OK
Let’s do this! Almost certainly will be HTML/JS.
Let’s do this! Almost certainly will be HTML/JS.
Finally got the canvas drawing sorted out. The game is set on a small moon or asteroid and is based on polar coordinates to minimize unnecessary calculations. It might get difficult to manage extra sprites and assets once they are added, but it’s working well so far!
The player’s rover has a drill to drill for resources:
But obstacles and hazards might have to be cleared out of the way first with the shockwave!
The placeholder graphics aren’t great, but they get the point across.
Done so far:
– Planet geometry
– Rover controls to move, drill, and shockwave
– Crappy sprites for player and obstacles
– Shockwave and drill collision detection
– A few Web Audio sound effects and manager
Still to do:
– Enemy rovers & combat logic
– Neutral characters
– Music
– Most sound effects
– Most graphics
– HUD
– Menu and level organization
– Maybe some cutscenes or animations
Here it is: Space Frack!
In the not-so-distant future, collecting resources on Earth becomes prohibitively expensive. Corporations send out rovers to collect resources from faraway moons and asteroids. You are tasked with piloting the latest in space mining technology, and harvesting more resources than the competition. Your cutting-edge rover is equipped with a shockwave generator that will frack the resources deep under the surface, allowing the resources to be sucked out with haste.
Good luck, and watch out for enemy rovers! They don’t take kindly to anyone else infringing on their claims. It’s like the wild west out there.
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=31734
This was fun! I’m definitely entering again soon.
Whoops, looks like I broke some of the compo rules by using a few public domain images and sfx. I’ve fixed up several little bugs and switched to the jam.

Space Frack is a fracking game in space! Check it out!
Very excited about doing another Ludum Dare. The strategy is:
-JS/Canvas
-Base64 audio
-Reaper + Photoshop
Doing the compo for real this time, so I’m guessing the graphics are not going to turn out too good. I’m really looking forward to doing all foley sound effects, maybe some synthesizers too. Plenty of beer in the fridge, a carton of eggs for brain food, and the studio almost all set up. It’s going to be a good weekend.
Done: The storyboarding system is just about figured out, some pixel art, some decent physics, most of the planning game mechanics and a few ideas for puzzles.
Need to finish the past/present transitions, the story, lots of graphics, all the sound effects, and some music. A lot to do.
I’ve decided to go with Hexels for the graphics, since the results are kinda nice even if you’re as terrible at drawing as I am. Needless to say, this game is not going to look very detailed.
Just finished up the last tweaks before the compo deadline.
The game is called “TimeWarps Inc.” and it’s about tossing objects through portals back in time to alter the present. The intro explains it pretty well, but that is just about all the content there is! A tutorial level introduces the concept and it works kinda neat with the time warp effect, but wow is this game short and easy. Maybe it’s worth developing into a more complete product, who knows.
What I do know is that making a non-arcade game with story and characters and stuff is a whole great big ludicrous amount of work.
Try out TimeWarps Inc. while you’re waiting for the microwave!
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=31734

The super-luminal baryon accelerator.