About barret907k


Ludum Dare 36
Ludum Dare 34
Ludum Dare 32
Ludum Dare 31
Ludum Dare 29
Ludum Dare 28
Ludum Dare 26
Ludum Dare 25

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Ludum 32

Posted by
Friday, April 17th, 2015 10:07 pm

Let’s do this. do na na…..

I’m really liking the theme this time around.  I’ve decided on doing a lost vikings style roguelike platformer set in a volcano.

So the basic idea is you have your crew and you are trying to blow up this volcano to destroy the town.

The details I’ve worked out are as follows.
3 crew members
1 man in a helicopter.  He must stay at the entrance of the volcano.
1 man is manning a volcano machine near the magma.  He must keep the machine running.
1 man is plugging wholes to make the eruption bigger.


You have to switch between the three and prioritize.

Be back with some screenshots and working code

Shitty Art

Posted by
Saturday, December 6th, 2014 9:38 pm

Oh man this art is terrible.  No animations either at the moment.  But something that gives the game some life to it.

Ludum31 837pm

Complete Game

Posted by
Saturday, December 6th, 2014 7:40 pm

Ludum31 Sat 632 PM

So I added puzzle pieces.  Along with 3 riddles that let the user know where the puzzle pieces are.  When you collect all 3 you get a winning screen. WOOO.  Losing and winning creates a complete game!

This took me forever because there is some weird behavior in unity where a prefab cannot instantiate another version of itself without using itself as a reference.  So what happens is that the object instead of being (clone) ends up being (clone)(clone) the more you use that prefab.  The only I found around it is to use a 2nd class to instantiate it.

So now to they gym for a little bit next steps when I get back.

  • Fix bug where Levels get cloned on top of each other.  Stupid ray tracing is being a dick.  Maybe I’ll just keep what levels have been instatiated and prevent new ones in those positions.  This will work.
  • I added hints to the riddles.  I need to add a button to show them in the pause menu.
  • Find the fun.  I want to add guys and see how that changes the game.  Right now its pretty boring.  I’m want to full with how fast you and enemies go based on how big the level is.  This should add some fun.

Alright till next time.

Enemy and Sword Attacks

Posted by
Saturday, December 6th, 2014 1:47 am

Ludum31 Sat 1238 AM

Got some naive enemies working.  They just go right after the person.  Unfortunately my command pattern didn’t work due to trying to move toward the person.  I feel like there is a way but it was just way easier to use Vector3.MoveTowards().

Some problems so far.

  • Enemy not killed from sword for some reason.  Writing this I think the enemy needs a rigidbody to collide but I’m not quite sure.
  • When the enemy collides with the human for some reason the human starts rotating and then the camera also rotates.  This is a very annoying thing.

Only managed to really knock off one thing off my basic checklist.  Too tired to keep working.  See everyone tomorrow.

Character and level creation

Posted by
Friday, December 5th, 2014 11:43 pm

Ludum30 1031 F

So I’ve got character movement and autolevel generation working.  I think my code this time around is actually rather good thanks to this book Game Programming Patterns.  I’m about 70% of my way through.  Most I already knew but it is nice to get some refreshers and quantify things.  I want to have more in depth posts about these patterns in unity.  Once I get some time.

The Command pattern is super awesome and I spent some time implement for movement of my person.  So hopefully Enemies will be super easy to make.  Maybe after this weekend I can implement replay.  That would be awesome.  One of those things I’ve always wanted to do.

So now the next steps are:

  • Move camera back to see whole game
    • This is going to be some rather difficult math maybe.  It is going to require some thought and probably some data around that is the size of the world so far.
  • Enemies
  • Different Levels
    • With Enemies
  • Puzzles

I may just tackle the enemy thing here first.  Not sure.  Will force me to have an end condition so that will be good.  I also need a win condition maybe.

Wooo Ludum 31

Posted by
Friday, December 5th, 2014 9:38 pm

Missed the last ludum due to a local jam so this will be the third one this year.  Super excited.  I came up with a couple ideas and I think I’ve landed on one.

So my first idea was to have a metroidvania game where the map view would be the whole game.  So you would zoom in and the game would be very pixelated while you traversed the world.  The problem I have with this is it isn’t unique.  It doesn’t really use the theme in a very good way.

Another idea in the same vain was to have more of a mystery/detective game with the same map as the overworld.  This would allow you to travel between places and try and put clues based on the map.  This has the same problems as the last idea.

An Idea in different vain was to have a puzzle game where it would slowly reveal an overworld that would end up on one screen.  So you would beat a level and it would show up in the overworld and eventually all the levels would spell something out or solve a puzzle.  Again this had the same problem as my previous ideas.

