Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

What is Ludum Dare?
Rules / Guide

About tonic (twitter: @jlauha)

Strobotnik is my new company:
http://strobotnik.com/

Entries

 
Ludum Dare 26
 
Ludum Dare 22
 
Ludum Dare 20
 
Ludum Dare 19
 
Ludum Dare 15
 
 

tonic's Trophies

The "Breakfast With Awesome Thing" Award
Awarded by PoV
on January 26, 2010

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
432435454
55455555
445555555
444554455
434345455
434334444
3213253153
44234444
433445454
443545555
4335554243
443455555
334444423141
432535554
433445544
4235554153
4423555244
434433433
442444544
543545554
544555423
4344555245
55455555
4333545144
33343434
443444444
4.043.463.154.154.154.624.381.634.36-4.14-

jolle says ...

Love the look, and nice audio. Actual game isn't very fun, but I blame the theme for that.

SethR says ...

Beautiful 3D! Just scoring doesn't seem like enough to do/worry about it. A bit 'minimal' in that department I guess. :)

Didn't you do 2D side view rail shooter a few LD's ago, btw?

dgriff says ...

The audio and video match well. Music was repetitive, but not annoying. I don't like the input, too much clicking and the arrow doesn't seem quite accurate. Good job on 'minimal' theme. I like the variation in shapes and how they enter into the world. Perhaps the larger shapes could take more shots to kill. The camera work and the background doodads are nice, especially for 48 hours. I like the tube shooting circles into the other tube. The only awkward time seemed to be when your character is blocked by that upright tube in front of the camera.

scores:
324
346
370 <-- Anyone think they can beat it?

triorph says ...

very nice game, the "center" position for the cursor should be where you are on the ground though, not the center of the screen

MrPhil says ...

I like how you took away the movement control and the nice 3D arcade shooter feel.

Wiering says ...

This looks beautiful, but the game itself isn't that interesting. Nice snow btw.

pekuja says ...

Very nice. Fits the theme very well and overall its just a very high quality package. I wish I could play it in fullscreen or at least have it capture the mouse cursor. I messed up a few times clicking outside the window. I wish the game had more levels.
Loved the snow falling in the end. It was beautiful.
On a sidenote, seems pretty impressive that you pulled off a 3D game in 48h. Sounds like Irrlicht is a pretty good tool for that, eh?

keeyai says ...

Beautiful 3D. The sound and music were good too. I didn't like having a 3D shooting game without any sort of camera control though - and I kept clicking outside the window so a maximize option would be nice. The snow was awesome too. As for theme though...

phren says ...

A fun little game in a virtua cop kind of way. The controls were a bit iffy since intuition told me that it should shoot where you're clicking. Good music and nice graphics. :)

mikeware says ...

Pretty cool 3D work for a weekend. The snow was a work of art. I found aiming to be a little tricky though. I kept trying to click on the "enemies" but I'd have to adjust so my line of fire would actually hit them.

thedaian says ...

Beautiful game, just needs a full screen mode so clicking outside the window doesn't cause problems. Additional levels would make this a great game, but for 48 hours, it's impressive.

sol_hsa says ...

Autofire! Autofire! Autofire! =)

gustav says ...

Great work! The game was polished and fit the theme very well. A nice bonus was the music and sound effects! Kind of innovative also, I've not seen a shooter quite like this one :)

Think my highscore was 374 :)

drZool says ...

Impressive graphics.

Hamumu says ...

Awesome minimalist graphics, great sound. As for the game, one huge flaw kills it for me: in every rail shooter I've EVER played, you aim at where the cursor is, you don't use the cursor as some weird analog to rotation along the ground. That was totally confusing and really hard to get used to. Hated that. But it made for something very cool overall despite that.

HybridMind says ...

Had some nice surprises with this one. Took a bit to get used to the aiming and the low contrast made it a bit buggy on my eyes as well. Besides those things, it was enjoyably like an odd amusement park ride where you get whisked around to various areas but you have to shoot all these snow things! :) Haven't really played 'rail shooters' before but that name is describes the concept pretty well and not having played them before found it pretty cool. Liked the music too- it fit into the background good and didn't get annoying. Nice work!

philhassey says ...

Gorgeous game! I loved the retro-demo B&W graphics!

DrPetter says ...

Ooh, really posh. Rolling squiggly ball thing is cool. Pretty much everything about the presentation is excellent.
Aiming is a bit weird though, I can't quite get my head around it. I mean, it's easy enough to deduce how mouse motion maps to aiming direction, but it doesn't correspond to anything obvious. I guess it might be some kind of "aim at point on ground plane where mouse is", but it didn't seem to really work that way in all cases. I ended up ignoring the mouse pointer and just holding it some distance up the screen and moving right/left to rotate, looking at the arrow and path of my shots.
Finished the level without too much trouble. Not sure how many hits I could have survived since I never touched any enemies. I had some close calls though, so let's say it was one-hit-kills to make it exciting :)

pansapiens says ...

Nice background music, great stylistic 3D graphics. Impressive effort, producing a 3D game in 48 hours.

jlnr says ...

Very impressive entry, but still felt something was missing, probably because it was a rails shooter without a real setting. I also didn't really get the controls. Very smooth graphics!

eugman says ...

