Close to the end, but all the basic stuff is working now. Fell into the same old trap of aiming just a little too high, and spending too long time on silly implementation issues(damn you, quaternions!). Now to implement the actual gameplay..
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And there went another Ludum Dare that didn’t quite go as expected. Damn my bad ideas.
Basically I found out 6 hours before deadline that my idea was way too hard to implement and make interesting. So I went for a quick platformer very far from my original design. It could have been way more polished had I just went with this from the start
Well, guess I’ll just have to remember that for next time
Here’s what I’ve done so far. It’s not playable yet, but the framework is in place. Saving/loading of maps and configuration. I think it’ll become a turn based strategy where you conquer territory and battle the ally over the territory? Maybe..
Who knows where this will go
While I did manage to submit something that’s playable, I think it could have been alot better with a few more hours. I had an idea of adding a time limit to make it more paced. Ofcourse it would be nice to have had collision detection working, but it became too big of a project to implement inside the two days
Still fun. I’m going to participate another time!
Here’s a slightly edited timelapse. I cut out the part where I got drunk