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Posts Tagged ‘shadows’

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!

Shadows WIP #1

Posted by (twitter: @MikoPiotr)
Sunday, August 24th, 2014 3:51 am

I thought about a game where our normal world is connected with a shadow world:




The puzzles involve moving objects so that you can use their shadows to progress or switching lights on and off:

ld06 ld07 ld08 ld09

Changing the direction of the game 180º

Posted by (twitter: @juaxix)
Sunday, August 25th, 2013 2:10 am

I was going to do a game with a vampire in a train, I already had the train, the wagon ,the casket and I was animating the path,… adding particle fx to the chimeny of the locomotive, and just after add the casket to the rear part of the train, inside the wagon, i set the animation to open the doors ,both for casket and wagon, I already have the algorithm to detect when the vampire is hide from the spot-light (sun)

and suddenly …


i felt something strange, the wagon door had a blood texture and it does not feel like something I would like to make, I really didnt want to create more blood games, or vampires…no…then I was looking to the ground of the scene,i feel like added an ocean, some rails, set animation and then it appears: this
that’s a game I definitely want to do.

Let me give you my inspiration here too:

Day One Progress

Posted by (twitter: @Winterblood_Dev)
Saturday, December 15th, 2012 9:38 pm

Drew a bit of a blank on the theme, so decided to write a fairly traditional stealth-’em-up. This time I have mostly resisted the urge to make it pretty, and have got the core mechanics working instead!

You can turn the torches on and off, collect loot, and I have a sinister capsule patrolling a series of waypoints, coming after you if he spots you, and returning to patrol if he loses you again. Title and pause screen are working.

Day 1 progress

Day 1 progress

Day 2 is all about making gameplay from those core mechanics, and tarting it up – although one important thing I haven’t yet done is factor shadows into the visiblity code. But I know how that will work, just haven’t done it yet. Just done a last-minute stress test to see how many dynamic lights I can get away with, and the answer is “not many”. I may burn a lot of tomorrow optimising…


Posted by
Saturday, December 1st, 2007 5:51 am

Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.

It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.


Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.

You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.

Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.

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