The World Tree by shinD
The World Tree is a platforming adventure in a mystical setting. You, as the spirit of unevolved lands, must face dangers of Deconstruction as you collect the six artifacts required to evolve the World Tree in to its true state as the focus of all evolution!
There's a Windows executable available that should work as is. OSX/Linux should work in theory, but you do need python 2.7 and pyglet 1.1.4 to run it. I haven't been able to test it. Sorry about this.
This game is created with python 2.7 + pyglet 1.1.4, using OpenGL.
Audio tools/instruments used were sfxr by DrPetter and Massive from Native Instruments, Renoise and Audacity.
www.python.org
www.pyglet.org
drpetter.se
native-instruments.com
renoise.com
audacity.sourceforge.net
I had a lot of fun making this game and felt that everything went fairly smooth! It's my most complete Ludum Dare to date for sure!
It's not absolutely spotless though, there are lots of things that could be improved. The code is very, very messy with gigantic classes, the rendering is done via immediate mode quite inefficiently, collisions do occasionally glitch. lack of content and so on. Consider it a prototype.
As a sort of weird little quirk, all graphics are generated in code. I just didn't want to draw. So there.
I hope to maybe be able to clean this one up a bit and add some content - it is on very short side as I didn't bother to create a level editor and writing levels into lists is a pain :p Hopefully it at least provides a feel of what it could be.
Again, there might be an issue with performance. I've only been able to test it on one system. Let me know.
Anyways, have fun and thanks!
There's a Windows executable available that should work as is. OSX/Linux should work in theory, but you do need python 2.7 and pyglet 1.1.4 to run it. I haven't been able to test it. Sorry about this.
This game is created with python 2.7 + pyglet 1.1.4, using OpenGL.
Audio tools/instruments used were sfxr by DrPetter and Massive from Native Instruments, Renoise and Audacity.
www.python.org
www.pyglet.org
drpetter.se
native-instruments.com
renoise.com
audacity.sourceforge.net
I had a lot of fun making this game and felt that everything went fairly smooth! It's my most complete Ludum Dare to date for sure!
It's not absolutely spotless though, there are lots of things that could be improved. The code is very, very messy with gigantic classes, the rendering is done via immediate mode quite inefficiently, collisions do occasionally glitch. lack of content and so on. Consider it a prototype.
As a sort of weird little quirk, all graphics are generated in code. I just didn't want to draw. So there.
I hope to maybe be able to clean this one up a bit and add some content - it is on very short side as I didn't bother to create a level editor and writing levels into lists is a pain :p Hopefully it at least provides a feel of what it could be.
Again, there might be an issue with performance. I've only been able to test it on one system. Let me know.
Anyways, have fun and thanks!
Ratings
| Coolness | 100% | 1 |
| Overall | 3.25 | 222 |
| Audio | 3.35 | 92 |
| Fun | 2.80 | 367 |
| Graphics | 3.20 | 262 |
| Humor | 1.61 | 538 |
| Innovation | 3.20 | 220 |
| Mood | 3.69 | 39 |
| Theme | 2.41 | 561 |
I loved your particles, and various touches to the graphical side of the game, I'll have fun reading the source code.
Excellent game.
File "/Users/ross/Documents/LD24_playtests/shinD-evolution-ld24/game.py", line 1, in <module>
import pyglet
ImportError: No module named pyglet
- Your minimalistic visual style creates a nice mood
- The controls are smooth
- The difficulty should raise after getting the first or second artifact, e.g. more hurting enemies to avoid (I know that someone said the opposite ^^)
- If you progress with this game, I would add more game mechanics like the flying
- Respective expectations using controls: After I clicked on the first artefact to get the new ability, I expected that clicking on the others should give me a new ability, too (little detail)
Traceback (most recent call last):
File "game.py", line 424, in <module>
pyglet.app.run()
File "/usr/lib/pymodules/python2.7/pyglet/app/__init__.py", line 264, in run
EventLoop().run()
File "/usr/lib/pymodules/python2.7/pyglet/app/xlib.py", line 82, in run
window.dispatch_platform_event(e)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/__init__.py", line 1169, in dispatch_platform_event
event_handler(e)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/__init__.py", line 1326, in _event_key
text, symbol = self._event_text_symbol(ev)
File "/usr/lib/pymodules/python2.7/pyglet/window/xlib/__init__.py", line 1262, in _event_text_symbol
symbol = ord(unichr(symbol).lower())
ValueError: unichr() arg not in range(0x110000) (wide Python build)
AL lib: ReleaseALC: 1 device not closed
Still - well made! The visual style is simple, but fits perfectly to the game. No performance issues on my old Thinkpad (Linux, with on-board Intel graphics).
I got a little annoyed with getting bell 4, I just wanted to enjoy, not die :P
Thanks, good job.
thejackimonster, juaxix: It's not as apparent as I had hoped, I agree. The main focus with the tree is more "growing" than "evolving" which I realized pretty far in. ...You could say the terrain is evolving..?
Jeremias, Maacus: Thanks, actually you don't receive any new abilities really, it was just a way for me to do the ingame tutorial somehow :p But yeah, I'd include more mechanics if I get the chance to work on this further!
Lucariatias: Which version are you running? Source doesn't include pyglet, which should be installed separately for python.
Everyone, thanks for your comments. Keep them coming, I will make sure to play each one of your games as well (if I possibly can, hardware wise!)
The sound ambiance is really delicious here, though. If you come across the top of the maze the next time, you get stuck on the red box, though.
The PC also has a chance to glitch out near the boxes after the fifth bell.
The fade in and fade out sound of red things sometime glitch and become very loud even If I'm far from them.
The tune of bells was very pleasant to hear.
@timtipgames Yeah, sounds being interrupted was a quick fix to another bug, where sounds would keep playing if the game moved to another state and I didn't fine tune it really.
@ButtercupSaiyan Yeah, I figured the strobing might be an issue for some folks and I tuned it back a few times to make it more subtle in order to not cause discomfort. I'm planning to introduce a more elegant, smoother system in my post-compo version, now it's just flashing randomly which partly is contributing to the problem I'm sure.
About the black holes, yeah, the force is supposed to slowly pull you in from far away with increasing acceleration, but it is a bit glitchy & unpredictable due to the implementation being far from elegant. It feels a bit random and like many of you said, it is quite hard to figure out the safe zone. I'm going to rewrite the whole system when I get to it.