What could’ve been

So, I didn’t make it in time for the compo sadly. Put waaay too much time into bottlenecks and unnecessary things, just learning how to not do that is a process itself for 48 hours.

Anyway, I did get to implement a few neat things like a quadtree, fully customizable raster with a simple lighting pipeline and some per-pixel postprocessing, a neat tiled-level system  (all from scratch)… and I was getting the atmosphere of my vision done. Sadly I didn’t get to the actual gameplay which was supposed to be (top-down) about you falling into this alien ship that was underground inside a cave you were exploring one day. You were supposed to have to make your way through different paths in a 512×512 level, discover strange technologies and maybe even fight some creatures, avoiding traps and eventually getting yourself out of there (supposedly;)).

 

Better luck next time, and congratulations to all of you who made it in time!

 

screen0 screen1 screen2

Comments

Scipio Xaos
28. Apr 2014 · 16:11 UTC
Heh. Looking nice. I also bit off more than I could chew and only managed to get simple rendering done for a massive map that won’t be complete in time. Learned a few things such as how and why to limit the scope of what you choose to do as well as how to do some pixel-by-pixel postprocessing as well. 😛