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Slick: Post-mortem

Posted by
Sunday, May 10th, 2015 11:30 pm

For my second Ludum Dare, with limited time, I did a pretty decent job. Slick was originally supposed to be a game about protecting your family’s land from corrupt underground oil drillers. The unconventional weapon of choice is complicated to explain, but simple to understand. However, I had barely enough time to finish implementing said weapon with schedule issues. What I have to show for judging is a demonstration of some cool effects and code architecture.


What Went Right:

All the carefully planned design architecture and technology worked perfectly. The different systems function elegantly and independently. Each gear of the engine has its own workload.

The effects are what I am most proud of in this entry.

What Went Slightly Less Right:

It took some time to implement and maintain the design architecture.  Had I instead gone for a more crude approach, I could have coded more gameplay and had even more to show for my limited time.

Please help me achieve my goal of 100 people playing and rating my game! Play Slick here! :)

Concept art and basic functionality

Posted by
Saturday, April 18th, 2015 1:08 am

Today I spent most of my time working on the structure of my engine and getting some concept art done.

I have a very good idea after all that time planing, and I’m excited for my second Ludum Dare!

How do I upload images?

Edit: uploaded the image. The Add Media button was missing before. :)


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