Aurea Oceanus is my first ludum dare entry. 


I made a underwater surival game. Here is the mini post mortem:



What went right


Framework: I made some games with libGDX before, so this was a good choice for me. I used the experimental model loader extension but besides being experimental everything worked as expected.

Models: I used Blender for the modeling and texturing. All textures are created and baked in Blender. Because of my limited modelling abilities and time constraints the models are kinda low poly but this fits quite well to the overall art style. For the animations of the shark and the seaweed I used a simple wobble vertex shader. This was a huge time saver!

Sound: I recorded the sound effects with my phone or BFXR and added some slomo effects and additional bass with Audacity. This worked quite well. For the music I used some generated tunes of autotracker bottomup and exported them to midi. I imported the midi to LMMS and used a funky synth. Some additional slomo effects in Audacity resulted in the final ambient music.

Mood: FPS + Fog + Sharks +  dark ambient sound = WIN!



What went wrong


Game play: The overall game play is to simple. I got no real idea, so I just started a FPS with no real game play target. The initial primary goal was to collect stuff in a limited time constraint. This was to simple, so I added sharks to the game.

Collision detection: Spend way to much time on this one. I did something wrong with the model export. The collision center of all models had a wrong offset… The final collision detection is still kinda hacky in the final entry… :/



Overall I’m happy with the result. Good mood in the game and I learnt something along the way. See you next time!

Mr.Doob recently did a WebGL Demo using the data from the Kinect. I altered his code to show the data from Radioheads House of Cards. For this, I used the preprocessed png images from binarymillenium and combined them to a webm video file. Some shader adjustments later resulted in this demo:



I updated the graphics:



The Light is a simple WebGL Game using Web Audio API/HTML5 Audio and the Fullscreen API. 

The Light is calling you. Reach it but avoid the enemies.



Controls:
W/UP - move player up
S/DOWN - move player down
A/LEFT - move player left
D/RIGHT - move player right

Credits
WebGL code: me
Idea, Music, Java code: bitbof
Boileplate code: tojiro

I started working on an artsy horror survival game. The game is about being lost in a dark forest. You have to reach the safe house and avoid the bear who tries to track you. Other friendly animals will show you the path to the safe house or warn you if the bear approaches. There will be no weapons, items or even a gui. Just you and the dark forest. I try to make this as minimalistic and immersive as possible. 





and finally released!


Guide the sphere to the exit. Only a block can stop it once the sphere moves. So use the blocks wisely to reach the exit. But it won't be as easy as that! Portals, switches and even movable blocks will challenge your brain. The game features 24 mind-bending levels along with local highscores and a time attack mode. Create your own levels with the ingame editor. Enjoy the 3d graphics and a soundtrack written by bitbof.

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Me and pavethem are developing a new game called qb. It's a 3d puzzle game for android devices. The game will feature 25 levels with highscores, time attack mode and more. qb uses opengl es 2.0 for post processing effects. Tell us what you think about the game and how we can improve it!