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About deepnight (twitter: @deepnightfr)
I work as game dev in an indie game company, Motion Twin :)
Archive for the ‘LD #20 – It’s Dangerous to go Alone! Take This!’ Category
I added an alternative ending to the game… Good luck
Play Enhanced version to find it : http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=2982
Thank you everybody for your very very nice & supporting comments! I’m Appy you liked this entry!
I posted a better version of my game. You can see it here :
NOTE : this enhanced version is not intended for evaluation purpose ! It was posted AFTER the deadline and so, doesn’t fit the LD20 rules ! If you want to test & evaluate my game, please play the normal version.
I’m sorry I didn’t post much on the last day, hours were too short and the task was HUGE. Really. I solved most of my problems after a good sleep. I woke up full of energy and litteraly coded non-stop for 18h…
I really hope that you will appreciate my entry, I did my best to focus on the ambiance this time.
I didn’t have time at all to implement the sound part, sorry… I really didn’t want to put bad sfx in that could totally ruin the ambiance.
Thank you all !
I really don’t have time for this kind of montage, but it was fun
Worked hard on the particle system, works pretty nicely
As someone asked me, here is a small demo (most gameplay elements are not included here).
test it (controls : ARROW keys)
There is no way you could escape.
Not really useful yet, but I’m happy with the way it turns out
I spend too much time on the engine… I really should focus on gameplay now. I’m pretty happy with how the 2x scaling algorithm works here.
You can try this version here :
http://dl.dropbox.com/u/4952054/ludumdare20/demo1/index.html (use Arrow keys to move around)
Ok, i decided to throw many elements from my first idea to make a game out of it.
World will not be totally randomly generated : chosen generations will be used instead to get 2 or 3 unique big worlds (ie. generated until I get a seed I like). The weapons used by the player will not be generated anymore : each world will play with one, specifically designed. And it’s not a weapon anymore exactly.
Things are going quite slowly : it’s the first time I try to implement a scaling 2X algorithm.
Left part is generated with a simple sedimentary algorithm, right side is a close up with some scaling goodness. I will add later some props (grass, trees, stones, …).