Competition information for Ludum Dare 15, held August 28th-30th weekend in 2009.

The theme for Ludum Dare 15 was Caverns. Ludum Dare 15 had 144 entries.

For the announcement post (with keynote by Mike Hommel), click here. To see the results of theme voting see Round 1, Round 2, and Round 3. To see results of the user survey, click here.

Historically speaking, this was our first competition with the brand new submission system, a rudimentary compo website redesign (with logo), as well as a keynote.

Stay tuned for Ludum Dare 16, coming December 2009.

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c4v3rnz

by nullsquared - Competition Entry

*EDIT* IF YOU'RE NOT GOING TO TAKE THE 20 SECONDS TO READ THE README.TXT (OR THIS POST, WHICH IS THE SAME THING), THEN KNOW THIS: IF IT DOESN'T RUN ON YOUR PC, RUN IT WITH THE COMMAND LINE ARGUMENTS -nobloom -nossao -gl -fullscreen (or a mix of these)

*EDIT2* Once you get to the final level, you'll find it's very (emphasis on very) hard, and if you fail, repetitive. Feel free to cheat and mess with data/level_N.txt (where N is the level name minus 1). I don't have documentation on the symbols, but it's pretty easy to figure out.

WELCOME TO c4v3rnz, saving your buddies in the tech cavern ;D

Controls:
WASD to move around
SPACE to trigger the safe zone
R to reset the level
ALT+F4 to quit

Command line arguments: (via either the command line or a shortcut)
-aa=N (where N is 0, 2, or 4 for antialiasing)
-fullscreen (makes the game fullscreen)
-w=N (set the game screen width to N)
-h=N (set the game screen height to N)
-nobloom (run the game without bloom for lower-end computers)
-nossao (run the game without ssao for lower-end computers)
-gl (run the game in OpenGL mode instead of Direct3D)

Requirements:
- relatively recent GPU/CPU with shader model 2.b
- recent Direct3D runtime if you dont' run -gl

Used libraries:
- Ogre 1.6.3
- Newton 2.06
- Boost 1.39
- my own SSAO library, see here: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=47927

To compile, simply set up a project file in your favorite IDE that links/includes
the mentioned libraries, and add all of the source files under /src/ (only in the src
download). Should compile as-is under GCC, MinGW, and MSVC. Should compile as-is
under both Linux and Windows, however only a Windows .exe is provided (only in the bin
download).

Downloads and Links


Ratings

#22Humor3.07
#32Innovation3.39
#52Graphics3.30
#58Fun3.00
#80Overall2.84
#114Coolness3%
#118Community1.82
#136Theme1.94

Comments

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Comments (archive)

Endurion says ...

Why oh why do people insist on using shaders for something like this? It only increases the share of non-playable system for no gain (bloom is no gain in my book).

Anyhow, I loved the smileys to display the buddy mood ;)

jolle says ...

Loved the emotes :) Like the game until level 8 (last real level?) where it became a bit tiring. Lots of box moving + tiny mistake = even more lots of box moving. Overall solid entry.

jazmeister says ...

Thought it was a little frustrating. Why have a sneaky gap where the player's going to roll off the edge? You know they're gonna roll off there the first time they do it. Graphics were nice and all, and the smilies was a great touch.

Wiering says ...

Nice game but very frustrating sometimes.

fydo says ...

Pretty fun. Liked the smileys :)

Jacob says ...

Marble rolling games are fun, leading characters to exit zone is fun, good mashup :)

Emotes were a really nice touch to add some character to spheres.

Rolling physics were way off (animation doesn't match motion at all, momentum is a bit wacky) which shouldn't be too hard to do. I think fixing this would be the biggest graphical improvement. Shaders and lighting effects aren't important. Especially when they have to be disabled to play!

Over all, I like this entry. Nice job.

Problem Machine says ...

Seemed like the physics and 3d graphics made what should have been simple puzzles rather difficult and chaotic. Was fairly easy for a puzzle to turn unsolvable due to factors beyond the player's control (stupid AI, unpredictable collision reactions), which was a source of frustration.

sol_hsa says ...

Holy crap those shaders are slow. Okay, I don't have the latest dustbuster on my PC, but I still can play the latest games without issues.. this one stuttered.

NiallM says ...

Not bad. The smileys were a great touch, but on the whole I found it a bit too frustrating.

philomory says ...

The game basics are pretty good, although when you need to push a block accurately it suddenly becomes much less fun. Loved the smileys.

havchr says ...

THE EMOTES. I wrote that in caps, cause they were very cool. The gameplay is a kind of loco roco-ish thing. It kept me going, though I gave up at level 8.

noonat says ...

Loved the smileys. :D

recursor says ...

Very nice work. The emotes were a great little addition.

Entar says ...

Smilies over units were a clever way to show emotion ;) A little slow on the graphics.

ondrew says ...

Nice job, but the physics is a little off and the controls vs momentum needs some tweaking. It's really hard to force the friends to go somewhere, where you can't lead them.

sirGustav says ...

+1 for the smilies!


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