Plutonium by Nnnnneeeedddd
For this Ludum Dare I wanted to make a 3D platformer, whether it fit the theme or not. The platformer that I made, sort of follows the theme. I am very happy with it. The last two levels are very tricky, until then it's ok.
If you are downloading the source, you have a Visual Studio 2017 solution. Just make sure that you run in x86, and it should run, you may need to add OpenAL32.dll (from OpenAL Soft) to the Release, or Debug folders.
Have fun!!
Ned
EDIT--------------------------
So after playing the game, I have realized that the last level is very difficult. It is all possible in separate parts, but I cannot personally complete it in all one part. Since I put time and effort into creating a win screen, I made a new version just now, that simply splits the last level into multiple. The original is still in the links section.
My friend completed the original, so it is possible :)
| Windows | https://drive.google.com/open?id=0B9e_ZRFruqXvbWIzYWFIenpqbmM |
| Windows | |
| Original URL | https://ldjam.com/events/ludum-dare/39/plutonium |
Ratings
| Overall | 489th | 3⭐ | 14🧑⚖️ |
| Fun | 401th | 3⭐ | 14🧑⚖️ |
| Innovation | 642th | 2.083⭐ | 14🧑⚖️ |
| Theme | 609th | 2.667⭐ | 14🧑⚖️ |
| Graphics | 472th | 2.833⭐ | 14🧑⚖️ |
| Humor | 388th | 2.083⭐ | 14🧑⚖️ |
| Mood | 453th | 2.667⭐ | 14🧑⚖️ |
| Given | 14🗳️ | 9🗨️ |
So I didn't really have time to make small tweaks with the camera, text, gravity etc... Valid points though, next Ludum Dare, I will write some base code or something. Also, the gravity is still way lower than it is in the real world, I feel like some of you are just comparing it to other platformers, and you shouldn't just complain when stuff is different to other games. It's just *different* it's not *wrong*.
```
void Player::update() {
...
acceleration += glm::vec2(0.f, -0.025f);//gravity
velocity += glm::vec3(acceleration, 0.);
}
```
Are you... accelerating acceleration??
Gravity doesn't increase acceleration, it IS acceleration, so it should be
```
// = not +=
acceleration = glm::vec2(0.f, -9.8f / 60.0f);
// 9.8 might not be the right value for your game, though. In my game, I used 9.8 * 4.
// You might need to decrease the jumping force too.
// Also, since it's constant, you don't need to set it every frame.
// You can actually just do this instead:
velocity += glm::vec3(0.0, -9.8f / 60.0f, 0.0); // gravity
```
With the code you have now, gravity accelerates up to 45 m/s^2 in just 0.5 seconds! So at that point, it's almost 5 times stronger than normal gravity. That's why it feels like the gravity is strong, it's because it mostly is :P . How tall your player is also affects how intense the gravity feels, if it's human-like it should be about 1.8 meters.
You might want to watch this when you have some time: https://www.youtube.com/watch?v=hG9SzQxaCm8
Also, you're doing this in `void Player::doMovement(GLFWwindow* window)` too, although in this case maybe it's not that bad.
So, yeah... anyway, mainly I had the same issues with the game as other people (the jump, camera etc.)
But great job on making this with no engine!
Ned