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    Posts Tagged ‘Endurion’

    Island Conflict done

    Posted by
    Sunday, April 25th, 2010 12:39 pm

    Well, as done as it’s gonna get. The AI probably still has the odd bug, but seems to behave now. The game is not too much fun, but it’s cute creating yet another random island and watch the AI do its thing.

    Anyhow, have fun, the file is here

    ld17_islands_shot_1

    Endurion – Caverns of Venus

    Posted by
    Saturday, August 29th, 2009 4:41 am
    So far not much has happened. I can’t say that I’m exactly excited about the theme, but it’s quite easy to shoehorn something onto it.

    At first I wanted to go for a MotherLode like game, but that would need lots of balancing and also pseudo random cave generation. Getting a decent cave generation done is probably not possible in 48 hours.

    So far you’ve got your run off the mill tile layout, a flying jetpac astronaut with rotating arm and particles. Can’t have enough of those ;)

    Also, I fu**ing hate edit system that mess with my line breaks. Cut it out already!

    Flying and shooting, yay

    Flying and shooting, yay

    Doom Runner Final

    Posted by
    Sunday, April 19th, 2009 12:41 pm

    So this is my final entry. Alas I didn’t sleep too well and couldn’t work very much on my entry. Here’s Doom Runner, available from my homepage: http://www.georg-rottensteiner.de/files/Endurion_LD14_DoomRunner.zip

    Run for your life (and money) in a deadly game show. Grab prizes and try to reach the goal before the Advancing Wall of Doom crushes you!

    There’s only a meager four levels included.

     

    Have fun and Good Luck! 

    Doom Runner

    Posted by
    Saturday, April 18th, 2009 11:03 pm

    Making steady progress. The game is playable, win and lose conditions are working. Now for more touches and lots of levels.

    A preview with one and a half levels can be gotten from here: http://www.georg-rottensteiner.de/webmisc/Endurion_LD14_DoomRunner.zip

    It requires DX8 installed.

    Doom Runner

    Posted by
    Saturday, April 18th, 2009 12:08 pm

    There might actually be a game in there somewhere. There are walls running up to you and you need to jump about and collect prizes. There’s probably a wall of doom (with spikes and innards and blood and maybe zombie pirate spiders), but it’ll never be visible i fear.

    Anyhow, looks like gameplay is once more up to level design mostly. Urgh.

    Advancing Wall of Doom

    Posted by
    Saturday, April 18th, 2009 6:32 am

    When I first saw the theme I wasn’t sure if I should enter at all. It doesn’t seem to be all that applicable. Anyway, since right now I’m on a Buggy Boy trip i thought about this:

    A future gameshow. Run towards a goal without getting stopped by the advancing walls of doom. Grab the cash prizes in between but don’t forget that the next wall is moving towards you.

     

    Here’s a preview with a tiny wall of tiny doom advancing slowly:

    Tower Collapse Final

    Posted by
    Sunday, August 10th, 2008 8:26 am

    Tower Collapse

    Ok, i couldn’t hold back.

    Here’s the final version of Tower Collapse. I’ve added two more stages, fixed some small bugs, enabled window/fullmode switching and added the source to the zip file as well (forgot during the first preview-final).

    Download from here: http://www.georg-rottensteiner.de/files/Tower%20Collapse.zip

    If you take the time to test please tell me about any bugs! Thanks and have fun!

    Edit: 20:27 local time, added a Compo Game Loader file for easier testing! It even works :)

    Tower Collapse

    Posted by
    Sunday, August 10th, 2008 5:46 am

    I’m feeling pretty tired, so i’m not sure i’ll add much more. I’ll try though.

    To be on the safe side here’s a pre final version. The gameplay is there, as are 8 stages of bombing goodnees and a editor.

    In game

    The link for the pre-final version is http://www.georg-rottensteiner.de/files/Tower%20Collapse.zip. Anything else will be polish from now on.

     

    Edit: Modified the zip file, this is now a newer version. Removed the final tag.

    Chain Reaction: Detonator Post Mortem

    Posted by
    Wednesday, December 26th, 2007 5:07 am

    Now before everyone’s going into hibernation again here’s a small Post Mortem for Chain Reaction.

    First i was not sure i was actually going to enter. I’ve partitiated in a few Ludum Dare’s before, but usually only when i could really use the full time. This year round that was not the case. I didn’t even reserve some extra timeout from the family.

