Tune Locks 2
A sequel to my Ludum Dare game “Tune Locks” for LD26.
EDIT: Link to my Tune Locks LD26 Entry
What the player can see without placing down lights:
When the player places lights down:
It it not all done today, I have been working on it for ages, now and again on and off. For a long time, it turned into my “tech demo” where I was just updating the rendering to VBO’s, and trying to get more performance, as well as playing with shaders.
The game started out with just Immediate Mode rendering, then I learnt how to do VBO’s more, so I changed the rendering. Then it became my text rendering test. I then decided to learn more about shaders, so I had to learn how to send the VBO data to the shader, and started to learn how to create lights.
By about the time that I learnt all of those, I set the project as “tech demo”, planning to never finish the game, but use the current state to just learn new stuff. University started shortly after, and I didn’t do much for a while, other then redo my text rendering, it is definitely not great, but idea was, lets just get text working, how ever ugly it looks, then polish it later, not just the code, but the image for the text is definitely not great and some letters are to far over, or to far up.
I then improved on the rendering again, fairly recently (within the last 2 or 3 weeks), I use to cap my lights at 10 or 20, because I would started to get like 300 FPS, down from like 2500 FPS with like 2 lights, and any more it would just go down a lot more. By the time i fixed the rendering, I was getting about 5000 FPS with 2 lights, and 300 FPS with about 126 lights. I can probably increase it a bit better, at the current state, the light is not limited to a certain distance. As well as making the puzzles a lot more easier and cleaner to implement into the game.
What I have done today, and yesterday was removed the limitation of having the level restricted to 32x20 pixels, as well as made the camera follow the player, but not go past the edge of the level, the player will stay in the middle until the camera locks to the side, then the player can gets unlocked until moved in the opposite direction to unlock the camera. I have also decided that I am going to remove it from my “tech demo” and try and finish the game, I have always wanted to, but never got around to it.