Welcome to the wonderful world of the wormings. Well, worlds, I should say.
Their only goal in life is to get from the blue door to the green one, problem is they aren't in the same world!
To their great relief there exist yellow doors in the blue-door world, which lead them to the orange doors of the green-door world. How excitingly practical!
Along spikes and narrow hallways it also helps that an omnipotent being is able to change the world to lead them through their troubles. This is probably why they think getting to the doors is so important; someone is clearly guiding them there.
Any change in one world is, however, exactly reflected in the other world. Will their omnipotent being be able to find a path for them to follow?
Get the archive; it contains all the executables built at this time, as well as the source for the engince and those dependancies I have the right to redistribute.
Requirements for linux build: portaudio, glfw3 & glew. The engine runs on OpenGL 3.2 Core, so software renderers in linux won't work (hence the lack of testing of my linux build; VM driver support sucks).
At the moment, there is only a 32-bit windows executable, however linux (x86, x64 and armhf7) are planned. I might even find the time to get it emscriptened up for the web if that works for my engine.
Left mouse button (MB1) swaps tiles in the upper and lower world. Right mouse button (MB2) inserts trampoline tiles, if any are available for the given level, at the location pointed to. These tiles allow the wormings to climb to the nearest ledge in the direction of travel.
So you noticed there aren't too many levels yet; these serve mostly as inspiration for what is possible. You can create your own levels by following the examples set in the included ones. res/tiles.lst provides an overview of the supported tiles, and res/levels contain the included levels. They are text files and commented to help you understand them.
To run a custom level, run the game from the command line with the path to the level file as an argument: ./ld30 path/to/mylvl.scn or simply drag the level onto the binary (if your OS/window manager supports drag-and-drop). Then select the "custom level"-option in the menu.
If you need any help, ask away in the comments below!
If you find any new ones, let me know in the comments!
---Version 14-08-27-21-50--- >Linux (x64) build works, but has timing issues; audio may be very choppy (just mute it I guess), gameplay _should_ be fine. ---Version 14-08-27-20-15--- >Linux (x64) build included but untested >Fixed the "Win regardless of death"-bug. >Start button works as resume once a game is stared; have not relabeled it, as it would require new art and I'm iffy on adding that after the deadline even when it's fixing weird behavior. Fixed the bug where game wouldn't reset to first level upon completion of last level. ---Version 14-08-26-23-45--- >Linux (x64) build is plain not working. >Everyone dieing causes win. >Game doesn't reset to first level after win. ---Version 14-08-26-17-15--- >No known bugs. ---Version Deadline--- >Memory leak upon level change/reload. >Possible memory corruption upon 8th scene creation.
Building the game requires GLFW 3, glew and portaudio for the engine. These in turn lead to a bigger library list than I like to admit. Have a look at the makefile in the top dir for the full list, or just try "make all" and see what it complains about.
If you get it running let me know; my test systems are throwing tantrums about GL extensions...
---------------------------Thanks------------------------- The wonderful creators of GLFW, portaudio, cgMusic and Sean Barret; you people are awesome!
Interesting take on a lemmings game. The music fits well. I feel a bit dumb I didn't realize you could swap the trampoline.
Two smaller things I noticed: 1) Losing all your worms to spikes would advance you to the next level. 2) I couldn't start a new game again after being sent to the menu (either through finishing the game or quitting after the first level) Aside from those, the worm physics is a bit wonky.
One nice suggestion: instead of clicking, I would like to hold the mouse button down to switch blocks. Another suggestion: a pause time before the worms enter the level. This is to allow me to observe the level and plan what I need to do. Very nice game, but I do hope you can fix the collision engine.
Two smaller things I noticed: 1) Losing all your worms to spikes would advance you to the next level. 2) I couldn't start a new game again after being sent to the menu (either through finishing the game or quitting after the first level)
Aside from those, the worm physics is a bit wonky.