Temple Hunt by Toccs

Its been very stressful but I've managed to pull off my first ever game creation thanks to the Ludum Dare.
Game Name: Temple of Decay Goal: Collect as much gold as you can while attempting to escape.
Be warned the more greedy you are the slower you become.
Enjoy!
| HTML5 (web) | http://thocs.co.uk/Games/Temple_Hunt/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/40/temple-hunt |
Ratings
| Overall | 889th | 3.095⭐ | 23🧑⚖️ |
| Fun | 841th | 2.976⭐ | 23🧑⚖️ |
| Innovation | 1072th | 2.429⭐ | 23🧑⚖️ |
| Theme | 640th | 3.357⭐ | 23🧑⚖️ |
| Graphics | 790th | 3.091⭐ | 24🧑⚖️ |
| Humor | 871th | 2.238⭐ | 23🧑⚖️ |
| Mood | 725th | 3.095⭐ | 23🧑⚖️ |
| Given | 20🗳️ | 11🗨️ |
Probably the mood was a little bit too much... hehehehehe

Yeah i used a capsule collider but i also created a sphere trigger to detect the floor (for jumping) and i think that's why hes sticking to surfaces, as i marked the entire environment model as "ground" which ill need to change in future.
Thank you for the feedback on the models and textures its really hard getting it right and i'm pretty new to art.
All the best Virtual Turtle Studio!
I'm not sure what modelling software you are using, so I will use techniques from Blender... pretty sure that save for different names of function that should apply to other tools too.
Option one - Have several materials set up on the mesh. Then while editing the mesh you can assign faces to each different materials, and so have different colors and properties on each. Pros - more intuitive to edit. Cons - several materials for rendering = less efficient rendering.
Option two - Mark the seams between faces where you want to use different materials (like you want to make a shirt, mark seams around neck, waist and wrists) so when you unwrap the UV map you get separate "islands" in UV. Spread those isles around the UV map and just paint the texture in different colors. Pros: - you only need one material. Cons: - you can only swap the whole texture file if you need to change one color. More work to do...
Option three - A combination of both. Place the seams as per option 2, unwrap the UVs (though this tile you would need more seams to make sure UVs don't overlap!). Then use materials to show different colors on the model, and bake this colors into the texture. Pros - This way you can have more details, like specular, normal and heighmap baked for you too - this will visually enhance the model, while still using only one material for efficient rendering! Cons - you really need to know how to pull it off beforehand... Trying to lean those trick during the jam will just sink your time... ((I remember you, LD38! ))
Interesting that you chose the gold obtained to be random... Why is that? With that system, whenever I obtain gold, I can't quite tell if I'm really moving slower or not. Ramps function oddly in the game, where going up them is a chore, and it's better to just jump over. All fine and dandy, until I jumped and hit my head on the giant boulder that I DIDN'T trigger, and still died anyway.
Still, it looks great for the first game you made. Well done!
The gameplay was simple but the idea is nice. However the randomness of the gold you got doesn't make sense to me. There can be no challenge, depending on how much you luckily pick. Good job on the modelling and texturing, that along with the sound creates a really nice atmosphere.
Also, the guy not having clothes was way too funny :joy:
Overall great job, just needs some fixes to the controls, the gold pickup and maybe give the poor man some pants :sweat_smile: Congratulations and don't be discouraged about anything, be proud of your great first creation!
Also, we'd love if you gave our game a try :) https://ldjam.com/events/ludum-dare/40/santas-factory