Ludum Dare 31
December 5th-8th, 2014

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IN!

Posted by
Wednesday, August 17th, 2011 11:26 pm

I should be spending time on other projects, but that can wait… I’m in!     Last time (LD19) my entry didn’t have audio, so this time around I will probably jump on that early on, once I’ve got something functioning.  I’ll be using Unity and probably a bit of 3D Coat as well.  I’m hoping that whatever I create causes seizures, panic attacks, anxiety or temporary states of hypnosis.

first timer to a 48hr compo, post-mortem of COMPLICATED VIEW

Posted by
Monday, December 20th, 2010 1:04 pm

That was fun. And stressing.

I didn’t get my entry finished to the state I had hoped but submitted it anyway within the final minutes, since I think the visual puzzle aspect is interesting enough to play with.
click to view: http://www.ludumdare.com/compo/ludum-dare-19/?action=rate&uid=3278

Right away I seriously underestimated the time constraints, I started working on my entry Saturday afternoon (about 18 hours in?). I had a rough idea of what I wanted to create but I hadn’t done any work identifying individual systems I’d have to script or how it would all work together.

the bare minimum brainstorm

I basically jumped right in and started sorting out how I was going to create the visual effect that I was after, sort of a reverse camera-mapping effect but with geometry instead of texture mapping.  I needed to take a plane which had been cut into fragments of various sizes and translate the fragments outward towards the camera at random lengths, but while scaling the fragments in size so that when the viewer looks from the camera’s position they see the plane as if it were solid.   I had made failed attempts at this effect in the past so I had some existing knowledge about what was involved, but the difficulty in this was making it work for a specific viewpoint. A few hours were spent of trial-and-error, all sorts of debugging lines being drawn between points in space so that I could compare results and figure out what I needed.  It turned out to be simpler than what I thought when approaching it, but it still was straining on my poor and forgotten math knowledge. There very well could be an even easier elegant way out there involving matrix transformations and stuff.

finding a key view position

I soon noticed that using a “raw” X Y mouselook for the player camera was too harsh, it seemed to reduce the impact and readability of the visual effect, so I began looking into lerping the camera. It helps a lot, and as a bonus makes input with a laptop track pad work great.

Soon after getting that working I descended blindly into an unexpected Quaternion hell where I also attempted to blend the player camera towards the “key” camera rotation when the Player was very near the correct position and rotation, as a way to assist in snapping to the perspective that solves a wall. I spent too much time on it and didn’t get it working right in the end, all I know is Quaternions have 4 dimensions and are inside The Matrix, instead I just opted to count a wall as solved when within X amount of the key position and rotation.  This leads to some problems where the Player never sees the wall fragments fully give the illusion of forming the wall, instead there are small gaps.  Thinking about it now however, I could probably just take control of the Player’s camera during the solved method and blend it to the correct view, creating a transition that feels smooth and provides feedback that the Player has just solved a puzzle, rather than immediately popping in the new room (as it does currently) which is jarring.

The next problem to tackle was creating a system to handle randomly placing the “key viewpoint” for each of the 4 walls, and handling the creation and removal of rooms.  By this point I had started working again Sunday morning and since I’d not planned out any order, my scripting began turning into spaghetti-mess with all sorts of back and forth checks, I was basically improvising everything as I went along.  There are some issues with the random placement at times, sometimes the fragments “spill over” behind the key viewpoint which means they won’t be in view for the player, so the player will see missing fragments (holes) in the wall when solving.

Next was the addition of enemies, the intent was to have enemies gradually spawning in from beyond the current room, slowly encroaching on the Player’s position in a way which would cause the Player’s tension to rise as they searched for a key to the next room.  Finding a key viewpoint would cause all enemies inside the current room to be destroyed, and the idea is that the speed and number of enemies would slowly increase the further along the Player progressed. Destroyed enemies would build up some sort of panic device which when activated, destroys all enemies in a radius around the Player, but potentially has some negative effects (maybe a temporary boost to the number of enemies spawning and a re-shuffle of the current wall solutions).

I didn’t get to that point, as the enemies were being added with about 2 or 3 hours remaining, and I spent the last moments generating some materials and colors to help give the entry a weird and potentially unique look.

Some of my disappointments with this entry are not putting in a placeholder title screen/state right from the start, along with a game over state, all future experiments will have that framework in place, as easy it may be to do, when you’re under pressure of a deadline it is very easy to disregard simple things that could assist in making your entry appear a bit more coherent. I also really wanted to get audio in, as it would have added a lot to the experience, looking back, I probably should have set aside the enemy stuff in favor of adding audio as the enemies are not very incorporated into the entry.

well, that’s about it, if you’re reading this I hope you found my entry somewhat interesting, I look forward to playing through the other entries and the future Ludum Dare compos to come!  I think I’ve learned a lot from doing this :)

3:30am, 14 hours left

Posted by
Sunday, December 19th, 2010 4:46 am

Time to get some sleep. It is hard to believe I started this roughly 12 hours ago, slowww progress.  I have most of the hard stuff working, stupid quaternions, now all I need to do is get the overall gameLoop running and then it will be on to polishing sounds and graphics if time permits.  I was going to do level design by hand but have decided the rooms can be generated based on a template with different solutions per room, the gameLoop will have a rank that gradually escalates difficulty as the player successfully travels outward.  There will be enemies.

starting on my first Ludum Dare entry!

Posted by
Saturday, December 18th, 2010 4:28 pm

Here I go on my first entry, coffee is ready, mid afternoon here, a bit of a late start but thankfully the theme isn’t insane.  It is a very inviting theme.

I have a rough concept of what I’m going to do, but usually when working on things like this it ends up as an improvisation- just going with what is happening as my coding causes all sorts of unexpected oddities.  I’ll be using Unity, which I’m still learning, having moved on from Torque.  I am starting with their character controller script which is available in their standard packages for new projects, I really only need simple FPS control and might end up creating my own once I get enough momentum, but for starting out I need something quick to work with so I can focus on figuring out the important stuff.

I’m expecting the majority of work will be getting the environment interacting with the camera correctly, the user’s perception of their environment is going to assist in progression through the level.  Currently I’m not even sure if there will be enemies in the project, if there are they will probably be more like hazards to avoid and escape from rather than things to shoot at in combat.

more later!

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