Moons of Subterrane
From DingooWiki
| Moons of Subterrane | |
|---|---|
| | |
| Platform(s): | Dingoo-Linux |
| Download(s): | Ludum Dare Submission |
| Developer(s): | Stuckie |
| Version: | Ludum Dare Release |
| Status: | In Futher Development |
| Homepage: | stuckieGAMEZ Website |
Moons of Subterrane uses SGZEngine, statically compiled for Dingux.
Contents |
[edit] Overview
We've been doing research around the Moons of Subterrane for a while now, though unfortunately the locals have decided they're not too happy about it anymore.
They've unleashed a horde of vicious monsters into the caves we have been researching in.
Your job is to clear these caves and rescue our researchers.
Of course, the natives have also managed to destabalise each sector of the Moon we're in,
so you've only got a set amount of time before it tears itself apart!
[edit] Installation
Copy the SGZEngine executable and data folder to your filesystem and run it.
To launch it with dmenu use this in your dmenu.cfg (adjust your folders accordingly) :
MenuItem MoonsOfSubterrane
{
Icon = "res/games/moonsofsubterrane.png"
Name = "Moons of Subterrane"
Executable = "./SGZEngine"
WorkDir = "/usr/local/games/moonsofsubterrane"
}
[edit] Controls
| | Fly left/right |
| | Control upwards/downwards thrust |
| | Fire |
| | Transport |
| | Pause |
| | Quit |
[edit] Project Progress
This was created as an entry for Ludum Dare.
Being somewhat time constrained and ill at the time, I only really had maybe a maximum of 24-32 hours on it, rather than the full 48.
This showed in the total screwup of submission that I did, whereby I uploaded the source of the correct version, with a correct AMD64 Linux compiled binary, but an old Win32 binary!
Then, to keep to the rules as best I could, I uploaded a fixed EXE - as a patch to the original - but a lot of people didn't quite catch it so my end scores showed a distinct Marmite like tendancy; really high marks for half of the voters, really low marks for the other half.
Development wise, it was fairly easy to do, and the map system I came up with is reasonably fancy - but really dependant on the flip-screen gameplay, as I don't quite see it working properly in a scrolling map without perhaps caching the room you're in and the immediately surrounding ones.
[edit] Dingoo Version
Moons of Subterrane will now become Dingoo-only for the time being.
Much easier to target the one platform at a time, rather than multiple at once.
[edit] Major Points To Consider
The screen resolution was designed for handhelds - specifically the Wiz, Dingoo and GP2X.. of which builds were done fairly quickly. However, on the PC, with sky high resolutions, 320x240 is just that bit too small these days. Think I should probably aim for 640x480 as a minimum as then I can scale by two down to 320x240 for the handhelds if need be. Actually, I should probably implement some sort of scaling routine into the engine, as that would fix all the problems!
The game is hard... stupidly hard in places ( the third level is a nightmare with a very tight time limit ) and without a huge amount of explanation of what's going on, it's a bit much.
Sound ... should be turned off ;)
[edit] Future Work
I think there's something in Moons of Subterrane, so I do see me returning to it, and finishing it off properly.
I had always wanted to do a Cybernoid-esque flip-screen shooter, and I'm really pleased with how Moons of Subteranne actually came out, even in the short space of time it was created in!
[edit] Ideas
If you have any ideas of what you'd like to see in the game, feel free to submit them! Either here, or on the talk page.
[edit] Release Changelog
Ludum Dare 15 28/08/2009
- Initial release for Ludum Dare

