Timmy Telekinesis

Timmy Telekinesis

This game is from ldjam.com, which is currently unavailable.
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overall: 3.41
fun: 3.44
innovation: 3.30
theme: 2.96
graphics: 3.54
humor: 3.20
mood: 3.24

Introduction

Timmy Telekinesis is about a young man trying to keep his dream of winning a buggy race, despite being a mediocre racer.

To achieve this, he must use his telekinetic powers to steer other cars off the track and into the barriers.

Controls


WASD - Controls your buggy

Left, Right Arrows - Enters 'telekinetic' mode and cycles through the other cars.

Up, Down Arrows - Cancels telekinetic mode

Development

I made the game using java with LWJGL 3 and my own Ludum Dare framework LintfordLib.

Please let me know if you have any problems running the game

For Ludum Dare #46, I wanted to use Box2d, to see if the 'out-of-the-box' collision detection would save me time and make for interesting game mechanics, especially in a racing game as all the momentum and skidding kind of comes for free. In the end though it was probably more trouble than it was worth.

The first real issue is just importing scenes and object to be used within a custom game engine - I spent a good 6-8 hours over the weekend just fixing bugs with my import code. Another problem is that it is all too easy to put the box2d world into a unstable state - objects would collide and get stuck together etc. These things are also unfortunately visible in the final game.

Bugs

I have fixed the following bugs since the jam entry was released:

* Opponent Engine sound turned up (on)
* Countdown timer no longer counts to -1
* Positions are calculated correctly after 1st lap
* Box2d uses fixed time step (no longer variable time step)
* Telekinesis energy drains faster and replenishes slower (balancing)
* Engine sounds turn on after you read the tutorial, and not during
* The game uses your last saved audio options if you restart
* Added 'Exit Game' option to the pause menu - accessed by pressing Escape

Timelapse

I recorded my desktop during development, and will release a time-lapse of the weekend, cut down to around 5-10 mins.

Enhanced Version

Because I ran out off time, the game is missing a few art assets which I would like to add. For any additional features, I will release and maintain an 'enhanced' version on the itch.io website.
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