Last Online: 7/22/08
Georg Rottensteiner
Likes to program games and sometimes even plays them.
There's no place like 127.0.0.1
| Game | What I Did | Difficulty of Development | Anecdote |
|---|---|---|---|
| Everything | Not Bad | empty | |
| Everything (sans the ogg music) | Not Bad | empty | |
| Everything beside sound effects | Not Bad | The single best experience of this competition was the sfxr tool by DrPetter to create sound effects! | |
| Everything (sans the SID music) | Not Bad | The funny part was coming up with a game from only a (satire) box image. | |
| Everything | Not Bad | This was my second try at the Ludum Dare competition. I tried again with the magnet attraction. I couldn't come up with something more original. I had liked to include some landscape features but oh well. It did work out into a half playable game though :) | |
| Programming, Network (client side), "AI" of computer enemies | Average | Every track has a colored mask which carries the height of the track and if it's a bridge. This allowed the track with the bridge. Covering the track is a manually created list of triangles. These are used to A) check if you're still on the track B) facing in the correct direction Additionally there's a bezier like line which is used to keep the "AI" on the track. Which works. Kinda. They keep bumping into each other though. | |
| Everything | Not Bad | I actually wanted to something like a sim planet. Take care fo a bunch of animales, keep them fed. The magnet was the food target. That didn't work out so i changed the gameplay to this simple puzzle. | |
| Everything | Average | Somehow the tinier size managed to mess with my timing, it took a few attempts to get it working. Also, incredibly the limiting size made me use a lot more time on gameplay than on making things look right. | |
| Coding, partly background and sprites | Still having nightmares | This is my first advent into C64 assembly, before i only dabbled in basic. Holy feck, top hat off to the programmers of the old days. Programming now is a piece of cake! A very restricted environment and a lot of missing commands (division? who needs such a thing) makes simple things like moving sprites and number display a whole new experience! | |
| Everything | Not Bad | It was actually quite simple to program and i apologize for the rather bland idea. It was pretty interesting though to have everything driven by one button (menus!). | |
| Everything | Not Bad | This remake came to life since i remember that game from the C64. By that time it was not yet found and entered into the GameBase64. The original is there now. | |
| Everything (except classic level design) | Average | In this remake i used real 3d. And it really screwed with my mind that i had y upwards instead downwards as in every other 2d game i've ever made. | |
| Everything | Not Bad | This was an easter competition entry. And i really wanted to create levels from a pseudo random generator. I discovered that that's not really a magic bullet. You've got to jump quite a few hoops to keep the levels playable. | |
| Everything (except graphic and sound) | Not Bad | A nice test for my platform engine. All i needed to do was programm the movement and build the game level. | |
| Everything | Not Bad | This started out as a valentine competition entry. Due to the time limits i only filled about 20% of the available level space. This version is completely filled and features a heap of hearts to collect. | |
| Everything (except classic level design) | Harder than Planned | If you decide to add multiplayer but didn't plan for it from the start - restart from scratch. The bugs ain't worth the trouble otherwise :) | |
| Everything | Not Bad | The first version was programmed in Turbo Pascal. I converted the game code from Pascal to Watcom C and then on to Visual C++ without much change. | |
| Everything | Average | A Ludum Dare 48h competition entry. The theme was "Light and Darkness". The idea is not really original, but i could devote the full 48 hours. Raycasting is used for the lighting algorithm and the shadows are smoothed manually every frame. This version is enhanced: It can use colored lights and has a night sight device. | |
| Everything | Average | This remake started as one of my first 3d games. I always wanted to get picking done, which delayed the release for a few years. | |
| Everything | Not Bad | My entry for a Gamedev 3 hour competition. The topic: The Pits. It was quite nice that the idea worked out. You really have to move slowly and steady to keep your customer happy. | |
| Everything | Average | I actually only remade it since i wanted to write that flood fill algorithm. | |
| Everything (excluding classic level design) | Harder than Planned | This remake i'm pretty proud of. In the hindsight i think i might have made the module system a lot clearer. Also, the game deserves a real 3d world. | |
| Everything (excluding classic level design) | Average | This game also started out in Turbo Pascal. After 4 releases i'll probably start a new version complete from scratch. |
