In my game you will play as an adventuring detective.  You will play in a zelda esque view and dungeon where you travel from screen to screen however whenever you go to a new screen the world gets smaller because all the screen ends up staying on your screen.  Can you solve the mystery before you are too small?  

I like this idea because it uses the theme to provide the constraint of the game.  Now some challenges with this idea.

  • Is this going to be fun?  Having yourself get smaller and losing focus on yourself is not necessarily fun.  The game will have to be tweaked a lot. Maybe fast speed so the game is quick.  You get stronger the smaller you are.
  • Is this more of an adventure or detective game?  This will have to be tweaked.  Its hard to tell at the moment what is going to be fun.  I will probably try a mix of both and see which one turns out to be more fun.
  • Can I get this done in 48 hours?  Isn’t this always the challenge with these things.  Sound and art are always tough for me to get in these things.


Posted by
Friday, December 13th, 2013 8:11 pm

I’m doing this again.  I missed the last one due to vacation and the one before that I was working and had to make a small game.  Anyway idea has been made.  If you want to follow I’m blogging over here http://lorenzgames.wordpress.com/.


Blendor/paint: Haven’t decided on 3d or 2d


And its done

Posted by
Sunday, December 16th, 2012 6:48 pm

WOo fixed a ton of bugs. Works completely now on Android. I’m still running into some Heap corruption errors. Not the best code I’ve ever written. Screenshot_2012-12-16-17-40-07 Screenshot_2012-12-16-17-40-57 Screenshot_2012-12-16-17-40-11 First Ludum Dare Completed. Looking forward to the next one.

Download apk here https://docs.google.com/open?id=0B0KydNNUSpLPYmF4eFlqVDQtZ0U

Menus icons ending oh my.

Posted by
Sunday, December 16th, 2012 3:41 pm

WOOOOO I think the game is pretty much done. Now I need to fix all these crashes. It doesn’t even work on android :(. Need to fix that to call this fully completed. So I have added loading screen image. Icons. Menu to start. Game Over screen. Congrats Screen. Def filling out.

iOS Simulator Screen shot Dec 16, 2012 2.37.28 PM

Next Goal: Stability

Time Crystals!

Posted by
Sunday, December 16th, 2012 1:34 pm

Woo I think there is a game here. Crystals have been added. They vary depending on how many you have. Time to get some nicer sprite for the main person and add a title screen.

iOS Simulator Screen shot Dec 16, 2012 12.31.36 PM

Next Goal: Title Screen

Actually looking like something.

Posted by
Sunday, December 16th, 2012 12:35 pm

Woooo. Got some more turrets. Actual things to avoid. Looking like this could actually be fun.

iOS Simulator Screen shot Dec 16, 2012 11.31.52 AM

Gonna have the turrets be placed randomly and have a higher chance the more time crystals you pick up. Also speeding up the actual projectiles.

Next Goal: Time Crystals


Posted by
Sunday, December 16th, 2012 4:09 am

Getting closer. Still not quite there. I added projectiles but since they are kinematic bodies they aren’t getting removed as well as I would like to. SO I need to work on that. Getting pretty tired so I’m going to call. Lots of work to do yet. Hopefully I can get this finished. iOS Simulator Screen shot Dec 16, 2012 3.06.40 AM SLEEP

Box2d Collisions

Posted by
Sunday, December 16th, 2012 1:29 am

Now it loads the next level when you hit the gray area using box2d collisions. Slow as usual but hopefully I will add some projectiles for you to swarve around. Screenshot_2012-12-16-00-22-07

Next Goal: Projectiles restarted level

Clearable maps

Posted by
Saturday, December 15th, 2012 11:37 pm

Man these posts never make the hour mark. Well anyway I can now load the next level. Clears the map and brings on a new one. Pretty awesome.

iOS Simulator Screen shot Dec 15, 2012 10.34.55 PM

Next Goal: Collisions with proper next level


Posted by
Saturday, December 15th, 2012 10:04 pm

Hey guys, Sorry it’s been awhile. Going slowly again. I made the map class. I have fixed the scaling on android with that class as well. It seems that there is an issue if the screen isn’t iphone size. The background shows outside the box so I will have to have a different background for the squares then the background in the device. Hard coded map right now. I guess these are more like tweets. Thinking about making this a dodging game and the more crystals you get the more you can slow down time. iOS Simulator Screen shot Dec 15, 2012 8.57.08 PM Goal for next hour(aka next post): Tile to load the next area


Posted by
Saturday, December 15th, 2012 5:45 pm

Almost made the hour goal this time. Still a little buggy also. The Ball is too big. Not quite sure why. I will have to fix when I deal with the map code next. Also there is a lot of memory churn. Need to fix that as well.

Goal for Next Hour: GYM

Goal for hour after: MAPS


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