green & purple by Brian Crick 2012-08-27T18:22:00
Thanks for the comments! I totally agree; the biggest problem is communication. I've got a postmortem at http://www.oogby.com/postmortem-ludum-dare-24/ if anybody's interested.
Foon → Ludum Dare Explorer → Users → Brian Crick
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Moebius Racer | compo | 816 | 2.95 | 2.84 | 3.06 | 2.56 | 4.21 | 3.50 | 3.50 | 32 | ||
| 2012 | 24 | Evolution | green & purple | compo | 270 | 3.15 | 2.84 | 3.00 | 2.42 | 4.00 | 3.67 | 2.15 | 3.53 | 39 |
Thanks for the comments! I totally agree; the biggest problem is communication. I've got a postmortem at http://www.oogby.com/postmortem-ludum-dare-24/ if anybody's interested.
Conceptually, I love the idea of breeding plants that help you move around -- it feels totally natural, and fits with the theme perfectly.
Wasn't quite sure what I was doing, but it's got this great hypnotic feel.
The way I did the physics was... well, I didn't quite figure all that out, hence the wonkiness in the collisions. However, the car and camera positioning is actually kind of interesting in its own way. Each car (including your own) has its coordinates stored in a sort of moebius-strip-specific coordinate system.
X is a number from -1 to 1 where -1 means you're on the left side of the track, and 1 is the right side; y is your height above the track (which is constant) and z is your distance traveled in laps. So moving is just a matter of incrementing Z by your speed and adjusting X based on pressing A or D. Then, every frame, I convert that coordinate system to a real world coordinate system where Z controls both your position going around the circular track and the twist of the track relative to the horizon.
(Ok that was a bit convoluted I guess... hope that makes sense.)
Nice concept! I'd love to see this fleshed out more.