Always new things to learn! This week, I integrated Facebook highscores into Dragon Attack, so you’ll be able to see your friends’ scores and challenge them to beat yours.
Earlier this week, I added some variations to the procedural terrain in Dragon Attack.
Previously, the landscape was generated one segment at a time, forming a “chain” of rotated sprites.
With Mystery Game No. 1 in private beta, while I’m waiting for feedback, I’ve had all week to dedicate to Dragon Attack. A lot remains to be done, especially in the tweaking and balancing department, but there has been a lot of progress.
Yesterday I worked on the control scheme for Dragon Attack. In its original version, Glauron, the mechanics are very simple:
Horizontal speed is constant. Vertical speed is affected by gravity as usual.
As I’d hoped, my 48-hour game Glauron did pretty well in the latest Ludum Dare game development competition: it ranked #58 overall, and made the top-100 in the graphics and fun categories as well.
(Cross-posted to the Ludum Dare blog.)
This is Glauron, my Compo entry for Ludum Dare 33, themed You Are The Monster:
This was my eighth time participating in Ludum Dare, and I feel it’s my best yet.