Ludum Dare 34
Coming December 11th-14th Weekend

Posts Tagged ‘lighting’

Three Hours In: The Doorman

Posted by (twitter: @nick_mudry)
Saturday, April 18th, 2015 9:35 am

Jacob (known as jtpup0), and I got about three hours in last night before we decided to call it a night and catch some sleep.

We started working on a game called Doorman. Our unconventional weapon? Doors. Yes, doors.

No, you’re not throwing the doors at people, instead you are placing doors around the level. You can use your doors to grant yourself access to other rooms you wouldn’t normally have access to, or even place a door in the floor and have an enemy fall through it!

Who is the doorman? Well…

The doorman used to be the doorman for a big shot top secret tech company, but instead he’s breaking in to find the company’s secrets and revealing them to the world.

It’ll be a fun little action/puzzle game, and feature pretty fun gameplay (if I do say so myself…).

Here’s a Vine Jacob recorded of just the player moving around and a little bit of the door creation… There’s also some screenshots I took from the Unity editor below it. Still a lot to do, but we’re moving along pretty quickly for just three hours of work last night!

Follow myself, @Nick_Mudry on Twitter and @jtpup0 on Twitter for more frequent updates as we work on the game! We’ll also be streaming development the game once we’re fully awake again! Click here for Nick’s channel, and click here for Jacob’s. As a shameless plug, check out our game dev team, Play Nimbus, for more of our games!

My first Ludum Dare complete :D

Posted by (twitter: @@Parabol83)
Sunday, April 28th, 2013 9:24 pm

That was a bit of a challenge. Didn’t get even close to being able to use the full 48hrs due to an AWESOME TOOL CONCERT, followed by EXCESSIVE DRINKING. That said I’m pretty happy with the result.

Got a timelapse up here :

The game is available here.

I tried to do some things I haven’t done before with Multimedia Fusion 2, especially with the lighting model I implemented. It’s not overly technical, but I’m damn happy with the visuals. I wish I had a little more time, then I would have tried my hand at PXTone, since I’m not a musician, it would probably have ended terribly. Need some food/sleep now, and then I wanna get onto voting, just need to work out how that works.



Posted by (twitter: @Furyhunter)
Saturday, December 17th, 2011 3:38 pm

I’m so proud of myself.


I was so very close to giving up

Posted by (twitter: @Furyhunter)
Saturday, December 17th, 2011 10:31 am

but I have not! I have learned how to use ray casting to calculate the amount to “push” back on an object to ensure they don’t slide straight through it!

Unfortunately, my implementation doesn’t work at very low frame rates. Moving right along.

My plan right now is to use jME’s lighting system to add atmosphere to the game levels. The level will have a very dark ambient light added over the whole scene, and then stuff like torches will cast point lights.


Posted by
Saturday, August 20th, 2011 9:34 am

First screenshot. Ignore the tearing, that’s printscreen hating v-sync.

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