
Quaternion Nightmare
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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Hi everyone, and Happy Anniversary to the event organisers! :)
This is my third Ludum Dare event and the first game I have ever developed in Unity. Trying to work to the 48 hour time limit with unfamiliar tools meant I really had to cut some corners but I'm fairly happy with the result given the circumstance.
With 'Tiny World' as the theme I took my inspiration from Super Mario Galaxy because it seemed an interesting challenge to recreate the very small planets of those games with their 'gravity could act in any direction' physics ... the first day and a half was spent just trying to get the player model to point 'up', and fall 'down' without vearing off course while turning or walking over such unpredictable and often upside-down terrain; hence the title "Quaternion Nightmare". All other aspects of the game were developed on Sunday afternoon.
If I had had more time I would have added: engaging combat, simple 'key + lock box' style puzzles a boss fight and more than one world as well as music and a menu system.
The tools I used in development were:
Unity (http://unity3d.com/)
Blender (http://www.blender.org/)
BFXR (http://www.bfxr.net/)
Paint.NET (http://www.getpaint.net/)
Spacescape (http://alexcpeterson.com/spacescape)
For anyone interested in the physics behind this type of game the following article explains it very nicely: http://www.gamasutra.com/view/feature/131997/games_demystified_super_mario_.php
Good luck everyone with your own entries!
Enjoy :)
This is my third Ludum Dare event and the first game I have ever developed in Unity. Trying to work to the 48 hour time limit with unfamiliar tools meant I really had to cut some corners but I'm fairly happy with the result given the circumstance.
With 'Tiny World' as the theme I took my inspiration from Super Mario Galaxy because it seemed an interesting challenge to recreate the very small planets of those games with their 'gravity could act in any direction' physics ... the first day and a half was spent just trying to get the player model to point 'up', and fall 'down' without vearing off course while turning or walking over such unpredictable and often upside-down terrain; hence the title "Quaternion Nightmare". All other aspects of the game were developed on Sunday afternoon.
If I had had more time I would have added: engaging combat, simple 'key + lock box' style puzzles a boss fight and more than one world as well as music and a menu system.
The tools I used in development were:
Unity (http://unity3d.com/)
Blender (http://www.blender.org/)
BFXR (http://www.bfxr.net/)
Paint.NET (http://www.getpaint.net/)
Spacescape (http://alexcpeterson.com/spacescape)
For anyone interested in the physics behind this type of game the following article explains it very nicely: http://www.gamasutra.com/view/feature/131997/games_demystified_super_mario_.php
Good luck everyone with your own entries!
Enjoy :)