So now a week has gone by and the dust has settled.
I had quite a bit feedback, some good, some bad, but one thing stood out:
The spike collision. The collision box is too big.
And the worst? I knew it. I felt the same way, but for some reason I always thought it would work out. Well, it didn't :)
…
And here's the final journal entry (final before the next).
The game is more or less finished!
A few last minute points:
* Having the editor worked out nicely as I could build the last two levels in the range of half an hour
* Having the annoying GUI stuff out of the way I could concentrate on gettin…
Due to other real life events I'm out for today, so here's a hurried journal entry.
I added one more stage and made a preview. Having a preview possible was a good exercise as I discovered two first-time startup bugs.
I added a preliminary ending for the preview but I still need to figure out a goo…
Finally it starts to feel like a game. It's not particularely challenging, but a little bit of puzzly goodness is hidden inside.
Anyhow, today I chose some music (incompetech.com has some really good stuff, provided you credit him properly)
So todays screenshot finally shows something different, my …
Somehow my screen shots all look alike :)
Added ways to die, change levels, a new device and finally ways to die.
As new graphical feature walls now bring an implicit shadow with them which makes them stand out more.
Also started on a graphic overhaul. Due to the time limit of 7 days you can actuall…
Day 3 has passed and I couldn't do as much as I thought. Anyhow, I added the obligatory keys and doors.
The game play has somewhat changed as in you need to keep your lamp lit. Burning torches are your only safe spots. You can light unlit ones to keep advancing. Once your lamp is out and no light i…
Day 2 is coming to an end. Well, what did I achieve?
As promised touched up my naff lighting system. Now it allows for colored lights. The calculated color is stored in the map (per frame) so any objects can detect the light level.
The player can move about, gets blocked by walls and spreads a ligh…
Welcome to day 1 of the Week of Awesome IV competition!
So far the themes are gameplayish Shadows and Evolution, and graphical Undead and Ruins.
First thought: Urgh. Second thought: Urgh.
But nevertheless, I enter, I make a game and maybe get out alive :)
Shadows is a theme that might work out with …
For one, a main goal at any competition is to get feedback. Especially critics on the things that were not good. A competition like this usually nets you at least a few people playing your game and they will tell you what's good, what's bad, what's …
What went right
Even before the competition started I was pondering on what to do. In a previous Ludum Dare I had used a nifty 3d side perspective which I hoped to use again. And all in all it worked quite nicely. Built a really s…