Quite happy to have completed my very first Ludum Dare Compo game! Was exactly as fun to work on as I had hoped. I will be back the next LD! Hopefully with better planning and some basic music skills (Can anyone recommend a beginners guide to making music?)
Posts Tagged ‘gravity’
Mr Head and the Cow Drowning is now complete. Or as complete as it will get this weekend. I have many ideas on improvements, but they must, alas, wait. But I’m getting ahead of myself.
As said earlier, the game is about drowning cows to prevent them from dying. Granted, they die anyway, but in a much more nice way, and outside the screen, mostly. Anyway, to drown cows, you must use key 1-5 to select which slot is currently bouncy, which will make any cows falling there to bounce out into the water. If you fail to catch a cow, you lose a life, but if you catch two in a row, you gain a life. You can have ten lives, and if they run out, the game is over.
During the game, Mr Head will observe and give you points and make announcements. He’s the mastermind behind everything, but exactly how is not certain. Do use his combo scheme to get many, many points. I’ve gotten 22 million as best so far. There’s no highscore in this version, but maybe I can add one later.
So, except for what has been told here, and what can be seen, there’s also a fancy intro, and mighty fine sound effects.
You probably want to download Mr Head and the Cow Drowning. Binary and source are included, the binary is for Windows, but with the right libraries and some changes to the makefile, you’ll be alright on other platforms too. Hopefully.
Also, make sure you don’t miss the Banana Ship text adventure non-entry, also made during this warmup.
I’m happy to announce my final entry, Space Reactions. The aim of the game is to destroy planets using the pieces / fragments of other planets, which you ‘asplode using rockets! Bam!
There are 9 gutwrenching levels to tease your gravity-lovin’ brain, and it also features a totally original soundtrack! (special thanks to DrPetter, as I used his sfxr to generate the sound effects for this game)
Game download (includes both win32 executable and python source) right here:
edit: Updated the zip to include a missing source file (check the dates, I didn’t cheat! 😉 )
You don’t need to re-download unless you’re interested in looking at the source, or playing on a non-Windows machine
Right. Didn’t get any game done this time, but I give you a fabulous non-entry called Evening Journey.
Download Evening Journey. It’s for Windows and comes with source.
How to ‘play’
Get ship (red beacon) to the jump gate (strip of green/yellow dots). You can add a thrust with right mouse button. There’s a time line at the bottom where you can select what state to do an action in (only action is the thrust). There’s infinite random levels.
What would have existed
More kinds of actions.
Actions limited by pickups.
Increasing difficulty on levels.
Levels connected so you can go back to previous level and get different pickups.
Stay tuned for post mortem tomorrow.
The theme for LD 9 was “Build the level you play”. The premise is that you’re some god or something whose sole purpose in life is to control the path of some space fish, guiding them through gates that changes their colour, and get at least some set number of fish to go through the spectrum in each level. You control their path by creating planets, of course. Planets attract fish using the laws of gravity.
This is actually the first game where I’ve used OpenGL, apart from some small fiddling. (This also made it easy to make the game window freely resizable with hardware scaling, and I made sure the window always keeps the correct aspect ratio by inserting black borders where appropriate. Incorrect aspect ratios are always annoying.)
That aside, this one didn’t go very well. I spent a lot of time just fiddling around with insignificant things and not getting any parts of the game done, and about midway through I changed the aesthetics from creepy-ish paper-cut-outs floating around — something which at least looked somewhat interesting — to badly drawn space fish, and also inverted the planets, for reasons which completely escapes me. I had also coded up an in-game level editor that I used to create the included levels, but this was disabled for the compo release. For a compo where the theme was “build the level you play”. WTF?! Why did I do this? I have no idea.
The gameplay itself also had its issues. I think I made the gravity a bit too “realistic”, since inserting a planet subtly effects everything — so it doesn’t really matter if you’ve fine-tuned your existing planets to perfection if you have to insert a new planet or even move an existing one, the new gravity will upset the fish and you’ll have to fine-tune again. So, while the gameplay can be fun-ish for a little while, the constant required adjustments can quickly get annoying.
After the compo I played around with visualization of gravity by using a GLSL shader, which made the game somewhat more interesting (not to mention extremely colourful). Another thing I tried, both during the compo and after, was making the planets be effected by gravity, so they’d float around too (until they collided and launched themselves at light speed off the screen), and also make the fish generate gravity, attracting other fish and planets. Somewhat fun to watch and play with, specially with gravity visualization enabled, but the game was pretty much impossible then, heh =)
Download [ Windows/source code ]