    Still, once the theme was up i couldn’t help it. I strived for a rather simple game (simple as in simple to make) since any greater planning would go down the drain anyway. I’m rather glad how it worked out. My entry is not particularely innovative but things fell into place pretty nicely.

    What went right:

    • Having the general gameplay up and running as the first step

    This is actually the most important part for these kind of competitions. If you have a flaw in your gameplay design you still have time to refine it. It’s no use having nice technical gimmicks all around when the gameplay is crap.

    • A working editor

    If a game is level based it’s one of the rather convenient things to have. Sure, with the given time nothing stops you to hardcode level data or even store it in some text file. Once you have an editor you can churn out levels at an alarming rate. And it’s a nice polish plus for the final version.

    •  Sound effect (thanks to DrPetters awesome tool)

    Usually one of my bad points. It’s easy to use a microphone and grunt/hiss/snarl some stuff but it also sounds exactly that way. DrPetters tool is a most awesome help as you can experiment and modify in just a few clicks.

    What went wrong:

    • Innovation? We don’t need to stinkin’ innovation!

    Not thinking too much about what to do i was glancing over the first shots of the other competitors. Lerc’s shot looked very nice and i thought about these circles being bombs. I’m glad that the gameplay came out very different though.

    Chain Reaction: Detonator, the final?

    Posted by
    Sunday, December 16th, 2007 11:59 am

    As usual after a bit of playtesting i happened upon one crash bug. Yelp.

    Fixed the bug and added yet another level. So it’s 15 now.

    The new version is uploaded; i’ll remove the final tag from the older entry.

    Click here to get it.

     Tools used:

    • DrPetters über-awesome sfxr tool
    • my own crappy paint app
    • Visual Studio 2003

    Chain Reaction: Detonator, not final!

    Posted by
    Sunday, December 16th, 2007 10:19 am

    So this looks like my final game. My wife’s got that look so i doubt i’ll work on it anymore ;)

    Link removed. The final can be found in my latest blog entry.

    It’s not the most innovative but it has been fun. It sports 14 levels, sounds due to DrPetters awesome sound effect tool and ugly pixel art by myself truly.

    Position bombs and use the chain reaction of exploding bombs to fulfill your goals:

    Either bomb open all diamond devices or push all target balls (with an X) onto any goal area (or both).

    Do not forget, that you can go back and reposition bombs for another attempt. And another. And another.

    An editor is included, which lets you build your own nasty contraptions.

    There source comes with a Visual Studio 2003 solution file. It’s not the cleanest code, esp. the resource loading is an ugly hack.

    The game itself requires any Windows since Windows 95, DirectX 8.1 and shouldn’t need any other DLLs beside the one i included.

    You want a screenshot? Ok:

    Yawwwn, 2nd edition

    Posted by
    Sunday, December 16th, 2007 12:54 am

    Woke up this morning after some nice sleep.

    I added the solve code, menu screens, tuned up the editor and level names. It’s always nice to have that simple stuff out of the way in the middle, since in the end you always need to tune things a bit. The simple stuff usually takes quite some time, so don’t leave it for the last minutes!

    I see that my game is not that chain reactionary, but it’s playable and i can spend most of the day coming up with levels and maybe some new elements.

    Nice stuff is coming up from you guys (and gals). Hope to see a lot of finished entries!

    Where’s the reaction now?

    Posted by
    Saturday, December 15th, 2007 2:26 pm

    Yawwwwwwn…

    Started to add sounds, DrPetter needs to auto-win this competition singlehandedly for his awesome sound effect tool. I can’t thank you enough for this one.

    Now beside chain-exploding bombs there’s also an objective of the form “bomb-the-ball-into-the-goal”.

    Innovation, where hast thou gone to?

    Still, i’m happy with my programmer art and it’ll look like i can deliver an albeit simple but finished entry. Yay!

    Sleepy good nighty night.

    Kaboom, Version X

    Posted by
    Saturday, December 15th, 2007 8:45 am

    This is it probably for today, i’m going to a restaurant with wife and kid, empty their buffet and then waltz to bed ;)

    Anyway, there is sort of a chain reaction going on, i decided to add another element, so you get a real goal. Any gameplay fun seems to be decided by level design. Again. Dang!

    At least i’ve put an editor inside :)


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