About mortus

Feel free to contact me at mortus778@gmail.com

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mortus's Trophies

Has Beaten SnakeFormer And Lived To Tell The Tale
Awarded by TobiasW
on May 19, 2014
you know about SILX #LD27
Awarded by alvivar
on September 16, 2013

mortus's Archive

It Only Gets More Cluttered is submitted

Posted by
Sunday, December 11th, 2016 4:03 pm

iogmc

It Only Gets More Cluttered is a puzzle platformer where the room gets more cluttered with walls and platforms as you move towards the level completion.

Play it here

Something went wrong

Posted by
Sunday, December 13th, 2015 6:48 pm

3_240

I swear it’s not a lightsaber!

Posted by
Sunday, December 13th, 2015 2:10 pm

2_2200

Power Corrupts is submitted

Posted by
Sunday, August 23rd, 2015 9:02 pm

Have a look at it here, it’s about the monster (surprise-surprise!).

ld33_2

Difference between initial plan and final product

Posted by
Tuesday, April 21st, 2015 12:32 pm

Fun thing I’ve noticed is that almost every time I change the game design significantly while developing for LD. I wonder how many people are like me?

Couple of LDs ago I was going to create a minimum-control self-playing strategy and it became a two-player hotseat platformer after the first day.

This time around I was initially planning to do a tower defense with a twist, but ended up not having towers or moving enemies at all.

Do you stick to the master plan or do you change concept like I do?

And please take a look at, try, rate and comment my LD entry: Cucumbers Shall Not Pass. Thanks.

Cucumbers Shall Not Pass

Cucumbers Shall Not Pass

 

Cucumbers Shall Not Pass!

Posted by
Monday, April 20th, 2015 8:02 pm

First time as a part of a team instead of usual solo working.

Check out the results: Cucumbers Shall Not Pass – a strategy game about Conventions and Unconventional weapons (both unusual AND prohibited by convention!).

Cucumbers Shall Not Pass!

Cucumbers Shall Not Pass!

 

Greed for Gems post-compo

Posted by
Sunday, May 18th, 2014 7:21 am

pc_e_0

I’ve finally managed to put together a post-compo of my LD29 entry – Greed for Gems. Play it here!

I have a slightly different vision for this game’s future but I wanted to improve the thing I have before the voting ends and then decide if I’ll remake it to a full game after seeing results, so it’s not as much a step towards a full version as a small improvement on LD my entry.

Anyway, here is the new stuff in the game:

1. You collect gems automatically, can also do it when jumping or falling down.

2. You don’t have to return to the surface after collecting a Megagem.

3. Sometimes you can find an underground shops (another reason not to go back to the surface).

pc_e_1

4. Some graphics have changed (most noticeable – light from the torches, it’s now animated).

5. You can see the map of your dungeon by pressing space!

pc_6

6.Changed the way you build stuff. You can now hold the build button and select location of the thing by pressing arrow keys.

7. Some other little tweaks. Most of the things changed are on the inside works of the game anyway and are hardly noticeable.

You can also play and rate compo version of my game if you haven’t done that yet.

 

Development of Greed for Gems

Posted by
Friday, May 9th, 2014 8:51 am

This is a post about development of LD29 entry Greed for Gems, you can play and rate it HERE.

This time around I’ve decided to make a screenshot every 2 hours of the compo that will picture the most significant thing I’ve done during that time. Sometimes I’ve made 2 or 3 and sometimes I’ve skipped it altogether because I was too busy trying to complete the game in time or the progress of the past 2 hours was non-detectable on screen (recording of sounds and implementing respawn and reload mechanics for example).

Anyway, those shots were a great motivation for me during the compo and a nice nostalgic inspiration after it, so I’ve finally got around to publishing some of them with comments, maybe they can inspire someone too. In some sense you can see it as a timelapse (with a step of 2 hours). Here are the most important:

Day 1, 2 hours in:

d1_h12_0 d1_h12_1 d1_h12_2

Global map generator is in and functioning, it’s quite similar to the final version actually, just a few probability variables were changed. Rectangles are rooms and number is its ‘depth’ – distance from the entrance. Every depth-14 room has a megagem in it.

Day 1, 6 hours in:

d1_h16

After another 2 hours the room generator was in but there’s not much to see so no screenshot for you, another 2 hours though, and rooms are actually linked to the global map, placed in world and you can switch between them (Can you find shown place on the map?). In some sense that’s a key point of development for me, at least it has no loose ends.

Day 1, 10 hours in:

At 8 hours I had working platformer mechanics (this time I’ve decided to use a publicly available code instead of spending half a day on writing my own, but in the end I’ve rewritten quite a lot of it because it was not suiting me too well and it was too much integrated with its project and I had to reintegrate it to my needs). Nothing to see in static there too, so here’s a picture from 10 hours in:

d1_h20

That’s one of the pictures that I like the most visually, and it probably tells that I’ve made a wrong turn somewhere later (probably shouldn’t have made tiles so dark, they were cool a bit lighter). You can see that shadows and light are added, by the placement of the light sources I guess that you could already place them at your position in game then, but I’m not sure. It’s definitely a landmark, you basically have a core gameplay here – exploration of a dark cave. Maybe I can even call it a minimum viable product.

