Hello! The last time I was in a Ludum Dare my game was a little bit stolen by one of those browser games websites and to this day it’s still there, without my permission. This time I took some precautions! I want to share a very simple way to do it, in case it’s of interest to anyone. (more…)
About lightspeedlucas (twitter: @lightspeedlucas)
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Ludum Dare 24 |
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Protecting Unity Web builds
Stolen game
Lovely Bullets (Post Mortem)
Conception
It was my first time using Unity in a LD, so I thought I might as well try something bigger than I normally do. So I chose a FPS since I had never made one before. First (obvious) idea that came to mind was limiting the ammo to a single bullet, but the thought of getting back that bullet is weird. Then I thought of using a bow as a weapon, so that getting the single arrow back would be understandable. I kept that idea until the end of the first day, when I decided to make the game funnier: the gun was back and its single bullet too. What happens when it’s fired? The obvious: you start throwing your gun at stuff. There were also little robots as enemies before, scrapped that in favor of devilishly cute floating targets. I find quotes that appear when you die very annoying, so I had to put them in my first FPS of course.
Difficulties
The outlined walls were a pain. The default Unity Toon shaders did not work properly and every single outline shader I found had annoying problems. In the end I managed to adjust one to my needs and, thankfully, it fit nicely. Unity collision system was also a pain. The gun kept going through walls even with continous collision enabled (???). Fixed that by making the static colliders really really thick, horribly hacky. Fun fact: There are no floor or ceiling meshes in the game, it’s just the viewport clear color. Music had its frustrations as well. I tried Terry’s Bosca Ceoil first but couldn’t compose anything good. The final, almost silent, bgm is from Autotracker.
Conclusion
Unity is great for making games quickly as long as they’re simple and, most importantly, as long as you know its flaws (and they’re many). I’m proud of the result, my most fun LD game so far. Still lots of polishing to do though. You can play my game, Lovely Bullets, here.
Third LD completed! This game took me a surprisingly short time to make. It took me a few hours to come up with the idea after the theme announcement. I’m quite proud of the result because I kept thinking about ways to present the game in a minimalistic way but could not conceive a minimalist mechanic, and the result is minimal everywhere!
You can find my entry here, for windows and android (yes!). It was fun
TWENTY SIX
Count me in, people. Third time now, excited as always!
I’ll be using my minimal C++ engine from LD24/25. It’s mostly a wrapper for GLFW, OpenAL and FreeType.
LET’S DO IT.
Achievement Unlocked: LD25
Submitted my entry for my second LD. First one was really fun, this one was even better, LOVED the theme! Totally unexpected, I was sure it’d be End of the World (it sucks by the way).
My original idea was to make a cop-thief chase game in a randomly generated city. To avoid messing with content generation I moved underground, using the parisian’s southern bank as the scenario. Thought about using the nothern bank, since it’s a lot bigger and the train network’s a lot more complex, but in retrospect I’m glad I didn’t. Took me HOURS to create this scenario.
The game’s more of a strategy game, with heavy balance issues. Same problem as my previous entry, I really need to work on my balancing skills. Tried to create some shortcut to improve gameplay, didn’t help much.
I’d love to see this game use the entire subway network with mechanics that’d actually make it fun. Excited for LD26!
My second ludum dare. EXCITING! LD24 was really fun
I’ll be using OpenGL and C++ with GLFW and my personal base code from LD24.
Good luck all!