It’s definitely worth a FULL play through, and you can do so here. The game is hard to explain, but as a one commenter put it, “This is not only a game, it’s art.” I personally enjoy the way that the developer gave instructions to play the game without explicitly stating them. Where therefore we go by pjchardt is a game that has stuck with me since I started playing it. The game feels like a finished product, and not like something hacked together in 48 hours by a single developer. You bounce on top of a set of chime like objects towards the top of a tower. On the mildly addictive side of things is hru by gilmore606. The point of the game is to draw obstacles and send all of the particles into the black hole. Though the controls can be a bit precise and not as finely tuned as a more developed game, the music is appropriate, and the whole game has a very beautiful, polished feel. Particle Swarm (not pictured) by KamuKuda is another fascinating game. It is a very zen game, and you can play it here. While the game is silent, it involves tracing a small predetermined path with your line. The game is a pretty inventive use of the minimalism theme, since it is a one button game. The first game that caught my eye was (Follow the) Line by Chman. Note: For this article you may need to download the Unity Web Player, but if you’re an indie game fan you might already have it. World of Goo was originally a Ludum Dare entry. In past years, developers have used Ludum Dare as a chance to test out concepts and to create bits of games. The meteors looked great and fitted into the game really well.The theme this year was “minimalism,” and it’s interesting to see what developers made with such a simple concept. This was also one of the first times that I worked with the unity particlesystems and I'm glad with how it turned out. They also truely added to the gameplay experience and made the game fun to play. The meteor spawning and functionality were the most enjoyable scripts to work on since they required me to learn alot of new things I didn't know before. I ended up giving the car a static speed that was relatively high to create a more fast-paced gamestyle which required the player to pay close attention to what was happening. This turned out to not work so well since the gameplay would become very boring if the player was just driving at minimum speed since the meteors would rarely hit the player. At first I had the idea of giving the player the ability to acelerate and decelerate and rewarding the player for going faster by adding more score. It turns out it's not that easy to make a realistic car that drives on a round surface without any jittering. The driving mechanic of the car was quite a challenge to overcome. I ended up with a system that works perfectly fine for this project that felt really smooth. I needed to come up with a system that would pull certain objects towards it's center based on the distance it was from it's pivot. The gravity was one of the more complex systems. Afterwards I added a UI element visually displaying the size of the planet.Īdditionally I came up with a score system that would increase faster the longer the player survived. I started off with a colored and made a script that shrinks it over time and limits it at a minimum size. This was definitely one of my favourite projects since I learned how to deal with time-stress and still deliver a good product. Starting with the planning board I had a good idea of what needed to be done and how time needed to be spend. The Ludum-dare has a 24 hour limit, but since I didn't need any time for the concepting I wanted to do it faster. I decided that I wanted to test my skills at making this game in a very limited amount of time. The concept was very interesting and involved mechanics that I haven't used before. I noticed that he submitted a game for the Ludum-dare called "Shrinking planet". I got the idea to do this project from a well-known youtuber that goes by the name "Brackeys".
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