Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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Light of the Ancient

by DiVeR__ - Jam Entry

Hey there, I used the platformer engine and dialogue system I am working on for my game MYTHS, since the Jam is not judged, I was thinking of doing something that would tie in my game instead of another lost project.

This room consist of a puzzle, you need to figure how to awaken the Ancient by the means of old technology. Things to push, activate, figure out what is to do to gt to the next room. I did not have much time to finish the end, so you know you won when the level restarts.


Again , because of the nature of the Jam, I decided not to start something from scratch. Therefore I had some art done prior to the Jam, so you have to take this into account as you rate the entry.

Done during Jamtime:
-Tilemap
-Statue and lens
-Light rays effects
-Foreground decor elements
-light reflection mechanic
-Dialogues
- Level design

Done Prior to Jamtime
- Hero animation
- Background tilemap
- Spear throwing mechanics
- torch lights


The actual game will feature combat and quests, you can follow the development of it nativepixels.com or follow me at @diver___

Downloads and Links


Comments

steph88 says ...
Aug 30, 2016 @ 6:31am

Hi, nice game and congratulations ! the pixel art is amazing O_O in only 72h ? wow !! We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.

ramoncb says ...
Sep 1, 2016 @ 3:01am

First of all, the graphics are impressive! All the lighting and animation! Good job!

You probably already know but the character needs friction, he's too fast! It seems that the game will have a lot of puzzles using physics simulation, so you gonna need that interaction with objects to be really tight. I figured out that I need to put that reflexive rock on the cart... but couldn't make it happen, maybe I'm just terrible, but I really tried ^^'

I think that not everything need to be physics based, the cart could get just the x of the player and use it to move with him, the rock could automatically align with the cart too. Think about the way the old 2D Zelda/Castlevania had physics.

Another thing: maybe you should test the controls with the arrow keys instead of WASD+Space... I personally think that 2D platformers kind of not fit very well with the first-person scheme, but you shouldn't mind with my preferences! You probably will want to implement control configuration and this will be enough.

Keep up the good work! And sorry my broken english! ^^

DiVeR__ says ...
Sep 4, 2016 @ 4:33am

Hey Ramoncb!

Thanks for the inputs! Yeah I overused physics to get away with something quickly. Knowing the jam wouldn't be judged, I decided to work on a puzzle room for my game prototype but I had to work all Saturday and got called at work on Monday afternoon, so I had to quickly wrap it up. I n the rush , I didn't even think of just moving it at the speed of the player. No, for now, you are not supposed to drop the stone on the wagon, the wagon already has some inside. the stone that falls just needs to fall and then you move the wagon, as well as use the spear upstairs on the switch to activate the stone on a rail.
If you go on my website at nativepixels.com, you should be able to play the demo of the game this was made for. Customized controls are on the list. :) Thanks again for playing it and for your feedback !

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