@bebop: you can always count the sheep. If that gets boring, count the fence posts, then count the cubes in the voxel towers. Then if that's boring, count the blades of grass...
It's a bit of a shame that there's nothing to do, but I'm still very impressed that you managed to put together your own engine in such a short time, so good job!
You should probably remove yourself from the audio category by the way, seeing as there isn't any audio :P
Anyway, keep up the good work! I hope to see you next Ludum Dare! :)
Impressive piece of work for the game engine. it is a shame there is nothing really to do but this is a good job to put together this engine. good job!
@zgragselus: ctrl-f5 usually fixes loading problems. Sadly it's something in the environment that I can't modify from within my engine, i.e. emscripten webassembly builds are failing sometimes on "download.." phase, and sometimes it gives "javascript exception", and ctrl-f5 fixes those, but it's slightly annoying that users need to do that manually...
It might not be a game yet but managing to build your own engine is pretty cool. At the end of the day it's what you as a developer get out of the jam that's important.
@Zyzzyzzyz: From developer perspective, it's been very useful. I've managed to fix some problems from the engine, for example the quake_ml module which provides camera movement, was not working properly with move_ml module which moves the enemies. Sadly that fix didn't get to the LD deadline, but it provides another featurecombination that actually works in the engine. Further, there's now improved loading screens, which do not let users waiting for game to load, but instead provides some adverticments for my web page.
It looks nice, it runs nice, it's webassembly. Gameplay could be fun, but I kind of enjoyed counting the sheep. I could unfortunately not get past (counting) the fenceposts, that was too difficult for me. Nice work :)
Runs fine (asmjs) on my machine! Nice to see there are some of us still doing this the hardcore way :-) However, let's not forget about the gameplay ; I tried counting the sheeps, but I fell asleep.
I counted 10 sheep, is that the right answer? Also filling the buildings with voxels all the way through is cheating, there's no way you can count voxels that you cant see.
@chao: sure, 10 is one number you can use. But counting sheep is special since you can count the same sheep multiple times. The idea is that you count them until you go to sleep, so the same sheep can be counted many times. The result just depends on how long it takes for you to get bored enough to actually sleep. Trick here is that people are supposed to count them manually one by one...
The voxels having cubes inside the buildings. Counting the "hidden" cubes is possible too, if you measure the basic measurements of the towers like radius and height (in cubes) and use basic math to get the result. In fact, creating these cubes would have been too burdensome, if the engine didn't have a way to specify the radius/height to create basic shapes like cylinders and cones.
This brings us to final piece. Getting the results is way easier than you think. The code that renders the scene must have these numbers. Looking at the code is easy shortcut. Just need to regognize the right number from tons of other numbers needed to specify the scene.
Someone should still try to invent method to count the grass...
I walked to the fried egg in the sky then back and eventually figured out I had to count the sheep to continue but I counted to a couple hundred and they kept coming so I kept counting and I am at 1701071 now and I don't know if I can finish the game I want to but my mother stopped calling and I think shes worried because Ive not turned the computer off or slept since friday but I want to finish the game it looks fun so I just want to ask for help because I want to finish the game but I can't follow the walkthrough good job on the game wish I could see the good ending thanks.
Fried egg in the sky! I keep being distracted by fried egg in the sky when counting the sheep.. so, umm, I guess I failed on counting. Congratulations on making your own engine :)
Well this was an interesting experience :) Not much to do but it had great graphics for being scripted by your own engine. That, I must say, is a really great accomplishment. Maybe you can add some features after the Jam, because this has a great potential. Keep up the good work ;)
@belga54: you might be underestimating the work amounts slightly, if you think the whole engine was written in the 2 days... Its more like "the project started from black screen at the LD theme announcement"...
i wonder... i feel like it has a nice framerate, but somehow it doesn't feel as smooth as like wolf3d... is it just a keyboard processing problem or is it a display problem? because if you can make the movement smoother, it would look more impressive.
Comments42
Seeing something other than Unity or GameMaker is plus too :)
You should probably remove yourself from the audio category by the way, seeing as there isn't any audio :P
Anyway, keep up the good work! I hope to see you next Ludum Dare! :)
Kudos for writing your own engine.
Windows 7, 64-bit
Firefox
GTX 1060
If you need any other info please let me know.
Nice to see there are some of us still doing this the hardcore way :-)
However, let's not forget about the gameplay ; I tried counting the sheeps, but I fell asleep.
Also filling the buildings with voxels all the way through is cheating, there's no way you can count voxels that you cant see.
The voxels having cubes inside the buildings. Counting the "hidden" cubes is possible too, if you measure the basic measurements of the towers like radius and height (in cubes) and use basic math to get the result. In fact, creating these cubes would have been too burdensome, if the engine didn't have a way to specify the radius/height to create basic shapes like cylinders and cones.
This brings us to final piece. Getting the results is way easier than you think. The code that renders the scene must have these numbers. Looking at the code is easy shortcut. Just need to regognize the right number from tons of other numbers needed to specify the scene.
Someone should still try to invent method to count the grass...
While walking in the yard, I noticed a wrong perspective for view, if one looks aside or forward. However, nice base for future games.
i wonder... i feel like it has a nice framerate, but somehow it doesn't feel as smooth as like wolf3d... is it just a keyboard processing problem or is it a display problem? because if you can make the movement smoother, it would look more impressive.