I work as game dev in an indie game company, Motion Twin :)
About deepnight (twitter: @deepnightfr)
Ludum Dare 29
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Ludum Dare 19
Archive for the ‘LD #20 – It’s Dangerous to go Alone! Take This!’ Category
I added an alternative ending to the game… Good luck
Play Enhanced version to find it : http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=2982
Thank you everybody for your very very nice & supporting comments! I’m Appy you liked this entry!
I posted a better version of my game. You can see it here :
NOTE : this enhanced version is not intended for evaluation purpose ! It was posted AFTER the deadline and so, doesn’t fit the LD20 rules ! If you want to test & evaluate my game, please play the normal version.
I’m sorry I didn’t post much on the last day, hours were too short and the task was HUGE. Really. I solved most of my problems after a good sleep. I woke up full of energy and litteraly coded non-stop for 18h…
I really hope that you will appreciate my entry, I did my best to focus on the ambiance this time.
I didn’t have time at all to implement the sound part, sorry… I really didn’t want to put bad sfx in that could totally ruin the ambiance.
Thank you all !
I really don’t have time for this kind of montage, but it was fun
Worked hard on the particle system, works pretty nicely
As someone asked me, here is a small demo (most gameplay elements are not included here).
test it (controls : ARROW keys)
There is no way you could escape.
Not really useful yet, but I’m happy with the way it turns out
I spend too much time on the engine… I really should focus on gameplay now. I’m pretty happy with how the 2x scaling algorithm works here.
You can try this version here :
http://dl.dropbox.com/u/4952054/ludumdare20/demo1/index.html (use Arrow keys to move around)
Ok, i decided to throw many elements from my first idea to make a game out of it.
World will not be totally randomly generated : chosen generations will be used instead to get 2 or 3 unique big worlds (ie. generated until I get a seed I like). The weapons used by the player will not be generated anymore : each world will play with one, specifically designed. And it’s not a weapon anymore exactly.
Things are going quite slowly : it’s the first time I try to implement a scaling 2X algorithm.
Left part is generated with a simple sedimentary algorithm, right side is a close up with some scaling goodness. I will add later some props (grass, trees, stones, …).
I used a quite basic but efficient “minecraft” style generation (sedimentary ?) :
Works pretty good for the global map. Now I shall zoom in and generate details for the player to explore
All right, I finally decided : my game will take place on random worlds, with random enemies, random plants, and you will be dropped in the place with some random weapon with a single purpose : pick as many “gold coins” (whatever it will be at the end) as possible before leaving with your spaceship.
Of course it’s still vague, but the concept will evolve during the weekend…
Sooooo many things to code…