Omich

Ludum Dare 48

What can I say after my first Ludum Dare

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Do not use your own engine if it doesn't already have the proper functionality. This may sound obvious, but not to me :) At the first day I'm just fix my game engine. He has a big problem - he checks for collisions in one stage, simply iterating over all instances of objects in a row, and if they have colliders, he looks to see if they intersect. Because of this, no matter how hard you try, a large amount of blocks on the screen will not work, as I originally wanted. I had to make an array storing the value of the current block on the map, which actually turned out to be a more correct solution. However, I had to write a code for collisions with blocks in an array, as well as to destroy blocks in the form of a line, I had to write a code that implements Bresenham's algorithm, because the usual collision functions with a matrix did not work very well. As a result, the collisions did not work out very well, and I was able to work normally only the next day. In general, do not repeat my mistakes :) You can see what did I make here (play in the browser): https://ldjam.com/events/ludum-dare/48/deep-randomizer

I made a post-jam version of my game!

cover-post.png Quality of the game has become much better. After the jam I finally was able to polish it. I also made a patch for the jam version of the game, that mostly fixing the collisions. It would be cool if you could play the improved version of my game(play in browser): https://omich.itch.io/deep-randomizer-post gif1.gif