Posts Tagged ‘sea’
This was my first Ludum Dare, and my first finished game as well. I’ve been wracking my brain on several game projects from video to board to card formats. LD really helped me focus my energies intensely on one project and deadlines work on me so the 48hr limit really helped.
Several of my friends and I worked in the same room which definitely was a boon, and inspired longer hours of work than I’m used to. Doing the Explosion animations in the game was the best part for me. I learned a ton of GML in the process (thank you lord google) and can’t wait until next LD!
My game One Earth is about a world in which global warming has become so catastrophic that the only way to save the planet is to immediately revert to primitive times, by destroying all the power plant/ factory rigs. On this totally watered world you sail in a muscle powered galley to shoot down all the factories. Coal rigs produce a lot of pollution but have short range artillery. Nuclear rigs produce little pollution but have massive range. You only have 1 hp so the levels can be a challenge, but I didn’t want it to be easy. Hope you enjoy the game and I would love any critique you have to share after playing!
Final game looks like this:
It is an asymmetrical 2 player (one with a mouse and keyboard, the other with an Xbox 360 gamepad) 3D fire sim toy thing. You only get one match’s life (if you’re player 1). Water and fire interact in the usual way. Strike the match on the rough rock to start. Points are awarded for tree/ house voxels burnt to the ground. There’s no sound.
This was my second ever game jam and I learned lots from this project – obviously fire simulation, but also the particulars of Unity’s particle systems and I’m sure lots of other things I can’t remember now.
Obvious bugs include the match floating up at certain times, due to unity’s physics collider. The match probably shouldn’t float on the water either…
I started lots of things that didn’t go into the final game – independent voxel fire grids that could interact, procedural generation of terrain. I guess the maths was a bit too difficult after nearly 28 hours of programming for my brain! I really shouldn’t have eaten so much sugar. Maybe next game jam I’ll remember!
Hello again! The linux binaries (and source) are up! These are post-deadline versions where nothing except the necessary has been changed. In order to get the game working on linux I’ve changed the following things:
- Reference parameters in the Vector2 class has been set to const
- One _itoa_s() call has been changed to a sprintf() call
- The time function has been changed from clock() to (clock() * 1000 / CLOCKS_PER_SEC)
Nothing else has been changed (in order to not cheat!), so there’s still a couple of bugs in there which can be used to get higher scores etc. I’m not going to tell you where though
Linux binaries and source:
I should probably mention that you can move your boat using the arrow keys and repaint it while sailing! (people often ignore the readme for some reason :D)
Hello! I’m finally finished with my game, “Sailor”.
The game let’s you build a boat and sail the sea. Try to stay afloat
as long as possible, it’s not as easy as it sounds though.
I’m way too tired to write a more lengthy post, please download the game and give it a try
Windows binary and source:
*UPDATE: The readme links to the wrong Visual C++ redistributable, here is the correct one:
(Only download this if you experience problems when trying to run the game, most of you already have this installed)