Ludum Dare 31
December 5th-8th, 2014

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Ludum Dare 23

April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Calamity - jonnopon3000 - 48 Hour Compo Entry

A Calamity has struck, causing the world to shrink to as far as you can see.
Set out to find the Shamans and gain the power to rebuild your tiny world, and delve into the mysterious history of this accident-prone place.

Some clarification: The final Shaman mentions something happening if you raise the entire world. This is dialogue I forgot to change; instead you only need to raise 85% of it, and your view range is 20x20 after he finishes speaking. I don't blame people for not sticking with it, as I coded the "ending" as a "for whoever really wants to" kind of thing, but I just thought I'd let people know that it's not impossible :)

TIME-LAPSE: http://www.youtube.com/watch?v=ifwv0TAV5Aw

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Controls:
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W,S - Select in menus
Enter - Confirm in Menus
Escape - Pause/Exit Credits Screen

W,A,S,D - Move In-Game.
Space - Continue Dialogue/Exit Map
M - Toggle Music
E - View Map


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Info:
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REQUREMENT: Latest Java Version

Calamity is my third Ludum Dare entry, but only my second solo. It represents a giant leap forward in my own technical programming skills since my first Ludum Dare in August 2011, and indeed in the last couple of months, too.
I was considering OpenGL for this comp, but I felt like I wasn't ~quite~ there yet.
Oddly enough I felt quite relaxed this comp, which is not the norm. I've enjoyed myself and had a lot of fun, and now I have ~1000 games to play and a new one of mine to share.


Thanks for playing my game, contact details below.
- Jonno Allcock, SevenSpace Games
- @jonnopon3000, @SevenSpaceGames

View jonnopon3000's journal. | View all entries by jonnopon3000

Ratings

#296Humor2.50
#327Audio2.73
#330Mood2.84
#430Overall2.96
#461Innovation2.87
#524Fun2.65
#584Theme2.70
#777Coolness39%
#817Graphics2.04

Comments

Terra says ...
Apr 23, 2012 @ 9:33pm

Enjoyable! Firstly I was a bit confused about the map, I thought the red cube must of represented where I was and not where the next shaman was, so I just wandered around a bit. After I figured it out though it was good, I used the the positions of the trees to figure out where I was in relation to the shamans and I liked that element of figuring out which path I needed to take rather then being told.

Couldn't find anything after talking to the guy in the centre of the map, though. I'm guessing that's the finish?

Oh, and a bit of a nitpick, but the hitbox of the player seemed really off compared to it's size.

jonnopon3000 says ...
Apr 24, 2012 @ 12:02pm

Thanks Terra, glad you enjoyed it. I'm also glad the "static" map went down well, I thought that I could add some cerebral element to the game by having the player calculate their own paths - it also saved a bit of development time...

As for the player's hitbox, it's actually a bit of a weird system. The player doesn't collide with tiles using a hitbox; instead, movement is only permitted if the tile he's about to move into is passable. The algorithm for keeping track of the player's current tile and therefore the function for getting the adjacent tiles is a tiny bit off, so you usually hit trees about half a tile away. Just thought I'd explain :)

After the last Shaman, there is one sort-of-surprise in the game. He says something about rebuilding the entire world, and there's a little easter egg-type thing for anyone who bothers to explore the rest of the map :)

kratorspore says ...
Apr 24, 2012 @ 8:23pm

I really liked this game, I was surprised t how satisfying revealing the world was. I also enjoyed using the map's landmarks to guide me subtle but cool game mechanics.

After meeting the guy in the middle and being told I had to reveal the entire map I gave up because I felt it would take too long to finish and the game got a little dull after that because there was no pathfinding goal anymore.

Nice work overall!

matheus23 says ...
Apr 24, 2012 @ 8:29pm

I think, this acctually is a really good game. The thing is, as Terra already said, I also thought that the red sqare would represent my position in the world. Also, I think the Graphics aren't really that good. They should have been better. And (I know for a game of that "kind" it would maybe be not that good) you should maybe have added more kinds of Tiles... Overall acctually not as bad, as I thought in the beginning.

schizofunky says ...
Apr 24, 2012 @ 8:32pm

Very nice work! The World was massive! would have been nice to have a marker on the map showing where you were perhaps?

oldtopman says ...
Apr 24, 2012 @ 8:34pm

I really enjoyed the game, and it made me think more than any other entry out here. Got to use my good old 4x4 evo map-calculating skills here. You stretch out the game a little, I think that if you made the world a bit smaller it would be even better. 4/5

tcstyle says ...
Apr 24, 2012 @ 8:43pm

I was running quite a while without finding anything. A sign on the map where the player is would help to make it less tedious. I liked the music.

