Calamity by jonnopon3000
A Calamity has struck, causing the world to shrink to as far as you can see.
Set out to find the Shamans and gain the power to rebuild your tiny world, and delve into the mysterious history of this accident-prone place.
Some clarification: The final Shaman mentions something happening if you raise the entire world. This is dialogue I forgot to change; instead you only need to raise 85% of it, and your view range is 20x20 after he finishes speaking. I don't blame people for not sticking with it, as I coded the "ending" as a "for whoever really wants to" kind of thing, but I just thought I'd let people know that it's not impossible :)
TIME-LAPSE: http://www.youtube.com/watch?v=ifwv0TAV5Aw
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Controls:
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W,S - Select in menus
Enter - Confirm in Menus
Escape - Pause/Exit Credits Screen
W,A,S,D - Move In-Game.
Space - Continue Dialogue/Exit Map
M - Toggle Music
E - View Map
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Info:
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REQUREMENT: Latest Java Version
Calamity is my third Ludum Dare entry, but only my second solo. It represents a giant leap forward in my own technical programming skills since my first Ludum Dare in August 2011, and indeed in the last couple of months, too.
I was considering OpenGL for this comp, but I felt like I wasn't ~quite~ there yet.
Oddly enough I felt quite relaxed this comp, which is not the norm. I've enjoyed myself and had a lot of fun, and now I have ~1000 games to play and a new one of mine to share.
Thanks for playing my game, contact details below.
- Jonno Allcock, SevenSpace Games
- @jonnopon3000, @SevenSpaceGames
Set out to find the Shamans and gain the power to rebuild your tiny world, and delve into the mysterious history of this accident-prone place.
Some clarification: The final Shaman mentions something happening if you raise the entire world. This is dialogue I forgot to change; instead you only need to raise 85% of it, and your view range is 20x20 after he finishes speaking. I don't blame people for not sticking with it, as I coded the "ending" as a "for whoever really wants to" kind of thing, but I just thought I'd let people know that it's not impossible :)
TIME-LAPSE: http://www.youtube.com/watch?v=ifwv0TAV5Aw
==========
Controls:
==========
W,S - Select in menus
Enter - Confirm in Menus
Escape - Pause/Exit Credits Screen
W,A,S,D - Move In-Game.
Space - Continue Dialogue/Exit Map
M - Toggle Music
E - View Map
=====
Info:
=====
REQUREMENT: Latest Java Version
Calamity is my third Ludum Dare entry, but only my second solo. It represents a giant leap forward in my own technical programming skills since my first Ludum Dare in August 2011, and indeed in the last couple of months, too.
I was considering OpenGL for this comp, but I felt like I wasn't ~quite~ there yet.
Oddly enough I felt quite relaxed this comp, which is not the norm. I've enjoyed myself and had a lot of fun, and now I have ~1000 games to play and a new one of mine to share.
Thanks for playing my game, contact details below.
- Jonno Allcock, SevenSpace Games
- @jonnopon3000, @SevenSpaceGames
Ratings
| Coolness | 39% | 777 |
| Overall | 2.96 | 430 |
| Audio | 2.73 | 327 |
| Fun | 2.65 | 524 |
| Graphics | 2.04 | 817 |
| Humor | 2.50 | 296 |
| Innovation | 2.87 | 461 |
| Mood | 2.84 | 330 |
| Theme | 2.70 | 584 |
Couldn't find anything after talking to the guy in the centre of the map, though. I'm guessing that's the finish?
Oh, and a bit of a nitpick, but the hitbox of the player seemed really off compared to it's size.
As for the player's hitbox, it's actually a bit of a weird system. The player doesn't collide with tiles using a hitbox; instead, movement is only permitted if the tile he's about to move into is passable. The algorithm for keeping track of the player's current tile and therefore the function for getting the adjacent tiles is a tiny bit off, so you usually hit trees about half a tile away. Just thought I'd explain :)
After the last Shaman, there is one sort-of-surprise in the game. He says something about rebuilding the entire world, and there's a little easter egg-type thing for anyone who bothers to explore the rest of the map :)
After meeting the guy in the middle and being told I had to reveal the entire map I gave up because I felt it would take too long to finish and the game got a little dull after that because there was no pathfinding goal anymore.
Nice work overall!
In the game I noticed what seemed like a collision bug when approaching some tiles from an angle. The exploration mechanic was cool but the open level design and searching for a needle in a haystack style gameplay didn't really click too well with me and that is what made me put down the game. One thing I would have loved to see is a 'you are here' on the map. Great to see you had fun making this, keep it up :)
Good job!
To address all your suggestions, what you've played was actually about half of what I planned. I created base classes for things like random story encounter tiles that revealed some background, random quests NPCs, and small insignificant environmental effects. I ended up spending a lot more time on the overall design of the game and as a result, had to cut down to just the main story quest of "find the Shamans," with a bonus added for anyone who could be bothered to explore most of the map.
I hear all of your suggestions, and with the overall positivity along with my own motivation, I've decided to adopt Calamity as a full project alongside my current game project.
All suggestions have been, and will be, taken into account for further work :)
I did finish the game - AWESOME! It was hard because I could no longer see the edges of my "viewing area" So i just wandered around a bit.
I'll update the description with these details now that enough people have expressed the concern:
The last Shaman says "all of the world," but that's dialogue I forgot to change. In fact, you only have to reveal 85% of the world, and your view range at the end of the game is 20x20. If you keep track of where you've been mentally, it doesn't take long to reveal enough of the map :)
Otherwise it's alright, the story seemed interesting and it was fun to find my way using the map. the game just need more of the actual game.
Actually, i couldn't made it to the end.
Anyway, Great Job!
Sam
P.S.
It's a long way to recover the whole map, since with the last power you can't even see what you do recover and so can't see if you explorer what hasn't been explored yet.
And last comment (for a lot of other games too) : please make something to support azerty keyboard, try to control your player with the ZQSD keys, you'll understand what I mean :(