I’m finishing, I need to watch Breaking Bad :)
I could have easily finished the game yesterday (if I wasn’t so lazy :D), I just added enemy movement this morning and then some tidying up to get it distributable. It’s here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=729
This is my first Ludum Dare and first time making a distributable build from my engine – so I hope that works! (I’ve tested it on two machines). It was fun, I think it would be better to go to a meetup or something in the future. I created nearly everything on a laptop while watching TV.
- +Simple game that’s completable
- -Not very fun, or novel
- +First time doing a 2d level with a vector collision mesh
- -Probably spent too much time on the intro screen and not enough time in the game
- +Intro screen looks very cool
- – Had to add little bits and pieces to my engine code
- + Engine work flow is pretty good but still some inefficiencies
- Add an in-game starfield background with a bit of parallax and a nice shiny moon
- Reuse the lightning from the intro in the game
- Make the level more interesting
- Make the enemies animated (and windmill their arms)
- Use the art for darwins throwing arm, let the player aim and apply power to the throw
- Particle effect for end-gate, enemy destruction, Darwin taking damage
- Darwin in-game should burst from his grave at the start
I think anything more wouldn’t have been feasible in the time I had.
There are no sounds, because I don’t have any sound playing code. I’ve started a rewrite of my engine and the competition has given some good insight into changes I might want to make! The current base code is here: https://github.com/balaam and I infrequently mention it on my site about programming, rpgs, games and that sort of thing.