Posts Tagged ‘water’
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!
First every Ludum Dare, decided to make a 3D fire sim – spent a while researching after a lot of lying in, but been working for a few solid hours. Hopefully will get some “you only get one”-match-to-burn-everything-with gameplay going on tomorrow. Some screenshots – currently everything burns, including underwater stuff, and it doesn’t yet leave a black trail where it’s burnt. Pretty happy so far though!
Nothing too fancy yet, most time I’ve been working since the last log entry was spent on writing some pretty bad water simulation stuff. Just now added the rock layer as well. Still not sure what the game will be, but it’s getting closer and closer to involve burrowing. From caves.
Also got the news that my sisters are moving this day, so will have to spend some of the afternoon and evening carrying stuff.
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)
This was my second Ludum Dare entry, for LD#8. Theme was swarms. This time you’re playing the Master of Fireflies, out for revenge against some mushroom-dwelling things who didn’t invite you to some insignificant party last week. So you send your swarm of fireflies after them to torch their mushroom homes. That’ll teach ‘em! The mushroom-dwelling things doesn’t take kindly to this though, and starts spraying water around, which unfortunately kills your swarm and stops the mushroom fires. The battle is on!
This was the first time I made something with a swarm-like behaviour, which was nice. The game turned out ok, though not really finished — those mushroom-dwelling things only ever face right, for example, and the levels weren’t supposed to be that flat. There should have been platforms and stuff. Still, there’s a win condition and level progression and such, so that’s something at least. Anyway, it’s kinda fun-ish for a little while, torching mushrooms while those poor guys losing their homes at your hand try to kill off your swarm, but it gets boring and repetitive after a while.
Oh well, I had fun making it, and learned some new things in the process, so I choose to consider it a success regardless =)
Download: [ Source code ]
I don’t know what the theme for this Non-Compo was (I think there wasn’t one), but I made a yahtzee clone. Much more than a clone, though, it is far more complicated than Yahtzee, allowing you to score a bunch of different ways.
As you can see, there are 2 colors of normal ducks, and a King Duck. So you can score in the Same column if your dice involved are the same color, the Diff column if any different ones are involved, and in the King column if the King is involved. The High column is one you can use if you ever get another column twice, but your second time is a better score than the first. It makes some sense when you play it. And to stop a die from being thrown on subsequent rolls, you put the ducks to sleep (as you can see in the picture).
This was my first actual 3D game! Well, my most finished 3D game (even though it’s not finished). Those dice are pure 3D, hand coded from scratch. Take that! Their rolling is real, not just a visual representation of a random number generator – they get a random spin on all axes when thrown, and wherever they stop when they land is what they are on. The code to interpret their facing into a number was the tricky part.
Too bad for you, you can’t play it – there is no downloadable version at this time.
We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes
The original entry with random levels are here
The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.
Here are screens from compo entry:
First random generated level. Note to self: improve difficulty.
Dr Zoolak in a mean mood. Random-generated level.
A visit to cubicle hell, random style.
Here comes post compo screens:
Soko showcasing the latest in weapon sprite fashion.
Refraction in action.
Better put your shades on, those are real hardshadows.
No smoke without fire. Creeping features abound!
Pathfinding up and running, so are the conveyor belts.