Leaving the comfort zone and change game creation platform

17c58.png

First time I tested Unity was back in 2013:ish and I didn't really like it and I stayed with Java and LibGDX.

Earlier this summer, after Apple announced that they are deprecating OpenGL, I decided to install Unity again and test if it has improved over the last 5 years.

To cut the story short I ended up using Unity for LD42. It was a fun ride and apart from the random crashes and a few WTFs I enjoyed it.

I need to learn how to draw sprites as fonts. I ended up doing a very silly pixel copy from my sprite sheet to an UI Image to get out sprites font to show up. It's very limited but was the quickest way I could find now.

Compiling for other platforms was easier in Unity compared to LibGDX since I didn't have to worry about shipping a copy of java with the game.

The end result

17b8c.png

https://ldjam.com/events/ludum-dare/42/the-skeletons-took-my-boat

We both was uninspired by the theme and just started to work on some vague idea of gas clouds covering an island. After a bit of tweaking I'm pretty happy with the result. I feel like it's missing a few bits and bobs but unspired + shifting platform + limited time = happy that we got another game done.

Random generation of islands

I have experince of PerlinNoise since earlier and decided to generate the islands randomly on each run. Luckily Unity includes a 2D-version of Perlin. Then some magic happend and my brain just wrote code and I did stand beside and watched.. somehow I managed to create islands of all different sizes which we then limited since the idea is to have a quite small island covered with gas clouds.

So if I have to pick one fun moment of this jam it was that one hour in the zone where things just happend magically.

The only thing I want to add are smoother borders between the layers but I wasn't really up for that challenge.. maybe the next time or in a possible post-jam version :)

Where is the WebGL version?

It's available but in the end it become a bit too laggy and we decided to not include it. I guess I went a bit too crazy with the particles thing :) Also I noticed it doesn't work in safari (no lights) so decided to keep only the downloadable versions.