December 16th-19th 2011 :: Theme: Alone
Hey, have an awful unfinished game.
Use arrow keys to move, space to pick up/throw block. Take the block to the little firey hole (a kiln) and drop it in. Then pretend you made a little golem. THE END (Ctrl to make a new map)
Downloads and Links
Ratings
![]() | Coolness | 56% |
#71 | Theme(Jam) | 2.50 |
#79 | Graphics(Jam) | 2.95 |
#88 | Innovation(Jam) | 2.26 |
#96 | Mood(Jam) | 2.07 |
#107 | Overall(Jam) | 2.38 |
#128 | Audio(Jam) | 1.22 |
#130 | Fun(Jam) | 1.90 |
#136 | Humor(Jam) | 1.22 |
#318 | Community | 2.55 |
Comments
johnmagicson: Hehe, yeah, it does suck a lot. I don't work well within a time constraint, and I'm not that good at making games in the first place anyway. Thanks for the constructive criticism! :)
Sanguine: The maps are pseudo-random: Basically, this is how I do generation:
Step 1- Make an array of 'cells'. Mark four as open, and the rest as closed. These four open cells are the player spawn point, the block spawn point, the kiln's square, and a 'dummy' square.
Step 2- Link the player cell to the block cell, the block cell to the dummy cell and kiln cell, and the kiln cell to the player cell, marking all cells on the way as open.
Step 3- For every cell that is open, count the exits. For each specific combination of exits (only north, south and west, south, west, and east, etc.), there are five possible rooms. It slots one of these chosen randomly into the cell. In total, there are 75 possible rooms.
Step 4- Output it all to a tilemap and place the objects at the corresponding points.
So it's not entirely random, but I am quite proud of what I did with it.
I guess it's just a tech demo at this point, heh. I wanted to add puzzles and stuff, and there was going to be enemies stalking you through the maze, but I ran out of time due to my busy weekend. Check out my post-mortem too, if you like. Thanks for the critique <3
Don't be so hard on yourself, and ignore the trolls: The random generation is clever, and the pixels are stylish! Yes, it's obviously unfinished, but what you have so far shows a good eye for game design.
My group totally gets what you mean about procedural generation. A good chunk of our development time was spent on simply generating the caves we needed and it was really satisfying opening the window each time to see a new splotch of content.
Your game has a great visual style, I wouldn't be surprised if you learned a lot writing it with the generated maps and all that. I'm looking forward to what you make in the future!
Phen: Thank you very much for the compliments :3
Helloserve: I don't know, perhaps I'll come back to it someday and finish it up.
danbolt: Yeah, procedural generation is really interesting because of that. It makes testing the game a bit more fun, hehe. I did learn a bit which I'll be applying to my main game project.
I'm not sure if it's okay to post plugs here, but I'm currently working on this as my main project, which also has procedural generation:
http://forums.tigsource.com/index.php?topic=21469.0
Thanks for the feedback :>
eff the haters, well done. keep it up. the fire holds a warm place in my heart.
It has great potential. Art style and map generation rock. Pity it's unfinished.
Impressive pseudorandom generation. It would probably have been a neat game if you had finished it.
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Are the maps randomly generated, because that is pretty darn cool!Also, the graphics were pretty tight, but without a single bit of music, I thought it was somewhat boring.