{"author_name":"sf17k","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[{"author_name":"","time":"April 19, 2009 8:51 pm","epoch":1240192260,"text":"I was able to compile this on GNU\/Linux using the following command:<br \/>\n g++ main.cpp -o doomdrive $(pkg-config &#8211;cflags &#8211;libs gl openal libglfw glu) -lm","spam":"N"},{"author_name":"","time":"April 21, 2009 2:16 pm","epoch":1240341360,"text":".\/doomdrivelinux: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory","spam":"N"},{"author_name":"sf17k","time":"April 21, 2009 4:11 pm","epoch":1240348260,"text":"James: Thanks for the interesting comment! The terrain is made with a random number generated but it&#8217;s seeded with x and y values so it does stay the same every time you play. I use the way the terrain squares are oriented to figure out which way to go, but now I realize that&#8217;s not obvious to someone who didn&#8217;t make the game. I&#8217;ll consider some sort of arrow.","spam":"N"}],"epoch":1240184220,"likes":0,"metadata":{"p_key":"73409","p_author":"sf17k","p_authorkey":"757","p_urlkey":"109231","p_title":"DoomDrive","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240184220","p_likes":"0","p_comments":"3","p_status":"UPD5","us_key":"757","us_name":"sf17k","us_username":"sf17k","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/screenshot8.png\"><img class=\"alignnone size-medium wp-image-5762\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/screenshot8-300x225.png\" alt=\"DoomDrive\" width=\"300\" height=\"225\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/screenshot8-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/screenshot8.png 800w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <blockquote><p><em>Mama always told me to keep a safe distance between myself and the advancing wall of doom.<\/em><\/p><\/blockquote>\n <p>Navigate treacherous terrain while a giant wall of fire chases you at unreasonable speed! Increase your boost meter by getting rad airtime! And&#8230;that&#8217;s about it. All content including audio is procedurally generated, except the car model, which I punched in by hand. This means the filesize is small; the linux binary is 66 kB. Note: It seems I forgot to compile a linux version after my last change&#8211;putting in code to restart the game when you die and press space\/shift. Also this doesn&#8217;t work like I intended on windows (restarts immediately if you&#8217;re boosting when the wall hits you). That and the fact that there&#8217;s no scoring are the biggest problems. I&#8217;ll do a postcompo version with some more polish later.<\/p>\n <p>Controls: up, down, left, right to move. shift\/space to boost.<\/p>\n <p>THIS GAME HAS SOUND.<\/p>\n <p>Official entry: <a href=\"http:\/\/hobofort.com\/files\/sf17k_LD14_DoomDrive.zip\">Download 256kB (win32,linux)<\/a><\/p>\n <p>DOWNLOAD THIS: <a href=\"http:\/\/hobofort.com\/files\/sf17k_LD14_DoomDrivedll.zip\">Download 491k with DLLs (win32)<\/a> if you&#8217;re not sure you have OpenAL. This is an update that&#8217;s way past the deadline, but it&#8217;s the same as above except with DLL files for audio.<\/p>\n <p>Check out the <a title=\"DoomDrive postmortem\" href=\"http:\/\/www.ludumdare.com\/compo\/2009\/04\/21\/doomdrive-postmortem\/\">postmortem<\/a> for commentated journal and dev screenshots.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/final\/\" rel=\"tag\">final<\/a><\/p>","time":"April 19th, 2009 6:37 pm","title":"DoomDrive"}