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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Posts Tagged ‘shadows’

    Shadows WIP #1

    Posted by
    Sunday, August 24th, 2014 3:51 am

    I thought about a game where our normal world is connected with a shadow world:

     

    ld04ld02ld05ld03ld01

     

    The puzzles involve moving objects so that you can use their shadows to progress or switching lights on and off:

    ld06 ld07 ld08 ld09

    Changing the direction of the game 180º

    Posted by (twitter: @juaxix)
    Sunday, August 25th, 2013 2:10 am

    I was going to do a game with a vampire in a train, I already had the train, the wagon ,the casket and I was animating the path,… adding particle fx to the chimeny of the locomotive, and just after add the casket to the rear part of the train, inside the wagon, i set the animation to open the doors ,both for casket and wagon, I already have the algorithm to detect when the vampire is hide from the spot-light (sun)

    running_light_shadows
    and suddenly …

    vampire_train

    i felt something strange, the wagon door had a blood texture and it does not feel like something I would like to make, I really didnt want to create more blood games, or vampires…no…then I was looking to the ground of the scene,i feel like added an ocean, some rails, set animation and then it appears: this
    that’s a game I definitely want to do.

    Let me give you my inspiration here too:

    Day One Progress

    Posted by (twitter: @Winterblood_Dev)
    Saturday, December 15th, 2012 9:38 pm

    Drew a bit of a blank on the theme, so decided to write a fairly traditional stealth-‘em-up. This time I have mostly resisted the urge to make it pretty, and have got the core mechanics working instead!

    You can turn the torches on and off, collect loot, and I have a sinister capsule patrolling a series of waypoints, coming after you if he spots you, and returning to patrol if he loses you again. Title and pause screen are working.

    Day 1 progress

    Day 1 progress

    Day 2 is all about making gameplay from those core mechanics, and tarting it up – although one important thing I haven’t yet done is factor shadows into the visiblity code. But I know how that will work, just haven’t done it yet. Just done a last-minute stress test to see how many dynamic lights I can get away with, and the answer is “not many”. I may burn a lot of tomorrow optimising…

    Uplighter

    Posted by
    Saturday, December 1st, 2007 5:51 am

    Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.

    It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.

    09final.jpg

    Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.

    You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.

    Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.


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