Luto Hominus by Ashkin
Hey, have an awful unfinished game.
Use arrow keys to move, space to pick up/throw block. Take the block to the little firey hole (a kiln) and drop it in. Then pretend you made a little golem. THE END (Ctrl to make a new map)
Use arrow keys to move, space to pick up/throw block. Take the block to the little firey hole (a kiln) and drop it in. Then pretend you made a little golem. THE END (Ctrl to make a new map)
| Web | http://dl.dropbox.com/u/3802044/LD22.swf |
| Source | http://dl.dropbox.com/u/3802044/LD22.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-22/?action=preview&uid=1722 |
Ratings
| Coolness | 56% | 3 |
| Overall(Jam) | 2.38 | 107 |
| Audio(Jam) | 1.22 | 128 |
| Community | 2.55 | 318 |
| Fun(Jam) | 1.90 | 130 |
| Graphics(Jam) | 2.95 | 79 |
| Humor(Jam) | 1.22 | 136 |
| Innovation(Jam) | 2.26 | 88 |
| Mood(Jam) | 2.07 | 96 |
| Theme(Jam) | 2.50 | 71 |
Sanguine: The maps are pseudo-random: Basically, this is how I do generation:
Step 1- Make an array of 'cells'. Mark four as open, and the rest as closed. These four open cells are the player spawn point, the block spawn point, the kiln's square, and a 'dummy' square.
Step 2- Link the player cell to the block cell, the block cell to the dummy cell and kiln cell, and the kiln cell to the player cell, marking all cells on the way as open.
Step 3- For every cell that is open, count the exits. For each specific combination of exits (only north, south and west, south, west, and east, etc.), there are five possible rooms. It slots one of these chosen randomly into the cell. In total, there are 75 possible rooms.
Step 4- Output it all to a tilemap and place the objects at the corresponding points.
So it's not entirely random, but I am quite proud of what I did with it.
I guess it's just a tech demo at this point, heh. I wanted to add puzzles and stuff, and there was going to be enemies stalking you through the maze, but I ran out of time due to my busy weekend. Check out my post-mortem too, if you like. Thanks for the critique <3
Your game has a great visual style, I wouldn't be surprised if you learned a lot writing it with the generated maps and all that. I'm looking forward to what you make in the future!
Helloserve: I don't know, perhaps I'll come back to it someday and finish it up.
danbolt: Yeah, procedural generation is really interesting because of that. It makes testing the game a bit more fun, hehe. I did learn a bit which I'll be applying to my main game project.
I'm not sure if it's okay to post plugs here, but I'm currently working on this as my main project, which also has procedural generation:
http://forums.tigsource.com/index.php?topic=21469.0
Thanks for the feedback :>