what I’ve got so far.
1. I’ve figured out the state management – but yet to code it.
2. Built a basic scene and added basic flight controls.
3. Added a thrust sound.
4. Wrote some music. Originally I wanted to do an homage to TRON 1 music by Wendy Carlos but I came up with this instead – more of Journey / 80′s disco / Tangerine Dream / Jean Michel Jarre
5. Created a title screen.
Here’s the title screen.
Here’s a sample of the gameplay.
Nano WIP #1 (Youtube)
The basic idea of the game is to enter an area of subspace, flying around trying to find the offending molecule that is binding the other molecules in this area (they want to be unbound/un-tethered – and more importantly … free!) The blue strandy things are strings, the yellow things are electrons, the grey things protons, and the red things neutrons. Eventually I want to create molecular structures and have the electrons spin around them. You will have a gun to blow molecules apart.
This will be my 3rd Ludum Dare.
I made Small World (LD # 23)
..and My Toothy last time (LD #25)
I’ll be using Unity, Lightwave, Corel, Corel Draw and GarageBand.
One mistake I hope to rectify this time is time management. I intend to always be releasing every hour, plan features for 1 hour at a time, and have a beta ready in 24 hours, because last time all the good stuff (and showstopping bugs) came at around hour 40 never giving me enough time to do anything about it.
I have implemented the food finder (little triangles on the screen) to show you where the people are.
Music reacts to game by jumping to exciting chorus when a man is close.
The shark now eats and animates. The food goes down over time. The score goes up and you get 50 for eating a man.
Not sure where to take it now. Was thinking levels, and a bit of strategy to make sure you don’t run out of food (or you die).
Here’s a pic.
I still have the rest of the day and night to finish my game for the Jam.
Here’s some works in progress. Screen snap showing “Mr Toothy”
The player will play Mr Toothy and eat as much as he can, while avoiding fishermen, rocks and getting “beached as Bru”.
Also here’s some music based on “Jaws” that I wrote.
Time for bed – got work tomorrow. Here’s my game.
It’s a 3d shooter set way down below at a microscopic level. Will post more later, must sleep.
Tip for the start of the game : Start blasting early!!!
Game was written in LUA, with the ShiVa game engine. Graphics were from The Game Creators default pack (The Colonel – main player) and the Scientist from the Modern 2 pack.
I modelled the laser bolt, spiker and the dust mite in Lightwave (the latter two using Nurbs and then froze them), and crunched them down using qemLoss3.
Sound effects were from my Turbo Flick game (on the App Store) and partially remixed using Audacity. The sounds were original generated from SFXR.
The fresnel shader was built as part of the advanced material properties of ShiVa but it required that I tweak it a little to come up with the final effect. Most objects also combine a normal map to add the fine detail. I generated some normal maps from Lightwave using the Normal Map creator. This works by having a hires mesh, a lo-res game ready mesh, then adding a UV map to the low res object, with the normal sourced from the hires model, but rendered on the lores UV map.
I also add a top down light and shadow, with focus set to a short depth of field to mimic the look of an electron microscope.
Any remaining 2D graphics were created using Corel, like the title and icon.
Here’s the first concept sketch I did on day one before I started creating the game, to get a feel for the lighting.
I hope you enjoy my entry, but also try the bug fixed version below. However that one below is not part of the submission, so judge the one above first, then try the update below.
Post entry notes: I’ve done a bug fix to make the game funner to play – like you don’t get spammed by the spikies as much. If you’re playing the original submission just hold the back key and you will respawn back away from the bag guys once the dying sequences is complete. But if you wanna try the game version that’s a bit tamer (please don’t judge this version below as part of Ludum Dare – that would be unfair) – then try the links below.