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Functor: A post-mortem

Posted by
Thursday, April 23rd, 2015 9:00 am

I think it’s safe to say my ambitions were a little too high this time around, especially since I was originally planning to do the compo. But after crossing well into the jam time-frame and getting no sleep before having to go to work… I ended with a completed game, albeit very badly balanced 😛

You can play the game here: Functor

The idea of the game is that you’re unconventional weapon is functions, and you fire these functions that apply themselves to the surface of a planet. The idea came from a real-time liquid surface simulation I once wrote, which used functions like sine to simulate ripples. Having done something similar I thought it would be a quick process to get the mechanic working for my game… I completely overlooked the fact that applying them to a spherical surface was actually quite different than applying them to a flat surface 😐

Once I realised this wasn’t as easy as I thought I probably should have backed up and changed the game to use flat surfaces. But I already had this sweet little solar system set up in my game, so I just bit the bullet and committed to it. In the end I’m happy I did, since the effect looked pretty freaking sweet and it’s given me some great ideas for future work.

However the downside to spending most of time on implementing the mechanic was that the game-play suffered from it. Once I finished the surface deformations and had them working I thought to myself “Uh oh, I actually need a game to go with this”. So with very limited time I implemented a game-play mechanic that didn’t make sense and was pretty hard to understand. But hey at least there was game-play! In the end I didn’t get time to balance the game properly, and since the AI is random: sometimes it’s near impossible, and other times you can complete a level by doing nothing.

This Ludum Dare is also the first time I’ve felt my engine hasn’t been a hindrance to me. Most other times I normally ended up spending  large amounts of time fixing something in my engine rather than making the game. And with only one crash report so far it’s something I’ve been extremely happy with 😀 You can find my engine here: https://github.com/DavidSaxon/Omicron-Base (it’s still very uncompleted though).

The surface deformation mechanic (and art style) is something I’m definitely going to have a go at extending into a full-fledged game, probably some sort of strategy game. There were some pretty cool visuals you could get when the function power was cranked right up so there’s lots to explore. I’ll leave you with some of crazy effects while developing the game:



Mistakes were made.

Posted by
Monday, April 20th, 2015 6:43 pm

I am now at work with no sleep from the night before… whoops.

Anyway I finished my game: Functor



I didn’t get time to balance the game… so it’s unreasonably hard.

I look forward to playing some other games after work and some sleep :)

Things are moving now…

Posted by
Saturday, April 18th, 2015 12:31 pm

It took me a good 8 hours of testing failed ideas before coming up with an idea I liked. A game about destroying worlds using mathematical functions to reshape their terrain. (Functions being your unconventional weapon).

Solar system for level select:



And finally got correct functional displacement working on planet surfaces (based on face normals):



I’m In.

Posted by
Friday, April 17th, 2015 6:06 pm

It’s been a year since I’ve completed a Ludum Dare :O

Each time I’ve ended up implementing something in my engine that I needed and ran out of time for the actual game or just had other commitments over the weekend. But this time it’s on… I have an entirely free weekend and my engine is at some form of a feature-complete stage (yay). It has support for dynamic lighting and shadows, glow, mesh animation/deformation, post effects, sound/music, and enough physics to make a game with 😀 Oh and of course it finally has full windows support, too many times have I just released linux games.


  • Code: C++
  • Engine: Omicron – graphics with OpenGL, freetype, and DevIL – sound with SFML – source: https://github.com/DavidSaxon/Omicron-Base
  • Graphics: Blender and Gimp
  • Audio: Reason and/or Cubase

Test Render with my engine:


glhf everyone.

I’m Ready (and In)

Posted by
Thursday, August 21st, 2014 6:50 am


I finally got round to porting my engine to Windows so for once should have both a Linux and Windows build 😀

Tools being used:

  • Omicron (my engine, still very much in progress) source here: https://github.com/DavidSaxon/Omicron-Base
  • Code: Sublime Text (C++ with OpenGL)
  • Models: Blender
  • Art: Gimp
  • Audio/Music: PropellerHead Reason

Trying Something New

Posted by
Thursday, December 5th, 2013 1:27 am

This time round I’m going to have a go at making a game for Android. I’ve been writing an engine (in other words just a big bunch of base code) for Android, so I think it’s time to give it a go and make an actual game with it.

My engine can be found here (work in progress): https://github.com/DavidSaxon/Omicron-Base-Android

Tools I’ll be using:

-My Engine (Omicron)




I’m In!

Posted by
Thursday, April 25th, 2013 5:53 am

I’m in, and this time I will be using my own engine, Omicron to make the game (first time it’s been used whoooo).

The engine is still basically an unfinished code framework so many problems could ensue…

The source code can be found at: https://github.com/DavidSaxon/Omicron


Language: C++

Engine: Omicron

Libraries: OpenGL, SDL

Editor: Sublime Text 2

Graphics: GIMP, Blender

Music/Sound: Reason



I’m in.

Posted by
Thursday, August 23rd, 2012 10:51 pm

I’m in for my second Ludum Dare. I have more time this weekend so hopefully can get my game finished this time! I’m hoping to do something with some simple 3D.









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