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Initial puzzle design

Posted by
Saturday, December 10th, 2016 3:06 am

Well, I feel shame for ultimately picking a room-escape variant, but the current idea is to use room-scale VR to have the player explore a maze of portals within a 2m cube:
IMG_1485
(labels: Down, Left, Right, Up, Front, Back)

Each button enables the portals of that color and disables all others (so they create a progression of three overlayed mazes). Each portal is placed on the floor as a 0.5m square within a 4×4 grid, which can be irised open by touching it with either hand. Players can activate an opened portal by standing over it, causing them to fall back into the room through a hole in the new orientation’s ceiling.

Now… to build it!

Terminal Shift videos!

Posted by
Tuesday, April 19th, 2016 2:34 am

Thanks to everyone that’s been patient with my having made a VR-centric game for LD35! The future’s coming, really it is! (but maybe for LD36… or LD37)

To help share Terminal Shift, I threw together a pair of videos! :)

Gameplay-sample (short)

(yep, ran out of time before adding A/B/L/R shapes and a scoring mechanism… lessons learned!)

Project walkthrough (long)

Also, I’m guessing the dreams/nightmares of endlessly falling are going to continue for a few more days. Even though this game’s dirt-simple, the experience sticks with enough time played. đŸ˜›

Completed my first Ludum Dare submission!!!!!!

Posted by
Sunday, April 17th, 2016 9:09 pm

Now it’s time to stop sweating buckets of pure panic…

End of day 1, finally resembles a game!

Posted by
Sunday, April 17th, 2016 3:01 am

For better or worse quite a few tools are being learned during this particular blitz, but the early results look quite promising!

From this point the most important things will be adding the custom collision with resting/death (depending on speed), a few gentle tutorial-falls before the full RNG opens up, then the oh-so-much-desired sound. Hmm, it’ll also be nice to increase the terminal-velocity over time (right now it’s simmering at a meager 20 meters per second).

Given how cumbersome it’s been to model the controller-letter shapes in Blender (even just the X and Y), I’m not too hopeful that I’ll make it to the A/B/L/R buttons for added difficulty. Still, it’s possible that those pieces will be done for the Jam!

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