This is something I started a while back but didn’t get too far with. Now I’ve picked it back up and expanded on it in order to get some practice writing platformer mechanics.
7 Responses to First Ludum Dare Practice Game – Wizard!
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When did you make this?
Started on it a while back…actually over a year ago now that I think about it. Been working on it the last couple of days.
Seems like I have seen that before… on a 360 perhapse…. 😉
I like the level scrolling, that’s new from the last time I saw it.
I always thought it was pronounced “Lew-dumb dar-ay”.
Looking good! After this project, what’s next?
Yay, ultimate wizard was a great game, I like that you made it a scrolly instead of the fixed screen.
If you get around to completing it, make sure you add that great dying yell sfx.
Do note the “libraries you may use” thing though. Any pre-written code must be published beforehand so others may use it as well, and said code is not supposed to have any “game mechanics” in them, whatever that may mean – basically rendering code is ok, collision code is ok, generic physics code is ok, but using unreal engine (which happens to include all of the above) isn’t.
LD rules aren’t written in stone, and the rules are more of a “feeling” than strict law.. basically you’re supposed to build the whole game during the weekend, but since you can’t possibly create EVERYTHING that weekend, some helper libraries (such as stdio =) must be allowed, but drawing the line is difficult..
Pre-written platformer physics are a tough call, as if you just take a “platformer engine”, so to say, and just populate it with cool levels during the weekend, it’s probably in the violation of the rules.. however, if the “platformer engine” is just, say, 10% of the final game code, it clearly (in my opinion) won’t.
If on the other hand you’re just warming up and seeing what kinds of things are possible, just ignore this =)
Yes, that last thing you said. I slightly misspoke in the video. I will be starting from scratch (other than my current framework).