Lanterns Light by johnasebok
鈥婼omething's not right in the village of "Brite". Using the ancient powers of the towns 4 mystical lanterns, you must save the town from being over run by darkness.
All code hand written and game created in unity.
Player models created using MakeHuman.
Buildings, sound and Zombies downloaded from asset store.
Enjoy!
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Multiple adjustments made since original entry. GUI updated. Lighting tweaks. Addition of sound effects, zombies left count, and "kill cam" that shows where a zombie attack is happening. These seem like small adjustments but they have a large impact on game play so I strongly recommend playing the post jam game.
All code hand written and game created in unity.
Player models created using MakeHuman.
Buildings, sound and Zombies downloaded from asset store.
Enjoy!
**************
Multiple adjustments made since original entry. GUI updated. Lighting tweaks. Addition of sound effects, zombies left count, and "kill cam" that shows where a zombie attack is happening. These seem like small adjustments but they have a large impact on game play so I strongly recommend playing the post jam game.
| Windows[Original] | http://www.indiexpo.net/games/lanterns-light |
| Windows[Post-Jam Updates] | https://beowolfe.itch.io/lanterns-light |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=65977 |
It should be working now.
Just a tip, "players" are the people playing your game - maybe you should call the units in your game "units" or "characters" or something.
1. auto move, perhaps selecting a player and clicking move would make it easier to move around instead of having to tediously click move.
2. more sounds for certain actions like moving and attacking
3. someway to know where the zombies are, it becomes a boring walk to find the next one and villagers will die which you can't do nothing about. Maybe add a death sfx and the camera point to where the villager die?
4.the text on the sides are a bit hard to read because they almost blend with the background HUD.
Overall, this is good work, nice progress and everything works well.
Great feedback. Some sounds improvements are definitely inorder. I didn't have any sound what so ever until 10 minutes before submission:P. It was last on my to do list and unfortunately it shows. The not knowing where the zombies are located is supposed to build some tension - but you are correct that without giving the player any feedback on the horrors the zombies are committing while out of site... it does feel more like playing hide and seek, which can give the player the feeling of 'tedious' in lue of the intended tension and panic.
@Guennor
I actually LOL'd when I read your comment. There was a point in development where I had all the amount of moves a player, villager and zombie could make all coded - I referred to this in code everywhere as "moveUnits". Once I placed the characters on the board I wanted to name them units but... i was using the term "units" everywhere as a measurement of movement. Believe it or not but the only reason why they aren't called units is because of the variable name I used for measure movement early in development :P. This was an OCD moment where I knew I should be fine with using the term "unit" for both but I just couldn't bring myself to do it.
Thanks both of you for the feedback :)
Thanks for the feedback. I agree, I was trying to use the lack of light to build some mood and push the necessity of using the lanterns. Unfortunately the side effect of the low light is the model colors are difficult to distinguish. Late in the process I tossed white hats on villagers as a band-aid but I will be working on adding some more context to the characters so the player can better tell them apart.
Thanks again.
@n42k
Sorry no linux version but after I fish my next bout of updates I will be sure to publish out a web version.
But overall very impressive game-