Making of Tunnel Bug
You can go play Tunnel Bug and give it a rating when you get the chance. I love Ludum Dare, but honestly, I wasn’t fully aware it was happening until the week before when theme voting was about to begin, and it happened to be on the weekend where I had no urgent plans. So as the days drew nearer, I made my preparations for a 48-hour game dev session.
I’ve said in the past that I’m pessimistic about the theme voting during Ludum Dare, where none of the themes I really wanted would get chosen. So it was a bit of a surprise that one of the themes I did vote for in the final round was chosen: Your Life Is Currency. It wasn’t my favourite of the +1s, but I did think the idea of stuff being worth your life was a good one for game opportunities, at least until it got to thinking of one. I think I ended up with the idea that most people ended up having: using your health points to buy stuff instead of an actual currency, which makes a novel mechanic but not really a full game concept like the other ideas I voted for.
Following from my Game Jam rules, I aim my scope for at least three mechanics to focus on. With using health to buy stuff being my main mechanic, I needed two more mechanics. I figured a game about travelling through a winding path where you cannot touch the sides would be fun, so I went with Lunar Lander style controls (minus gravity) and curved paths. The lunar lander controls are fairly simple, two directions and a button to apply thrust, so all I had to do was implement two buttons to change the angle of the player and one button to apply a forward velocity in the player’s current direction.

The curved path was a bit tricky, I actually use the tilemap class in Vigilante to carve out the path with Cosine Interpolation. I did initially want to use Cubic Interpolation to have smoother curved splines, but the algorithm I was using didn’t really seem to generate a path from the start and end point I wanted, while the simpler Cosine algorithm did. I also wanted the number of points on the curve to increase over time, which would have been more difficult to implement with a cubic method.

If I had more time, I would have most likely used cubic interpolation or another interpolation algorithm to handle an infinite amount of points, plus implemented an object to handle rendering and collisions of the path, probably using a physics engine. One advantage with the carved tilemap approach was being able to manipulate the tile IDs to create fancy patterns when it came to working on the graphics.

I used a lot of shaders, my bloom effect shader as well to the point of being almost standard in most of my games (and has barely changed since I used it in Gemstone Keeper). To add a retro look, I wrote two additional shaders fo apply what’s been described as both a Gameboy and Pipboy tint, as well as a line-pattern shader for the dot matrix screen appearance.

The title screen was done after the base game was added, and was particularly fun for me to do. It took a while to get the menu options to appear right in a horizontal axis as opposed to the standard stack. I also used the Cosine Interpolation with two moving tilemaps to get the wavey line moving in the background. The line pattern is completely random, apart from the ends which took a bit of trial and error to get right.
Music and sound effects were done with LMMS and Chiptone, although to try and move away from chiptune I used a few assets to implement a trance style vibe. While I also used cgMusic to generate a melody, it feels a bit refreshing to have something that doesn’t sound too digitized.

As of writing, Tunnel Bug has gotten over 30 ratings and reached the 20 rating threshold in less than three days. I’m hoping to see if I can get a good ranking, as I did with Tank Gauntlet last year, but we’ll see.




Help Bob and Larry to summon the BLOOD GOD here: 
More weapons and armours have been added. Also everything is now textured for a much better look.
We also have shadows. Yay. 








Hey people, here to thank everyone for all the feedback about BOB, and to notice that we are very close to reach over 1000 views on
Come and play BOB to help us reach this mark and, if possible, leave feedback
Give our game a try if you can, we had a lot of fun making it!
Make sure to post links to your games so we can check them out as well!!