The Grey Waste by Kharza
The Grey Waste is a quick adventure of a madman in a bad place.
You'll need the XNA framework redist and .net framework 4 redist located:
http://www.microsoft.com/download/en/details.aspx?id=20914
http://www.microsoft.com/download/en/details.aspx?id=17718
Also this game uses the hidef profile, so it needs a DX10 capable card. That rules out netbooks and the like.
For tools I used quake army knife for the levels, my own build tools I posted before the jam based on genesis/q2, paint.net for the 2D stuff, sfxr for sounds, and raw hand typed in values for the moving 3D stuff.
Hope you enjoy it! I barely got it done in time. :)
You'll need the XNA framework redist and .net framework 4 redist located:
http://www.microsoft.com/download/en/details.aspx?id=20914
http://www.microsoft.com/download/en/details.aspx?id=17718
Also this game uses the hidef profile, so it needs a DX10 capable card. That rules out netbooks and the like.
For tools I used quake army knife for the levels, my own build tools I posted before the jam based on genesis/q2, paint.net for the 2D stuff, sfxr for sounds, and raw hand typed in values for the moving 3D stuff.
Hope you enjoy it! I barely got it done in time. :)
| Windows | http://dl.dropbox.com/u/30152459/Release.zip |
| Source | http://dl.dropbox.com/u/30152459/Source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5649 |
Ratings
| Coolness | 17% | 585 |
| Overall | 2.92 | 238 |
| Audio | 2.45 | 269 |
| Fun | 2.17 | 429 |
| Graphics | 3.08 | 191 |
| Innovation | 2.17 | 443 |
| Mood | 3.00 | 138 |
| Theme | 3.17 | 176 |
Congrats for your game =)
Lythom your bug sounds very scary haha. My poor codebase is already so buggy but haven't seen that one.
Elusive, I had a small mouse I drew for the control screen but I'm not sure my little round circle over the button came across. The button is "mmo style", and helps make windowed mode work a bit more smoothly. I'll bet that caught out a lot of people, should have mentioned it in the post.
Hopefully for next time I'll have a better control library that will let people customize things.
I noticed that collision bug with the small ramp. I'm going to be digging into that when I get vis working again. It looks like it's hitting the extra axial leaf side.
- There was some collision bug on the bridge in the first level: I would walk really slowly on it without jumping
- On the second level, there were some one-way walls, and many missed shapes. I could walk on air in some parts, and the spell room was all open.
- The Controls screen was a bit too fast. I had to start the game three times to get all the controls.
Also, I would suggest you drop the "press left mouse button to look around", I don't quite see the reason to leave that locked, since on FP games we usually move the camera around all the time. Also, if you DID move the mouse without pressing LMB, the camera would "jump" to the real mouse position when you pressed it.
Hope you fix these bugs, I liked your level design!
The collision bug I just fixed and it was a nasty one. The outer face elimination stage eventually links solid to empty portals back to the original brush faces from the editor. When it does so usually the plane numbers match up and all is well (I use quake style shared planes). However I noticed that the sloped non axial planes could in rare cases match up to flat wall planes due to portals being on either side of the plane.
With axial planes you never get that, as the plane sharing code always matches up opposites and marks them as shared. This caused not only the collision bug, but lighting errors as well as the face normal was used.
I'll get rid of the hold mouse thing next time. I am used to it being that way from playing mmos, and it makes it nicer to switch out of a windowed app.
I wonder if the one way walls on level 2 are where the animated lights are normally? If so that must have been difficult to navigate! That area is dark without them.
Thanks for the suggestions!
I've since packed everything into Vector4's and only using 5 of those registers (0, 1, 2 are actual texcoords, 3 is normal, 4 is worldPos, 5 is a set of 4 lightmap intensity factors)
The controls, as mentioned above were a little wanky, ran into some collision detection issues and the press escape to exit the game text wouldn't go away until I finished the first level. But all of those are very minor.
And let me fix rawbits comment for him...
I'll not install anything to play a game, except for DirectX, Flash, A couple versions of Java, and the unity web player.