Author Topic: bombDabomb  (Read 2197 times)

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Offline Optimus

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bombDabomb
« on: August 27, 2013 »
I just released a little game done in 3 days.

It's my entry for Ludum Dare 27, theme 10 seconds and it's the first time I participate in such a compo.
The concept is simple atm, you spawn uncontrollably a bomb every ten seconds, that might kill some of the monsters following you. If you kill them all you win, if the draw your energy you loose. I had more ideas for this, like randomly different colored bombs that kill the same color of enemies, blocks of wall that you can break, levels, bonuses, and of course some better models to replace the placeholder spheres. Yeah, preety basic I know.

But I am still happy I could make something with a gameplay cycle in few days. I enjoyed it very much, while looking at numerous other people posting their progress in the blogs. I want to focus more on gamedev and less on demomaking (although I'll still be coding demos from time to time), I learned from this already how much harder is to bother with game logic, I improved my mouselook engine, started with more organized code and good classes (that ended up being bad in the jam because time wasn't enough to write proper code :). It's interesting how I didn't try my luck with gamedev so many years and what different challenges there are compared to demos.

Here is the entry and an executable among with the source.
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17470

Here is the source public in bitbucket
https://bitbucket.org/Optimus6128/bombdabomb

And here is an early coding timelapse (before the Jam)
http://www.youtube.com/watch?v=zMUg93WU-8k

p.s. At first I was a bit snob, like come on why press yourself to code something in 2 days only? But then I got the kicks for it, I liked the community feeling, and how you can approach this thing, like think of a simple concept that is possible in two days, or what went right and wrong posts, and learn from it. I like how each person approaches it different, some make sketches and plans on paper, some go directly to code, while other make sprites and art, with the same focus on trying to make something in a limited time. Now I will be curious about the next compo. Might go 2d for a change in the next one, to try my luck at pixeling retro stuff and making a 2d game.
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Offline combatking0

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Re: bombDabomb
« Reply #1 on: August 27, 2013 »
Cool concept - this could be bigger than Angry Birds. :o
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