Evil Cult says ...
Apr 24, 2012 @ 8:43pm

[Comments and ratings from this account come from various team members]
In the game I noticed what seemed like a collision bug when approaching some tiles from an angle. The exploration mechanic was cool but the open level design and searching for a needle in a haystack style gameplay didn't really click too well with me and that is what made me put down the game. One thing I would have loved to see is a 'you are here' on the map. Great to see you had fun making this, keep it up :)

azurenimbus says ...
Apr 24, 2012 @ 10:02pm

I think this was a very cool idea, and good execution overall. While I like the concept of slowly unveiling the world, I think it would work better if the scenery was less repetitive and/or if there were more interesting things you could run into.

Good job!

jonnopon3000 says ...
Apr 24, 2012 @ 10:27pm

Wow, loads of comments all from nowhere, thank you guys! :)

To address all your suggestions, what you've played was actually about half of what I planned. I created base classes for things like random story encounter tiles that revealed some background, random quests NPCs, and small insignificant environmental effects. I ended up spending a lot more time on the overall design of the game and as a result, had to cut down to just the main story quest of "find the Shamans," with a bonus added for anyone who could be bothered to explore most of the map.

I hear all of your suggestions, and with the overall positivity along with my own motivation, I've decided to adopt Calamity as a full project alongside my current game project.

All suggestions have been, and will be, taken into account for further work :)

Permanent7 says ...
Apr 25, 2012 @ 5:05pm

I was also surprised how satisfying it was to guide myself with landmarks. I had to read the comments here before I realized that the red box was my goal not my current location. After that though it was pretty fun! To make it better you might add more things to do and find while you're traveling between each shaman but I understand that would be hard to do in a short time. Also player collision was weird but never bad enough to take anything away from the game.

PabloAM says ...
Apr 25, 2012 @ 5:16pm

Good idea, but I felt a bit lost :(

trylle says ...
Apr 25, 2012 @ 5:34pm

Yeah, as others say landmarks were surprisingly easy to follow. A bit miffed after the last shaman cos couldn't tell what my view radius was and no indications as to what parts I hadn't explored, so I didn't at the risk of having a single unexplored tile. Interesting stuff. :)

SusanTheCat says ...
Apr 25, 2012 @ 5:44pm

What a cool concept! I really liked the story. I did think the world was a bit too big. Three are lots of ways you can expand and improve this game. Good Job!
I did finish the game - AWESOME! It was hard because I could no longer see the edges of my "viewing area" So i just wandered around a bit.

jonnopon3000 says ...
Apr 25, 2012 @ 6:41pm

Haha, SusanTheCat wins the prize for first LD participant to have reached the bonus ending. Congrats, and thank you!

I'll update the description with these details now that enough people have expressed the concern:

The last Shaman says "all of the world," but that's dialogue I forgot to change. In fact, you only have to reveal 85% of the world, and your view range at the end of the game is 20x20. If you keep track of where you've been mentally, it doesn't take long to reveal enough of the map :)

Apr 25, 2012 @ 9:02pm

The world could have been a bit smaller or there could have been different powers besides viewing range, because there is nothing but just moving around which gets pretty boring fast. Music was good but there should be more content than just holding a button and watching the same limited tiles pass by.


Otherwise it's alright, the story seemed interesting and it was fun to find my way using the map. the game just need more of the actual game.

VoidChronos says ...
Apr 25, 2012 @ 11:49pm

Really cool entry! The only problem that simply pushing down the button and looking at the same tiles is sooooooo boring.
Actually, i couldn't made it to the end.

Anyway, Great Job!

Sam says ...
Apr 26, 2012 @ 4:10pm

Hi, really great game, one thing that did put me off, though, is that once you can see the whole screen its almost impossible to tell what areas of the map you haven't yet explored and coupled with the static map it makes 100% completion practically impossible. Otherwise technically it seems very strong and the dialogue in places was amazing! Well done, can't wait for The Ascent! (or whatever your going to call it).

Sam

P.S.

derosa says ...
Apr 26, 2012 @ 9:52pm

Cool concept, but a little boring without known which parts of the map you have already covered. I tried to cover the whole world, but got tired :)

Andrew says ...
Apr 30, 2012 @ 8:36pm

Navigating the world 'blind' is an interesting idea but either it's a tad too large or there aren't enough noticeable landmarks. I liked the music a lot but it didn't really seem to match the feel of the game.

vigrid says ...
May 1, 2012 @ 1:58am

It would be really great to have an indicator saying how much world has been revealed in the final phase, because the ending comes a bit out of a sudden. The world was a bit too big for my taste to fit the "Tiny world" theme, but in a way it was fitting. Like AdventureIslands said - there's still place for "more game in the game".

FredericRP says ...
May 4, 2012 @ 12:29pm

That's a nice story, and a never ending one.
It's a long way to recover the whole map, since with the last power you can't even see what you do recover and so can't see if you explorer what hasn't been explored yet.
And last comment (for a lot of other games too) : please make something to support azerty keyboard, try to control your player with the ZQSD keys, you'll understand what I mean :(

jonnopon3000 says ...
May 5, 2012 @ 1:00pm

Sorry, I've not even heard of an azerty keyboard before now, I guess I'll go do some research.

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