Day 1, 14 hours in:

d1_h24

Another 4 hours (it seems that landmarks happen every 4 hours and I can just skip every other screenshot I have) and I have working ladder and torch placement mechanics. At last you can go not only down, but up too! Colors are very different from what you’ve seen before, at this point I’ve started doing at least SOME graphics (actually, the ground tile you see here made it to the ‘release’ so it’s kinda final). It’s also almost the end of day 1, I’ve worked only 1 hour after that and added gems to the game but there’s not much to look at (and I’ve posted day 1 results with a picture before).

Day 2, 4 hours in:

Skipping 2 hours image again, the second day, 4 hours in and I have some GUI, inventory and bats!

d2_h14

Bats are the first – and since I had no time to create more – the only enemies in the game. I’m satisfied with their AI, I think they actually move quite bat-like. Well, most of the times. (If you can’t notice them, they are brown rectangles)

Day 2, 7 hours in:

d2_h17_1

More graphics added, most new things you see are almost final. Also that’s almost every light source in the game on one screen.

Day 2, 10 hours in:

d2_h20

Main character is drawn, added megagems to the game so it at last has SOME goal. Hid them in the farthest rooms of the cave. I guess I could have submitted the game right then, it was, in a way, complete the first time during those 2 days. It still had no sounds at all, no respawn mechanics, no 2 players mode, probably few nasty bugs and some graphics were not final (you can see the old ladder that was changed before ‘release’).

Day 2, 18 hours in:

final_0

So, it’s 1 hour before compo ends, and I’ve skipped the whole 8 hours. I have some images but there’s not much to show, because first I’ve spent 3-4 hours on creating sounds, around 2 hours on adding second player to the game and implementing death and respawn mechanics and 2-3 more hours just polishing what I could with very little overall visual effect. So here is a final screenshot for you, made around half an hour before the compo ends. I was working until the very end and submitted the game around 10 minutes before the deadline and was afraid I won’t make it in time as the site was too much laggy at that time (didn’t know there was a submission hour as I always was finishing earlier and was already asleep at that point before).

Well, that was one long post, hope it at least amused you with the images. If you’re interested, please play and rate Greed for Gems and leave your comments!

Why I love creating self-generating games

Posted by
Tuesday, April 29th, 2014 4:14 am

It can sometimes surprise even its creator. Just found a room that’s too beautiful to hide from you guys.

ld29_final_0

The legendary Megagem (brightest one) and some bats

Play the game HERE if you’re interested.

Greed for Gems

Posted by
Monday, April 28th, 2014 6:13 am

final_3

 

So, the game I’ve created this Ludum Dare is called ‘Greed for Gems’.

Go check it out HERE if you haven’t done that already.

It’s a game about finding gems, collecting gems and getting satisfied by having gems! It has 40 to 60 randomly generated rooms, some enemies, few gem types and The Mother Of All Gems – Megagem. Your goal is to collect all Megagems (their amount may vary as the map is randomly generated, usually it’s 3-10, if your world have none – please refresh page).

More detailed postmortem to follow.

P.S. It also has 2 players mode!

I present to you… Greed for Gems!

Posted by
Sunday, April 27th, 2014 6:18 pm

Just submitted. I’m really satisfied with what I ended up with.

final_2

Yes, those are two player characters in hotseat mode.

Still far from that monstrosity that I was planning to create 48 hours before, but I’m glad anyway.

Day one results

Posted by
Saturday, April 26th, 2014 2:09 pm

I still have half of the time left but I had to cut my initial feature list in half already. As always.

d1_h25_end

Platformer engine, light system and ladders functional!

Still no way I’ll plan something smaller next time!

Day one progress

Posted by
Saturday, December 14th, 2013 2:55 pm

Don’t think I’ll ever be happy with amount of features I’m managing to implement during the compo.

Not much has changed graphics-wise, but I’ve got a far-from-perfect but working landscape generator and some inter-level menus.

day_one map

Quick progress report

Posted by
Saturday, December 14th, 2013 6:31 am

Just a quick report with a screen shot of just One of the many incoming spells – The Burning Shi Stonestorm!
shitstorm

So many great ideas!

Posted by
Friday, December 13th, 2013 11:59 pm

But You Only Get One to make a game from.

And I think I finally got mine.

Come inside and be afraid…

Posted by
Sunday, August 25th, 2013 4:52 pm

…of this impressive mess I’ve made.

It never ceases to amuse me how ugly my code can become when I’m under tight time restrictions. And now I have some time to fix it, but it’s done already and it’s working and it’s unlikely that I’ll need it again any time soon, so why bother?

Is it familiar to you too?

Anyway, I’ve done the game so go play it here if you wish:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20884

And here’s a screenie:

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