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Towards Light now on Web!

Thursday, December 25th, 2014 9:42 am

Though the Linux download isn’t working, you can play it right here, no download (though you need the Unity Player Plugin)

Click Here to play Towards Light

Making of Towards Light

Friday, December 12th, 2014 4:34 pm

First, if you have not yet played my entry for LD31, Towards Light, take a look and maybe rate http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41895

Title

So, first I will start with the map. I simply draw some lines where I thought it would  be interesting to see the light bend around and guide the circles through. I ended up scrapping and redoing the map collision twice and went through with my third attempt. The first thing I tried was to keep the pixelated lines I drew in photoshop and attach Unity’s  polygon collider to it. Unfortunately, Unity’s polygon collider does not have anywhere near accurate so I began the painstaking journey of moving each vertex to each pixels corner. After about 3 hours I realized this was the worst possible way of doing the collision. I then tried to separate the map into portions and try the same thing, thinking maybe the polygon collider would be a bit more accurate with a smaller sprite to work with. I was wrong, and barely bothered trying the same thing again. This ended my friday night, and in the morning I had the idea to just make box colliders and place them in about the same place over the pixels. It took took about a total of 3-4 hours to place all the box colliders and I was happy enough with the outcome.

1

Towards Light map at the start of the level

Next, the logic. The tool I use for the light does include a method for checking if an object is being lit with the light. The problem was, this did not work, and instead just checked if an object should have been lit, regardless of walls interfering, basically just a complex distance checker. So, I had to make my own method for this. I first checked if the object (the circles to guide) was in range of the light then drew a linecast between the object and the player (the light). If the linecast was not interrupted and it was in distance, the object had a direct line of sight with the player and was in the light, therefore it could move towards the player. That is, at it’s core, the only code for gameplay needed. The rest of the code handled basic functions like menus and buttons and loading the game, or checking to see if the player has won the game yet.

For expert mode, all I did was set the background to a constant black instead of the changing colors in normal mode, and I have to say I find expert mode much more fun.

In total, Towards Light took about 22 hours (First idea for LD31(4 hours), first night sleep(4 hours), gone for most of saturday (10 hours), second night sleep (8 hours)). I loved working on it and was pleased with the outcome. Creating more maps would not take long and I might be interested in making more maps and possibly releasing it later possibly for iOS or PC/Mac/Linux. Remember to rate Towards Light, only at 21 votes at the time of writing and so far the comments have been positive and enjoyable to read!

Towards Light, DONE

Sunday, December 7th, 2014 6:08 pm

Finally done, and an hour early! Unfortunately I was not able to work on TL for most of yesterday so I had to really rush now, but I am VERY happy with the outcome.

I had a big of trouble that I shouldn’t have. I had to scrap my original idea and hour into the contest and then restarted the idea for Towards Light 2-4 hours into development. But I even had enough time to add an Expert mode and also a very hidden secret.

Here’s a picture of the Normal Mode map

Normal Mode map

In Towards Light you have to guy the smaller circles into the bigger circle. Here is the submission page: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41895

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