Monthly Archives: August 2011

Soul Hellscape – Ludum Dare 48 entry

As promised, I entered Ludum Dare 48-hour game making competition and submitted my game, called “Soul Hellscape” (entry here).

In this sandboxy game you help trapped souls by placing your “Holy Light” beam that attracts them and lets you guide them to the Gate of Hell, where they can escape. All while several types of baddies attempt to nibble on the delicious, innocent souls. You can zap them with a “Divine Lightning”. Plus a few more fancy features.

Software: VS (C# + XNA), Photoshop, Maya, sfxr
Requires: Windows, .NET, XNA, mouse/keyboard

You can download and play it here:
http://www.rudythedev.com/SoulHellscape2.zip

XNA 4 redist: http://www.microsoft.com/download/en/details.aspx?id=20914
.NET 4 redist: http://www.microsoft.com/download/en/details.aspx?id=24872

Update

The competition ended. I got some nice and some more… informative comments. :) Overall, I’m pretty glad with how it turned out. Even made a little motivational post about it. The final scores are (I think) above average. — 3.11/5 overall. That’s not in top 50, so *sad face*.

I guess what killed my scores is lack of graphics, lack of quirkiness, lack of nostalgia, complexity and lack of music. I must admit that the target audience is not quite what you would expect. After all, you get rated by the developers themselves. I won’t go into details of what I learned, let’s just say I took a few notes home.

As a rater, I rated 51% of the 599 games, and ended up 5th place on the “coolness” (raters) scale. Yay, me! And shame on those who didn’t rate a single game!

See you in December, Ludum Dare #22!

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Wow! I haven’t posted for a long time

I really have not posted anything with content for a while now. WordPress even managed to roll out a few updates in the meantime slightly changing the whole interface. I also got about 100 spam comments.

I’m still here, still willing to work on a video game. Note the intentionally indefinite use of “video game”. It won’t take a genius to conclude I may have (temporarily) shelved the actual whatsitname isometric game. Or have I? Well, yes, for the past 3 months I have. Am I on a summer vacation? What silliness, I’m just lazy.

O.K., O.K., I am not that irresponsible. I did actually work a little more on the game itself:

I also went on a separate development “branch” where I had a great idea for a spaceship/AI/sandbox kind of game:

I actually quite like the idea, but I fear the project is too big for me to take it on as the “first” game. I won’t go into details, because I don’t want to accidentally convince myself to do it.

Finally, the vast majority of my time went into a theoretical platform shooter/survival/RPG game. Practically, I made a platformer with a little gameplay:

I’m actually rather proud of this and I see some potential in this (after the fact that half the indie games are platformers). Characters are made of several body parts, that can move independently. There is walking animation, holding and aiming the weapon in all direction, shooting, bullets, flashes and sounds. You can walk, jump, aim. There’s a map editor and some fast collision detection with a k-d node tree. Blah, blah, in short, enough to post some 10 blog posts. But I never did. I don’t know why… oh, wait, yes I do — because I am lazy.

I think this is what the majority of my problems boil down to. Laziness and short attention span. I am considering entering Ludum Dare at the end of August for a 48-hour game creation challenge. (May be if I say this out loud [on paper {in blog} ] I may actually do it.) I never have and this might be fun. May be someone will actually read my blog besides Google Bot, Yahoo Slurp and that third one no one uses.

Anyway, less typing, more coding!

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