I made a playthrough video of my game “llab“ almost 2 weeks ago, but forgot to post about it here until now.
Click here to jump to YouTube, or view right here:
Strobotnik is my new company:
http://strobotnik.com/
Ludum Dare 26 | Ludum Dare 22 | Ludum Dare 20 | Ludum Dare 19 |
Ludum Dare 15 |
![]() The "Breakfast With Awesome Thing" Award Awarded by PoV on January 26, 2010 |
I made a playthrough video of my game “llab“ almost 2 weeks ago, but forgot to post about it here until now.
Click here to jump to YouTube, or view right here:
Finished! With Web + Windows + Mac OS/X + Linux builds. Unity is very nice since it makes these exports easily possible.
I even found some people to try out the OSX and Linux builds as I was too lazy to boot up my test machines for that (thanks ion & chapel!). After a slight mixup with some file read/access rights in package, the builds seem to work just fine.
A fun fact: The weird menu music is made by sort-of-beatboxing into a voice-changing toy megaphone, and then editing slightly with Audacity.
Click here to check out my game: “llab“
I started about halfway into first day. This time making entry with Unity3D, as I’ve been learning bits of it, and using the Ludum Dare also as an excuse to learn some more bits about it.
For controls, I’m using just left & right keys (or controller horizontal axis). And for visuals, only simple shapes and not very many colors.
Here’s my 1st test image, and after that an image of the “might be almost finished” version.
Here is link to my entry:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=66
LD #3 was my first one, but starting from 4th Ludum Dare I named all my entries like “Smthng Warrior”… but now I broke the pattern!!
So I present you, my wannabe-artsyfartsy minigame “LIFELONE”.
8 minutes of soundtrack btw.
Ah well. I have now maybe ~30 seconds of gameplay, including a small somebody-speaks-to-you sequence. What’s missing is a lot more level stuff, and some actions for levels which I need to do to have any use for this game’s “twist”. Also I made a thing which sort of advances music based on where you are, which means I have to do a bit more composing as I add more level data. Plus, no sfx yet, hopefully I have time to add some later.
I don’t have very much to show yet, most of the work so far has been about tweaking animation/gameplay movement feel. I drew this little critter to go around with in the game. Movement feels somewhat ok now, except I’m still missing a jump action which I think would probably be nice to have. I also composed a few notes to test a soundtrack related idea.
It’s done, just in time!
Ta-dah: New addition to the “warrior” series yet again… meet Drill Warrior!
Click here to go to the official compo-system page of the entry!
Download FINAL v1.0.0 http://jet.ro/files/DrillWarrior.zip
(or grab source)
I wasted some time to watch a movie from tv, but I still coded some more feats during commercial breaks (for real!). I now have added THE thingies to discover (diamonds?). Finding them gives you a fortune, or something, which you can invest partly into new gear. Fear not, you will also get some money up front to spend, I think. Yes, I also added a shop to buy a drill. I’m still missing the “scanner” which is supposed to be an important feature, since it should add the game the possibility to actually use your resources wisely rather than just blindly dig around. If I get around that, then I should also add a shop thing to buy scanner batteries.
Ok, I created some bkg music, drawed some sprites and tweaked rendering. I based the tunnel/rock rendering thing on a technique I also used in Rock Warrior (my entry to one of the past LD compos), but tweaked it to suit better for this case. I’m not the inventor of the that though, I think I originally found the idea from iq’s site. I’m also watching VGA awards with my other eye as they’re airing that in Finland currently… … + Feeling a bit bored now, let’s see how much I get to make more gameplay stuff – which is lacking too much atm.
Ok. I had again a long nights sleep, then a long breakfast, went to shower, helped my wife with some tailoring stuff as she’s making a dress, etc. Needless to say I’d be behind the schedule if I had made one. I guess I’ll have to drop some of the stuff I was going to make, but that’s how it always goes in LD, stick to the most important stuff (or the things you just want to work on?).
From my last screenshot you might be able to pick up a “scanner” feature. I haven’t actually implemented that one yet, and not even started on a “shop” feature. Also, my visuals are still totally on prototype level, so I’m a bit divided if I should start making even a bit of visuals now and leave some of the gameplay features unimplemented unless I still happen to have some time in the end. Also, I have SFX in but haven’t made background music yet (tried to make something though, but I wasn’t happy with the first try). My guess is that I’ll now work on some gfx and music and then see what to do with the missing gameplay.
Slept a loooong night and now I’m just starting to work on something. Let’s see how this goes on…
Well, at least I got level generator thing somewhat done. As I said, I have planned this stuff further and the implementation side is behind “schedule”… I’m starting to think that I’ll run out of time in any case if the goal is to get any interesting amount of gameplay mechanics done. I’ll still keep working as long as I’m having fun here, but I won’t submit an entry unless I get stuff working well enough.
Oh, and I spent too much time working on some stupid non-essential things (gameplay-wise), such as extracting tiles from an image and padding them and inserting into a different sized texture atlas, and then toying around with different drawing modes of sub-pixel accuracy (comparing normal and pre-mul blending and whatever), and then just throwing most of that experiment stuff away. Well, the atlas thing is still in place, but I could have totally done stuff without it as well, so it was still just extra effort for no real gain.