Tetrergeru

Ludum Dare 55

2d-sprites + 3d-world = ❤️

Our game — Oversummoned — uses many cute 2d-sprites (demons and decorations) with completely 3d surroundings (tiles and houses)

At first, we rotated sprites to look at camera, but they started to clip with 3d objects 😈🏠. So we devised a hack: our sprites rotate only around vertical axis, and are scaled vertically by sqrt(2), so they look unmodified (camera looks down at 45°).

1.jpg In-game view

2.jpg Editor view of a demon — it is as tall as a house!

When demon is grabbed player sees it turned upside-down, but actually it's parallel to the ground...

photoem2024-04-23/em21-12-18.jpg Editor view and in-game view of a grabbed demon.

2d-sprites + 3d-world = ❤️

Our game — Oversummoned — uses many cute 2d-sprites (demons and decorations) with completely 3d surroundings (tiles and houses)

At first, we rotated sprites to look at camera, but they started to clip with 3d objects 😈🏠. So we devised a hack: our sprites rotate only around vertical axis, and are scaled vertically by sqrt(2), so they look unmodified (camera looks down at 45°).

1 In-game view

photoem2024-04-23/em21-12-18.jpg Editor view and in-game view of a grabbed demon.

When demon is grabbed player sees it turned upside-down, but actually it's parallel to the ground...

2 Editor view of a demon — it is as tall as a house!

Ludum Dare 57

Rope for a crab

roped-island.png

Our game is about exploration in the underwater depths (yeah, kinda unoriginal but beautiful and full of vibe!). It's too easy to get lost under water, so we've implemented a rollback mechanics. Player is tied to the start location with a rope, that you can unwind any time, to return.

Rope is implemented as a Unity's line renderer. It has of a list of points. We add new point to the list when player moves away. But we also need to shrink the rope, for it to behave somewhat realistically. So we iterate through the triples of points and calculate vectors to straighten them into the line (this vector has a limited magnitude, so that it doesn't shrink in an instant).

We also do raycasts to check if the rope would collide with scenery. And just skip points if their shrinking causes a collision. Alse, just for optimization sake, I have added garbage collection, removing points that are to close to each other.

Try it out :arrow_down: to see if it helps you navigate a stunning underwater environment and uncover it's secrets!

https://ldjam.com/events/ludum-dare/57/crab-with-a-hook

crab-rave-SampleScene.gif

Hiding in the deep ️

eye-fish.png

In our game we've focused heavily on providing the most immersive and atmospheric experience of depths exploration. We added many obvious things: cute little fishes (as well as sharks swimming close to the surface), glowing particles and sunken ships.

But we also wanted to add something more mystic. Something hidden at the corner of player's perception. So we've modeled and animated a giant fish with a huge eye, which opens when player gets closer to it.

We call this cutie an "Eye-Fish".

Can you find her? Check it out in our game ⬇️

https://ldjam.com/events/ludum-dare/57/crab-with-a-hook

eye-fish-model.png