findoff

LD 43

I'm in... "ThePossessor" HTML5. FAILED.

First LD, first

ThePossessor

https://ldjam.doomcalc.com/43/readme.html

No game engine. Just HTML5 canvas and some libraries like matrix-2d.

Failed... Unexpected troubles with main work, on first and second days. And 3rd standard work day... ):

I have no time, to do what i want.


Top-down shooter, with stuff collection, and mob possession.

Old body must be sacrificed to walk next.

LD 44

New try with COMPO...

Hello! My second LD, last has been defeated by weekend work.

Your life your weapon! Your life your shield! Your life your currency! You leech swarm! Eat to grow and grow to eat!

Native canvas without engine and assets.

ezgif.com-video-to-gif (3).gif

New try new fail )=

Too many wishes and internal engineering for 1.5 day compo w/o engine.

May be next time.

ezgif.com-video-to-gif (2).gif

Ludum Dare 45

I'm in. Third try...

COMPO (because, i can't continue at working monday) HTML5 + webGL, no engine, just libs. (reGL, Vue, gl-matrix)

My last try failed because, i wanted too much features. I did waste most of time onto base engine for further features... And make nothing playable at finish.

Now i want finish something, even with green-on-black-lines graphics, even with Vue interface. (If theme match some my ideas)

Started with nothing

After half of day, i did make something. (webGL, test mask of light simulation with framebuffer, realtime level modification)

Remainings only: * actors * entities * pathfinding * ai * weapon * inventory * interface

May be native JS w/o engine not best idea for compo. Or too many features. Again...

native-js.jpg

Experiment with horror lightning

I want to create something like 2d horror with shadow crawlers on spaceship. (cellular level design and destructible walls)

I try many light modes, and think so walls with only back-edges obstacle lights see better than partially transparent walls.

What you can say about this?

Sadly, i think, i can't finish it this time.

light.png

Ludum Dare 47

Four fails and here we go again

My new try to do something to end.

COMPO just only COMPO My toolset:
  • Engine: custom (HTML5, canvas-based just squares, sync-state multiplayer, levels room graph with "smart" bots)
  • Libs: vuejs, may be ReGL
  • Language: TypeScript
  • IDE: JetBrains WebStorm
  • Graphics: procedural, paint
  • Sound: may be pew pew

Last two days i write simple custom top-down engine to play with my wife. May be today/tomorrow i implement 3d(wolf3d like) instead of top-down.

May be it's fit to theme and i implement some things to make it real game or i make something simple text based.

Don't do ideal HL3 MMO with strong AI, just do something finished and playable - i say to my self every jam...