A simple runner about running out of space

Try to stay alive for as long as possible, avoid your own trail!

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My compo submission to Ludum Dare 42 “Running out of space”

As soon as I've heard the theme an image flashed in my head - it's a game where you are in space, trying to run out of it while you are running out of space. That was the key to my design which I tried to keep following.
Looking at my Trello, allow me to copypaste what I have written in "Game Design"
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Paper Plane is trying to run out of space before it runs out of space(yeah, literally, get the joke?)
Space is going to be like a tube but have a visual effect of an endless space.
Pressing left/right slides you across a tube(plane is on the inner side), may be simulated with rotation I guess.
There is an exit far away, on your way you should get speed up power ups.
After you get to an exit, another plane spawns and runs after the last one.
Problem is? First plane left a trail in its place, so every other following plane is literally running out of space while being in a space.
Final score is decided by overall traveled distance and time you managed to stay alive.
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I also remember my submission from LD41 where nobody managed to finished my game, so that was +1 drive to make an endless loop type of entertainment.

Used:
Unity 2018.2
Zenject
DOTween
Shader Graph
Trello
Krita

What went right:

Self-management
-> Using Trello I managed to pinpoint all the important points and milestones, what I need to cut down if things go nasty. It really took me 10 minutes to organize what I will refer every hour for the next two days.

Tools
-> Zenject took the pain of dependencies, every time I had to add something there was no "damn how do I even..." feeling
-> Shader Graph allowed me to make a few cool effects easily

What went wrong:

Scope
-> There is just so much I wanted to implement in a given time frame, and yet here I am. Contentwise game is miserable: no music, no models, no testing performed. It's all programmed, except for starry sky texture made in Krita

Tools
-> WebGL build is killing me, I remember having a bunch of problems with it last time
This time it took me almost 4 hours to guess what was wrong

Also some shader problems, halfway through I was able to switch texture on my skybox shader, but at some point in time it stopped working(noticed the bug too late)
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All in all, I feel like this is a real improvement over what I managed to make for LD41.
Can't wait to see what I will pull out for LD43!

Project is open sourced at my github:

https://github.com/metamorphling/LD42

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