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What could’ve been

Posted by
Monday, April 28th, 2014 9:55 am

So, I didn’t make it in time for the compo sadly. Put waaay too much time into bottlenecks and unnecessary things, just learning how to not do that is a process itself for 48 hours.

Anyway, I did get to implement a few neat things like a quadtree, fully customizable raster with a simple lighting pipeline and some per-pixel postprocessing, a neat tiled-level system  (all from scratch)… and I was getting the atmosphere of my vision done. Sadly I didn’t get to the actual gameplay which was supposed to be (top-down) about you falling into this alien ship that was underground inside a cave you were exploring one day. You were supposed to have to make your way through different paths in a 512×512 level, discover strange technologies and maybe even fight some creatures, avoiding traps and eventually getting yourself out of there (supposedly;)).

 

Better luck next time, and congratulations to all of you who made it in time!

 

screen0 screen1 screen2

In, yes.

Posted by
Friday, April 25th, 2014 10:56 am

Going to be using some language, (C/++/Java), some API (OpenGL/GLUT/SDL/SFML/LWJGL), some sfx generation with SFXR, some gfx using Paint.NET.

 

Have fun everyone!

Doin the jam!

Posted by
Sunday, August 25th, 2013 6:23 pm

I’ve come this far:

progress2

 

The engine is about completely done, now all I need to do is add content and tweak some stuff around and it’ll be a game!

Feeling good about it, my goal was to have it finished for the compo of course, but things considered ‘bad’ happened, and now ideal shift.

 

I send a “Well done!” to all of you that have finished for the compo!

 

Some progress on the whatever it is… Slow ‘n steady!

Posted by
Sunday, August 25th, 2013 12:37 am

It’s been a rough day today, I had at least 2 episodes of clusterfucks where some serious thinking was required. I don’t really have any *gameplay* yet, but since the engine is about done-ish…(?)… It won’t take many hours to put at least some minimal fun on there.

 

I’ve been inspired by Doom, Wolf3D, Link’s Awakening and the good ol’ arcade shooters. The idea is to have a sort of arcade arena shooter with a game mechanic twist, which I will not reveal, thank you very much!  However, there will be pointless coins to pick up, of course! I did however want to set more atmosphere in the game, so I came up with some lighting and post-processing stuff to make it feel more… eerie and perhaps even immersive.

 

I have a pic to show some progress, it far from shows everything, but it shows some of the placeholder / testing stuff.

Some of the art, at least for the player, is very inspired by one of Notch’s old entries. I took a keen liking to it, simply because it’s VERY easy to draw out quickly and have it look decent almost from the get-go. I’m making it myself, but I’m not going to deny it is recognizably inspired.

 

Stuff

Stuff

 

I’m in..

Posted by
Monday, August 19th, 2013 11:45 am

Not very excited about the themes, too much publicity has made LD become this horrible landscape of kids and trolls, so we’ll see if one of the lesser shit themes gets through. However, I’m in just because I want to make a game in 48 hours now that I have time and motivation!

 

I’m a little uncertain about what tools I’ll be using, most likely though I’ll be writing the game in Java using its utils and mayhaps (that’s a BIG mayhaps) LWJGL if insanity strikes.

If not, I’ll be using C/++ and SFML.

Art/Gfx: Paint.NET as per usual.

Sound: SFXR.

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