Since everyone does these, why not me too?
This Ludum Dare I spent way too much time playing League and not working on my game like I should’ve been. It still came out with the concept I wanted, but the gameplay was short and very limited. You dug up stuff, you bought more stuff, and you kept digging. With only a few things to destroy and 3 shop items, the game got old fast. A few people have commented and told me that they thouroughly enjoyed it and managed to play it for half an hour to an hour (Meaning they played it multiple times, it has a 10 minute time limit) because of its simplicity and addictiveness. While I personally find these people crazy, it’s nice to know my game was more entertaining than I thought it was at first.
That being said, I’m already in the process of remaking the game in Java rather than Lua so I can more easily optimize the game. In the Lua version, all chunk handling and terrain generation was handled along side player input and rendering. In the current Java version, all chunk management and terrain generation is run in a complete separate thread and not syncronized to the player input and rendering. When both were handled at the same time, there was obviously a lot of lag when loading new chunks. Having them separate, currently the only lag experienced by the user is due to rendering of particles.
The new game, now named Tellurion, will contain dozens more pixels (hopefully) and have a wide array of tools and items to craft and create from them. If all goes well, you’ll be able to control a civilization that can aid you in gameplay (or you aid them through gameplay, however you want to look at it). I hope to have the basics of all of this done in the next few days.
In short, this Ludum Dare was fun, but I needed to work harder. I’m making up for it now.