Beat Zombie VR by Ekanaut 2014-12-09T18:45:00
Love it guys! You did a great job!
Foon → Ludum Dare Explorer → Users → garat
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Shrimpworld | jam | 919 | 2.70 | 2.45 | 2.25 | 2.65 | 3.40 | 1.94 | 2.39 | 2.33 | 32 | |
| 2014 | 31 | Entire Game on One Screen | The Crane | jam | 17 |
Love it guys! You did a great job!
Thanks guys! Actually, what's funny, is the proper map had collision blocks and land in place, but when I finally was far enough along to build and play - about an hour before the end of the compo, I had JUST built my map. Simply ran out of time. Losing Saturday was disastrous from a completion perspective.
Here's an in-editor shot of it, so you can see what the intent was from a collision plane perspective: http://imgur.com/OrwVuxT
Very interesting concept! The music often overwhelms the audio coming from the posters is the only highly critical feedback. :) Made it hard to hear what was being said on occasion!
We highly recommend clicking on the web link, rather than the embedded. The smallest resolution we tested with was 1280x720!
Thanks for the feedback everyone!
- Thanks for the props on the graphics. I did all those, and am particularly proud because I'm an awful artist. ;) MagicaVoxel was the tool I used (Too cheap to buy Cubicle)
- There is audio: shooting and picking up butter dishes should have had sound. I'll investigate if we broke it!
- Delay on restart may be too long for sure.
I just linked a WebGL version, in case folks want to try it. I may even try and get a MacBuild later, just need to fire up the old MacBook.
Been busy at work, but wanted to update with reactions. Thanks again for all the new comments!
I spent about three hours trying to get some "tweened" animations in using the in-engine aniamtion of unity. They looked great, but they were breaking all movement, so ultimately, after a few hours of fruitless debugging, I pulled them, rather than spending even more time on something that may or may not work. At some point, I'll go back and see if I can determine why the animation was breaking things. I'm sure it was due to somehow deforming the hitbox and collision information, but I was unable to determine where or how.
Normally I'd have a mac and linux build, but I don't like doing builds if I can't test them, and my linux machine is out right now, and I simply ran out of time to prep the mac build. I'll have those pipelines up and running ahead of time next LD!
I'd love to come back to this at some point - at least the basics, if not the specific world - as it was a ton of fun for Sorian and I to work on.