Quaternion Nightmare by cakemonitor
Hi everyone, and Happy Anniversary to the event organisers! :)
This is my third Ludum Dare event and the first game I have ever developed in Unity. Trying to work to the 48 hour time limit with unfamiliar tools meant I really had to cut some corners but I'm fairly happy with the result given the circumstance.
With 'Tiny World' as the theme I took my inspiration from Super Mario Galaxy because it seemed an interesting challenge to recreate the very small planets of those games with their 'gravity could act in any direction' physics ... the first day and a half was spent just trying to get the player model to point 'up', and fall 'down' without vearing off course while turning or walking over such unpredictable and often upside-down terrain; hence the title "Quaternion Nightmare". All other aspects of the game were developed on Sunday afternoon.
If I had had more time I would have added: engaging combat, simple 'key + lock box' style puzzles a boss fight and more than one world as well as music and a menu system.
The tools I used in development were:
Unity (http://unity3d.com/)
Blender (http://www.blender.org/)
BFXR (http://www.bfxr.net/)
Paint.NET (http://www.getpaint.net/)
Spacescape (http://alexcpeterson.com/spacescape)
For anyone interested in the physics behind this type of game the following article explains it very nicely: http://www.gamasutra.com/view/feature/131997/games_demystified_super_mario_.php
Good luck everyone with your own entries!
Enjoy :)
This is my third Ludum Dare event and the first game I have ever developed in Unity. Trying to work to the 48 hour time limit with unfamiliar tools meant I really had to cut some corners but I'm fairly happy with the result given the circumstance.
With 'Tiny World' as the theme I took my inspiration from Super Mario Galaxy because it seemed an interesting challenge to recreate the very small planets of those games with their 'gravity could act in any direction' physics ... the first day and a half was spent just trying to get the player model to point 'up', and fall 'down' without vearing off course while turning or walking over such unpredictable and often upside-down terrain; hence the title "Quaternion Nightmare". All other aspects of the game were developed on Sunday afternoon.
If I had had more time I would have added: engaging combat, simple 'key + lock box' style puzzles a boss fight and more than one world as well as music and a menu system.
The tools I used in development were:
Unity (http://unity3d.com/)
Blender (http://www.blender.org/)
BFXR (http://www.bfxr.net/)
Paint.NET (http://www.getpaint.net/)
Spacescape (http://alexcpeterson.com/spacescape)
For anyone interested in the physics behind this type of game the following article explains it very nicely: http://www.gamasutra.com/view/feature/131997/games_demystified_super_mario_.php
Good luck everyone with your own entries!
Enjoy :)
| Web | http://db.tt/j3TAD5aB |
| Source | http://db.tt/Os7cmNWr |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5357 |
Ratings
| Coolness | 56% | 3 |
| Overall | 2.76 | 562 |
| Audio | 2.32 | 492 |
| Fun | 2.66 | 518 |
| Graphics | 2.50 | 625 |
| Humor | 2.19 | 446 |
| Innovation | 2.91 | 437 |
| Mood | 2.23 | 701 |
| Theme | 3.59 | 142 |
But I can see it as a sad story. Some poor guy got stuck on a planet and he slowly going crazy and imagines all sort of things - some sparkling crystals he need to collect - slimes that chasing him. But when he collect all crystals - nothing happens, so his mind just resets.
Anyway, nice programming/technical achievement.
Good title asd
@tequibo It doesn't take you back to the start when you clear a level, it gives you a score multiplier and spawns even more critters so each level is tougher than the last. But yeah, there's no win condition as such - instead the goal is to just get as high a score as you can (30,000 is good, 150,000 is great) ... if I'd had time I would have added combat against the critters and ended the game with a boss fight :)
- Inês Almeida from Evil Sandwich Studios
Excellent work putting this together in just 48 hours!
Sometimes I felt a bit lost -- it would be nice to have some sort of response to know if I'm close to a gem or not -- maybe some sort of "hot or cold" dynamics? Also, some way to know whether the slimes are close behind me (some sounds?) would be cool too.
Cheers!