Testing out some Rayman Lights
Still figuring out the mechanics
https://www.youtube.com/watch?v=1CMNNMglCH4
Still figuring out the mechanics
https://www.youtube.com/watch?v=1CMNNMglCH4
I thought it would be easy to come up with an Idea for this. Turns out it's not. I'm a big fan of subnautica so I'm looking forward to the 50 quadrillion deep-sea exploration games!
But I messed it up, must have been tired. The exploration tactics of our dwarf AI are coming along nicely. Day 2 begins!
This is my first LD. Had to do work stuff first, but still had time to brainstorm the idea. Goal - a topdown shooter-looter. Hope I will have enough time for coding

So we are making a terminal, along with particle based graphics. Its all very pseudo cyberpunky/computer sciency!
This is fun, and could go well into an automation theme as well, although the ever-expanding directory listing will fit deeper and deeper decently i must say.
Its gonna be baws to make the futurewave music for this later :).
So I scrapped the idea of debugging a program but kept the puzzle-block-flow gameplay. You now have to guide an electric current to its destination by... uhhh... moving or rotating blocks or something like that. Still haven't figured this part out. And there will be some blocks that are nested circuits, which are basically nested levels inside levels.
Right now I just finished the current flow system, it seems to work.


For this Compo I decided to write a game from absolute scratch in C. I've just finished setting up the framework, so I'll soon start the real developing of the game. My goal is to be able to compile for MacOS and Linux, but I'll be using platform independent libraries so anyone will be welcome to try and compile for Windows.
C Libraries being used: - GLFW: OpenGL Graphics lib - FMOD: Audio lib - libpng: to handle sprites and textures in .png file format - FreeType: to handle fonts (.ttf files, etc.)
So excited for this Compo!
Time to create!!


just got the idea immediately, not necessarily a unique one, but I want to make tight action with simple control (mouse button only)

OK! I really like how things feel now, and there's lots of potential for cool interactions. The player will probably start by only being able to have one projectile out at a time, then discover more as they descend. Next, I will create all the levels. Hopefully I can call it 'complete' tonight and then spend tomorrow polishing and adding in nice music and visuals, and some other entities. :)
Deeper and deeper was broad to me, so my idea is: Plants are getting back at humans for global warming. You need to go under ground, in a procedurally generated dungeon crawler, to burn the roots at it's source, to make sure the sicotic plants don't grow back. maybe some deeper lore, but that's the idea for the game.
All art assets and most technical aspects to run this bad boy on the Famicom should be done. Now to implement gameplay, sound, and a few levels in Day 2!

As we are too lazy to actually code any logic we've decided to printout prototype of our game and playtest it on the carpet. Progress so far...


He WALKS now!
He WALKS now!
EDIT sh#t duplicated it.
You're going to run into all sorts of creepy things down there...


Parts of our mine that the goblins work in are really taking shape, including the designing of this really cool torch :)


We still have a lot of work ahead, but things are starting to shape into what we imagined our game would look like ! Pretty excited for what's gonna happen next !
I decided to go with going deeper into dreams thing, Im using the 3rd dimension this time and I so happy I am able to that =)

It took us some time, but we're finally in! I'm currently trying an old cartography artstyle for our diving game!
Good luck everyone :) 