I released a Windows and Mac version of Bat Cave to address some bugs that some people found.
- Shooting and jumping keys changed to something more standard.
- Fixed bullet hell power-up.
- More accurate collision detection.
Bat Cave is a simple shooter I created for Ludum Dare 37, and this article attempts to document what went right, what went wrong, and some general thoughts on the entire weekend.
Once the theme was decided, it was time to get to work. I spent a lot of time the first day working on designing the room and testing collision detection. Not sure why this took so long, but around 3:30am Saturday I had working collisions, and decided that was it for the evening. Saturday morning rolls around, and it’s time to work on some art, and get to coding. Sunday was spent finishing up the game, tweaking options, and adding sound and title screen.
I used Unity for this compo, and the actual coding went rather well. I like to use my simple object pooler script to handle the management of game objects, and I created some controller scripts to handle the audio, game management, and enemy management.
Another successful Ludum Dare for me… I had a great time developing and releasing Bat Cave, and even though there were moments of doubt, I continued on. I hope that this game rates higher than my previous two entries… time will tell.
I put up a video of the development of my Ludum Dare 37 game, Bat Cave.
Another successful Ludum Dare… my 3rd. I hope you check out my game named “Bat Cave” and will consider rating once voting starts… I will do the same for you.
Next up: A Post Mortem blog entry and a Timelapse video!
Great at times, frustrating at times, but I had a blast!
There’s only a few hours left, so I am going to stop adding features and start tweaking and bug fixing on my game, Bat Cave.
Shoot and avoid the bats. Shoot the drips coming from the stalactites so they do not build up stalagmites on the ground. You can jump over smaller stalagmites, and shoot the bomb power-up to remove them. Shoot the bullet power-up for 10 seconds of extra fire power.
Just after midnight Saturday here, and I am tired. I have a playable cave shooter game. Next up is to add some background graphics, tweak the sounds, graphics (I hope), and game play, and add a few more power ups. I hope to get all of this done in time.
It’s a simple, one room shooter, but for some reason this one gave me a lot of problems. Collisions were giving me a headache. Some features were removed since they kind of sucked once I started working on it. Other features were removed due to time.
All in all, it’s a bit primitive (due to my lack of any art skills), but enjoyable.
Eighteen hours in (minus some sleep), and here is my cave shooter, tentatively titled “Bat Cave”.
Shoot the drips to prevent stalagmites from forming. Avoid the bats.
Things I still have to do:
I decided to go with a gun turret as the player. I tried to create an animated person running around, but it didn’t work out. I stink at creating graphics, and was spending a lot of time on it.
I decided to write a game where the player is in a cave. This is the “one room”. This idea would of also worked for other themes not chosen (underground, etc).
The first 2 hours were spent on design and moving some Unity objects around to get the coding working. I do suck at art, but attached is a rock-like room that you can consider a cave with stalactites. If I have some time later in the compo, I will revisit the art, but for now, this is the best I can do under the time constraints I set for myself. The stalactites are randomly placed when the game starts.
Next up is to create the player, mine shaft, and some power-ups. The idea of the game is to destroy the drips from the stalactites. If the drip hits the ground, it starts creating a stalagmite and makes it difficult for the player to move around. Power-ups come down the mine shaft and help the player destroy the stalagmites, or gives the player a special ability to cope with what’s going on. I think I will add some bats for added frustration!