Lokator 2: The Lokatening by Echo Team
Teddy is back! His ominous employers have deployed him this time to clear a region of space of pesky nuisances. Where else would one build a new gaint theme park?
Controls:
- Use the mouse or press the left and right mouse buttons to look around.
- Press the middle mouse button to reset the camera.
- Use WSAD to move, and QE to move up and down.
- Use OKL and the semi-colon key to turn, and UO to roll.
- Press Alt-F4 to exit the game.
Goal:
- Just follow the indicators, you'll figure it out.
Notes:
- Once again the game refused to package. I had hoped to be able to do so at work, but alas, it closes at 22:30 (GMT+1). I figured it would work since there are only three assets, but I guess it's more of a structural problem.
- My upload is pretty consumer and Unreal games are big, so uploading will take a while. One submission hour is, unfortunately, not enough.
- I may just go to work in 3 hours (7:30 (GM+1) in the morning X^D) and get this nonsense over and done once and for all.
Thoughts:
- The game is far from finished, we all had prior obligations and to be honest, I wasn't up for stress this time. It's feature complete, I guess, but it lacks some animations (export errors FTW) and has some placeholder art. I had also wanted to include some visual effects to make it extra funky, but alas, no more time to figure out post process materials XD
- The theme is reflected in the funkiness, but it was also planned to let Teddy have a curl-up ability that would spin-stabilize him, to counter the effects of the collected pests.
- I had wanted to include thruster particle effects for Teddy's movement, but it turns out that him being a space dweller provides him with native quantum foam propulsion instead ;)
- I suspect the game might be somewhat harder for those not used to docking in KSP ;)
Echo Team:
- Art: Lauren Herda
- Coding & Music: Berend Wouda
- Concept: Nathan van Ofwegen
- Starfield: NASA (Public Domain)
Changelog:
- 8:00 (GMT+1) 19-4-2016: Uploaded the source from work.
- 8:00 (GMT+1) 19-4-2016: Uploaded the 32 bit and 64 bit Windows packages from work.
- 4:00 (GMT+1) 19-4-2015: Updated the description.
Controls:
- Use the mouse or press the left and right mouse buttons to look around.
- Press the middle mouse button to reset the camera.
- Use WSAD to move, and QE to move up and down.
- Use OKL and the semi-colon key to turn, and UO to roll.
- Press Alt-F4 to exit the game.
Goal:
- Just follow the indicators, you'll figure it out.
Notes:
- Once again the game refused to package. I had hoped to be able to do so at work, but alas, it closes at 22:30 (GMT+1). I figured it would work since there are only three assets, but I guess it's more of a structural problem.
- My upload is pretty consumer and Unreal games are big, so uploading will take a while. One submission hour is, unfortunately, not enough.
- I may just go to work in 3 hours (7:30 (GM+1) in the morning X^D) and get this nonsense over and done once and for all.
Thoughts:
- The game is far from finished, we all had prior obligations and to be honest, I wasn't up for stress this time. It's feature complete, I guess, but it lacks some animations (export errors FTW) and has some placeholder art. I had also wanted to include some visual effects to make it extra funky, but alas, no more time to figure out post process materials XD
- The theme is reflected in the funkiness, but it was also planned to let Teddy have a curl-up ability that would spin-stabilize him, to counter the effects of the collected pests.
- I had wanted to include thruster particle effects for Teddy's movement, but it turns out that him being a space dweller provides him with native quantum foam propulsion instead ;)
- I suspect the game might be somewhat harder for those not used to docking in KSP ;)
Echo Team:
- Art: Lauren Herda
- Coding & Music: Berend Wouda
- Concept: Nathan van Ofwegen
- Starfield: NASA (Public Domain)
Changelog:
- 8:00 (GMT+1) 19-4-2016: Uploaded the source from work.
- 8:00 (GMT+1) 19-4-2016: Uploaded the 32 bit and 64 bit Windows packages from work.
- 4:00 (GMT+1) 19-4-2015: Updated the description.
| Windows | http://www.echoteam.org |
| Source | https://github.com/LDEchoTeam/ld35 |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=62927 |
Ratings
| Coolness | 41% | 1483 |
| Overall(Jam) | 2.89 | 871 |
| Audio(Jam) | 3.29 | 322 |
| Fun(Jam) | 2.74 | 845 |
| Graphics(Jam) | 3.42 | 488 |
| Humor(Jam) | 2.63 | 447 |
| Innovation(Jam) | 3.00 | 575 |
| Mood(Jam) | 3.32 | 369 |
| Theme(Jam) | 2.61 | 976 |
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Message
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The global shader cache file 'E:/Downloads/lokatening_win32/Engine/GlobalShaderCache-PCD3D_SM5.bin' is missing.
Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform's packaging settings include this Targeted RHI.
Alternatively build and run the UNCOOKED version instead.
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OK
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