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Bounty hunting post-mortem

Posted by
Tuesday, December 24th, 2013 6:03 pm

Hi there!
this was my first LD and I have to say I’m pretty happy with the result so I thought I could do a little post-mortem (and tell everyone how to kill the final boss because many people seems to have troubles with that!).

The game:
In the game the player controls his ship which can only move around of a little planet, and there some other ships (and some other dangers) that want to kill you so you have to kill ’em all.
The only problem is that you only got one single bullet to survive, so you have to go and pick it up every time you shoot.
Play here! (http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29092)

The early hours:
The idea of having one bullet was actually one of the first that came to mind when I read the theme, so my first idea was to make something like r-type but with one bullet.
But in r-type when you shoot your bullet goes to the infinity and beyond so there’s no way you can catch it again… so I thought, just put some walls so the bullet can bounce around and you can pick it up easily or make it like asteroids where the bullet just appears on the other side if you lose it.
That sounded fine, but I assumed many people would have had the exact same idea (and I checked the IRC and some early posts and I saw at least a couple of people doing something similar) so I wanted to give it a twist somehow.
Then I thought on the spherical movement, it’s something I had tried a couple of times before and didn’t really worked out so maybe it was time to make a spherical movement that was actually playable.

What went right:
– The spherical movement! yay, it worked quite well and the camera follows your ship while rotating in a pretty nice way. It’s interesting to say that nothing is actually “moving”, with that I mean that all in-game objects are positioned in the center of the planet and they only rotate, simulating the movement around the planet (that would have brought problems if I wanted to move to another planet, but I didn’t need that for this little game).
– The camera shake: it’s amazing how good it looks for 2 lines of code (it’s just a sine weighted with a countdown timer).
– The final boss: I’m pretty happy with the animations and the mechanics of it, didn’t have much time so the model is empty inside lol, but no one will notice.
– The one-bullet mechanic: I had to add some code to attract it at a certain distance (since it was too hard to catch some times) but at the end I think it’s pretty fun :)

What didn’t go so right:
– The enemy AI: I had some serious trouble with the AI, I just wanted a really simple AI that shoots to the player, but I found that I didn’t know where anything was, I had no coordinates! everything was just rotating in their local space and translating that to world coordinates was pretty hard in euler angles. So I did some awful stuff to make this translations to quaternions, which kinda works, but it’s completely wrong and inefficient.
– The final boss: I thought it was good, but that was before seeing how hard it is for some people to beat, I thought everyone knew that worms’ weak point was the mouth, especially when they are firing lazors… Also I didn’t have time for any feedback animation when you hit it, yep -_-

Happy Christmas everyone!

Bounty Hunting (in the space)

Posted by
Sunday, December 15th, 2013 5:25 pm


that’s my first Ludum Dare and I just uploaded my entry!


Let’s get some sleep!

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