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Update: Learning a lot!

Posted by
Saturday, April 16th, 2016 6:07 pm

Wow. So this is the first time I’ve really properly done ludum dare. I’ve participated once in the past, but didn’t end up submitting my game. It’s been about 2 years since that and I’ve learned A LOT.

As a result of that learning I figured I would attempt making a game as much from scratch as I was capable of. I’ve mentioned my tech stack in the first post, but I’ll reiterate here that everything I’ve got right now is running off a custom C/C++ opengl engine. I use some utility libraries for windowing, opengl context, extension loading, and image loading. These are all things I’d like to replace with hand built components in the near future.

Anyway, I’ve never really made a fully complete game and what I’ve got right now is far and away the closest to that (though it’s really not much). I had to quickly figure out things like proper collision detection and how to handle the camera. I’ll also have to look up again how to implement the A* path finding algorithm. So far this is what I’ve got (see below). A little triangle that can run around and shoot bullets. It’s not much, but I’m really proud. Next up is to add enemies that spawn and powerups that allow you to “shapeshift” into different characters with different bonuses.

ld35 2016-04-16 18-54-56-30http://makeagif.com/i/m49yGk

I’m IN!

Posted by
Friday, April 15th, 2016 7:55 pm

Tech stack:

C/C++ custom engine (OpenGL) using these libraries:

  • GLFW
  • Gl3w (OpenGL Extension Loader)
  • GLM (OpenGL Mathematics Library
  • stb_image.h (and maybe another one or two stb libs

Tooling:

  • Paint.net
  • bfxr

Compiling using MSVC (on the command line).

Sublime Text (in vintage mode) for editing.

 

That’s it! Hopefully everything goes smoothly this is my first time doing a custom game engine and my second time taking part in ludum dare. Good luck everybody!

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