Great game. it had a sort of personalty to it. Felt very polished. Good use of theme.

negativegeforce says ...

i think this might be the best 3d game in this compo. it lacks some fun in the gameplay department though

Archive for the ‘LD #11 – Minimalist – 2008’ Category

warrior – Final

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 4:14 pm

It’s done, and it is called “warrior”. So I’m continuing my naming scheme from previous LD compos – but in minimalist fashion, not having a prefix for it. It’s a railshooter where you only have to aim with mouse and shoot by clicking.
DOWNLOAD:

warrior screenshot

Almost finished

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 3:24 pm

02:21
Now it’s starting to be finished, time to start making some final packaging and so on. Another screenshot from the irrEdit.
200804210221-small.jpg

02:36
Final fixes done, now for the packaging.

03:01
Tweaked a bit more after all, converting samples to more compact format and moving most of data files to gamedata.zip. Now it’s time to make the release (candidate) zip and perhaps call it done!

03:07
Took a screenshot of the final version. :)

Ending

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 2:29 pm

23:34
Added the score counter and created a README info file.

01:23
Got the player route roughly finished. Looks like this will be a “2 minutes” -game. :) I also added a simple ending screen. There’s still work to do, have to populate the later half of player route
with enemies.

200804210123-small.png

Audio, title screen, …

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 12:02 pm

21:00
Level creation and tweaking takes so much time.. Time to take a break and eat something. Then I’ll probably fix in some audio stuff and perhaps score/damage counting or something.

22:03
Fixed the tune a bit. Music is now playing and samples are played as well.

23:00
Title screen and its camera movement is now done. Score counter is still missing and the level still needs a lot of work.
200804202300-small.png

Shaping up

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 9:13 am

19:45
Made some subtle differences to enemy spawn/movement behaviors.

20:09
Now it is finally starting to resemble a game… only if there would be more stuff in the level.

200804202009-small.png

Enemies

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 6:35 am

17:28
Yay, first enemies spawning from the level data. Now it’s about
time to make even some simple movement logic for them!
200804201728-small.png

Player route and more

Posted by (twitter: @jlauha)
Sunday, April 20th, 2008 5:59 am

10:51
Woke up to find out my comp had bluescreened, how annoying. And no, I didn’t leave my game running for the night!

13:00
Defined base of enemy script and enemy movement systems and made some first proof-of-concept protos of them.

15:29
Tweaked way too long trying some different material choices for bullets and still settling for a really simple one. Firing, bullet movement and collision detection with enemies is now done. Now it’s time for a small break to eat something, and then I’ll work on constructing enemy script from level data.

16:52
Actually I once more had to enhance the route system to ease the content creation a bit. Let’s see if I can now add more enemies. Screenshot from level editing.
200804201652-small.jpg

Tired

Posted by (twitter: @jlauha)
Saturday, April 19th, 2008 2:44 pm

21:27
Felt like making some music for the game, so now it’s done (for now).

22:14
Seems I was longing for more break from developing, as I tweaked some more visual tricks for the level, and spent quite some time with sfxr making some funny sound effects.

22:34
Ate some more pizza, now I’ll start hacking with the code again.

01:41
Time to stop for now and go to sleep. I already took a break, i.e. I didn’t work fully for the past three hours. I got new path stuff done and also made an aiming arrow which follows mouse.
200804200141-small.png

Posted by (twitter: @jlauha)
Saturday, April 19th, 2008 9:21 am

16:53
Made some camera path tests. Feeling hungry, so it’s time for a break.

18:35
Went to buy a large pizza and ate part of it. Rest of it will probably keep me going for the whole compo.. after digesting it and thinking about some impl. details, I’m ready to continue
actual development.

20:18
Ditched the previous path thingy. Decided just to make numbered nodes (w/prefixes) in irrEdit to define camera/object path, and system for it is maybe halfway done now. Can’t resist myself doing small tweaks for the visuals as well.
200804192018-small.png

Posted by (twitter: @jlauha)
Saturday, April 19th, 2008 5:07 am

16:00
Created some more objects and refined visuals a bit. I have also
been annoyed by buggy ATI drivers, having to reboot the computer.
I have also looked through irr API a bit (I’m using Irrlicht).
200804191600-small.png

PS. The timestamps I’m posting are from Finland (UTC+3 w/dst).

Visualization tests

Posted by (twitter: @jlauha)
Saturday, April 19th, 2008 3:27 am

14:19
I have thought out about the concept and mostly done some
tests regarding what direction to take with the visualization.
I’ll try to take the theme “minimalism” into account in several
ways – visuals, gameplay and possibly audio as well. But still
trying to make it feel good.
200804191419-small.png

Just getting started

Posted by (twitter: @jlauha)
Saturday, April 19th, 2008 12:24 am

10:00
Woke up to check the theme and then went back to bed.

11:10
I got up from the bed and I’m now waiting for coffee machine to do
its thing. I thought maybe I could win the theme category by not
submitting an entry at all. That should be pretty minimal?
Naturally I would fail every other aspect. Oh well, I guess I’ll
still try to make a bit better effort.

11:40

I’m finished!

200804191140-small.png

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