Posts Tagged ‘torch’

Torch Is Live!

May 7, 2011 Leave a comment


The post-compo version of is now live on Kongregate! Special thanks to Chris for whipping up a brilliant song in such a short time.

Please report any bugs. =]

Torch Post Compo Release Coming Soon

May 7, 2011 Leave a comment

Prior to LD #20, I was working crazy hard on my first game to be sold on FGL. So when it came to that weekend, I was debating on actually doing LD or not because I needed a break. Of course I couldn’t resist the temptation and decided to make a quick game. It took me roughly 16 hours to finish Torch and I’m quite proud of what came out. Still there were things missing and bugs that needed to be fixed, so over the past week I’ve slowly built the post compo version to be put on Kongregate. All that’s left are the sounds and music, but right now I’m finally taking break. You should see it on Kong sometime next week. ;]

By the way, I’ve found a fantastic composer to aide my musically handicapped self. Definitely go check out Chris Sinnott’s work over at his website.

Categories: ludum dare Tags: , , ,

Torch – Post Mortem

May 2, 2011 1 comment

Torch is my Ludum Dare #20 entry. The theme was “It’s dangerous to go alone. Take this!” I had already set my mind to making a platformer prior to the competition. Once the theme was chosen, I immediately started thinking of a companion cube like object to give the player. A torch actually came to my mind first but I was scared that the lighting system would take too long. After about an hour into brainstorming I figured a torch was my best bet at an interesting game.

I first tackled the physics which took a bit of time as I had never worked on a platformer before. After a few hours I got to a point where it was acceptable even though it’s still a little buggy. The lighting system must have taken me the longest. I first tried using a similar system to Voyage of Discovery, but it didn’t fit well with a physics based platformer. I then tried the standard circle gradient but it looked way too tacky. What you see in the final version is a few hours of tweaking and browsing forums posts. I’m quite proud of the effect outside of the torch’s radius which distorts the level yet still allows the player to see what’s around them.

After the lighting, all that was left was to add hazards and create the level. After getting through a few creatures, I realized I wouldn’t have enough time to finish.  I ended up rushing the level design and only doing a few play tests. I’m disappointed that I didn’t have more time to add a few more creatures and detail the tileset before I submitted it. Nonetheless it turned out to be an interesting little game that I plan on polishing up for a post-compo release.

There’s one thing that I’d like to point out before I wrap this up:

A few people left comments about the blind jump near the end of the level. It took me a minute to realize they were talking about the ‘forked path’ section. In the image above, players who complained about the blind jump were following the red line. To actually get past this section, you are supposed to follow the green line. This was a bit of a design flaw on my part because the hidden route isn’t quite visible enough, but I figured players would see the path once they tried jumping down and dying.

For the post compo version, I plan to add fall damage, particle effects, sound effects, a sound track, more creatures, more detailed tileset, and a proper ending. Most importantly the latter. Until then…