Ludum Dare 22
December 16th-19th 2011 :: Theme: Alone
Catspace - VDOgamez - 48 Hour Compo Entry
"Once upon a time, a man named SchrÃƒï¿½Ã¯Â¿Â½ÃƒÂ¯Ã‚Â¿Ã‚Â½Ãƒï¿½Ã¯Â¿Â½Ãƒï¿½Ã‚Â¶dinger had a cat. As was his nature, he decided to perform some routine quantum mechanical experimentation on it. He had a box, he had a radioisotope, he had a detector, and he had the poison gas. But when he opened the box to see where the cat collapsed to, the box was empty! The cat, he thought, must have ran away. But it hadn't run away. It was, in fact, CATAPULTED INTO THE SPACE BETWEEN DIMENSIONS. Now it walks the maze of emptiness alone, messing with waveforms and heading towards the faint light ahead, the faintest hope of escape."
This is what I planned to make. An epic maze of tubes and obstacles to navigate as a lonely dimensionless cat. Instead, I was constantly being forced away from programming to visit relatives and fix computers and prepare for the holidays. A majority of the ten or so hours I did use was spent working on the rendering engine instead of, you know, the game, and another majority was spent on a couple persistent and annoying bugs. Not to mention learning how to use flash. By the end of it all, I just didn't have any motivation to go further. Perhaps if there had been a theme I could have done something with, something that had suggested a mechanic, really anything except this one which eliminated all of my good ideas. On top of it, I had to struggle with figuring out Actionscript, which turns out to be a very infuriating language for me. Maybe next time I'll have a better reason to go on, but for now I just have this half-game.
INSTRUCTIONS (not provided in game):
Click and drag to rotate the view.
The colored node in the center is your cat. (It is not visible to the human eye because of quantum effects and not because I couldn't figure out how images worked.)
Click on an adjacent node, marked by the blue connections, to move to it.
Colored nodes are doors and switches. (quantum doors and switches of course)
You can not move to a door, but if you move to a switch, a door of the same color will vanish.
To win, get to the white area at the end of the map, and a new level will start.
There were going to be more and more complex types of obstacles than doors, but they were too buggy to fix in time for the end.
Hopefully next time will not be in the middle of a holiday break, have a theme that I know how to use as a mechanic, and start with me actually knowing the language. And maybe I'll even remember that I'm supposed to be making a game and not spend half the time working on rewriting existing technology and equations from scratch.
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