The end of ludum dare 48 devlog


I finally finished doing my project for ludum dare 48. The theme of this ld was "deeper and deeper". Now I want to talk about what crutches were used, what difficulties I met and what was cut out of the game.

Day 1

    It was fun to start with, I came back from work and started thinking about the idea of the game, I had an idea to make a tower-defend game for a long time. The essence was that the player had to go down on the platform to the depths of the earth's crust to protect the core-a crystal of blue color that feeds and illuminates this platform. The goal was also not to die yourself. Initially, it was planned that the enemies would be huge skin spiders, but so far there were no textures, they were replaced by the letter "E". It was also planned to add turrets and other installations, but I simply forgot about them.  In general, the idea came from the canceled game terraria otherworld.

   

Finally I got to work, asking how to make the platform, I made the first version of textures. I spent about two hours trying to connect the player to the joystick, but in the end everything worked very well. Then I decided to add a pistol and a sight to the game so that the player could shoot back from the terrible letters " E " but something went wrong.       


But how beautiful!

After a few tests, I started redrawing the textures, by which time I had to cut out the ability to shoot.      

  After I made the textures of the player and added him the ability to hit with a knife, this spasobnost works at the expense of an object with a collider attached to it, which when pressed activated and caused damage to enemies.  this how it look:

      

Day 2

waking up at 6: 59 a.m. local time. I immediately started developing it. I have been re-directed all the textures, as well as added the death of the player.

       

And ... yeah, he could crawl away

it doesn't matter! after that, I added the enemy damage animation to the game, although it was lost at the end of development...(

The next step was to add coins to the game and hence the shop appeared.   

           

In this scene, you could buy: 

bread - needed for heal

details-needed to fix the core and turrets.

cargo - when you buy it, it appears scattered around your ship. if you deliver it safely you get paid

Day 3

Returning late in the evening from classes, I started working on the texture of the enemy, the idea came to me by accident, sitting in class, I made a quick sketch of the enemy that after death would grow overgrown with crystals causing damage to everyone around. This is how the crystal slime was born.


I quickly reworked the mechanics of the enemy's death to a new concept, and then the enemy was ready. But the problem was that changing the mechanics of the enemy's death resulted in one thing... bug...


Then I redrawn the core and added the destruction stages to it, but then the mechanics associated with the core failure had to be canceled. But the animation remained.   


It was getting close to night and I started making a monster spawn system (it's about time!). This system is one big crutch. This is 8 points scattered at the corners of the platform from which one is selected where the enemy will spawn. But this is not the most important thing! the most important crutch is that the timer is an animation that crosses the trigger and the script is triggered. Although I think it was fun to test it)  

With the final touches, I made the main menu and made a subsystem for saving resources between scenes.


This is the end of my dev log. Thank you for your time!

Files

WhtDDsetup.exe 15 MB
Apr 26, 2021
WntDD.zip 21 MB
Apr 27, 2021

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