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Last minute addition

Friday, April 26th, 2013 8:54 am

Hey all, this time around I’m in again.  Possibly with one or two other friends to try and get out something really cool over the weekend, for the Jam.

We’ll be using Unity3D as our middleware.  We’ll be coding using C#.
GIMP for 2D graphics.
Blender for anything 3D.
SFXR for sound effects.

If we write any music we’ll probably throw something together in garage band.

Psyched to see what everyone makes this time around!

Post Mortem: Brobulon the Terrible

Wednesday, December 19th, 2012 10:55 am

This past weekend was a blast! I knew from the start that I wanted to get a little bit out of my comfort zone, and I had been wanting to make *something* involving space ships of some kind. So I formed up a general concept that could have worked with most of the themes though it may have needed some tweaking here and there.

What came out of it was “Brobulon the Terrible.”

Screen Shot 2012-12-17 at 8.12.14 PM

Play and rate it here.

I built it using Unity, but I made the entire thing sprite based with an orthographic camera and put the sprites on single planes. All the collision geometry was 3d (spheres and cubes) and I wrote a simple script to cycle through different sprites for animation.

What worked:
The movement system worked out pretty much how I wanted it, though maybe the ship could be a bit faster.
The pixel art seemed to convey what I was trying to do pretty well.
The rules of the game were simple enough that it let me make quite a few levels very quickly.
I used a transparent cutout unlit shader (built in to Unity) to draw all the sprites, and at least on my machine I get pretty solid framerates while there are ridiculous amounts of bullets on the screen.

What didn’t work:
I originally did a daytime sky that would have been featured in some levels. But it was too hard to see the targeting cursor and rather than spend more time making the cursor darker I just cut that background.
I spent an awful lot of time on pixel art (much more than I’d like to admit). I hadn’t done pixel art in years, but I was trying for it rather than doing anything in 3D because I figured it would save time.
The red and purple jets in particular fire more powerful shots and that’s not really conveyed well until you get hit by them (they use the same sprite as other enemy shots).
Tanks are too hard to hit. I gave them more health than the fighters because they should theoretically be easier to hit, being on the ground and slower. But since buildings get in the way they’re borderline invincible until you’ve cleared at least part of the level.

What I wanted to do (and what I’m going to do since I want to refine this project):
Bigger, scrolling levels. The idea being that when you reach one side of the level, you loop back around like you went around a planet.
Upgradeable stats (speed, shields, weapon power) between levels.
More varied buildings.
There was a warship sprite I made and actually imported into Unity, but I couldn’t figure out how to include it in the game in a way that would give me enough time to finish. The warship would have had at least four “turrets” to fire at the player with.
“Boss” events at different levels of Planetary Subjugation on each level, either being fleets of fighter jets or a warship to come in that you’d need to deal with.
A timer and a bonus awarded for how fast you cleared the stage.

I plan on working further on this, after a little relaxation and when time frees up a bit more.

Brobulon The Terrible!

Monday, December 17th, 2012 7:28 pm

My JAM submission is ready!  I’ve already made the submission page, so here’s my game.

It’s called Brobulon the Terrible.  You’re an alien trying to conquer earth, so your goal is to destroy all of their structures while they try and stop you.

The submission page is here for your viewing pleasure :D.  Now it’s time for a nap!

Screen Shot 2012-12-17 at 8.12.14 PM

Participating in the Jam!

Wednesday, December 12th, 2012 9:50 am

Last May real life got in the way when I tried to participate in the dare.  This time I’ve got the full weekend to work on this (and Monday off to boot!) so I’m going to participate in the Jam this time around!

I’ll be using Unity3D 4.x for the engine, using MonoDevelop for my IDE and coding in C#.
GIMP for 2D graphics.
Blender for 3D graphics.

GarageBand for custom music, if possible I’ll also use royalty free music from Incompetch (http://incompetech.com/music/royalty-free/) and obviously attribute any pieces used.

BFXR for sound.

Look forward to seeing what everyone produces this time around :D.

First Timer

Friday, April 20th, 2012 12:36 pm

Doing my first Ludum Dare tonight!

Using Unity3D (pro license)
Other than it’s normal API I’m not using any Asset store assets.

2D Graphics:  GIMP
3D Graphics: Blender
Music: Garageband (unless this is somehow not legal, then I’m SOL, but I won’t be using any loops)
Sound: sfxr

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