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A game build over a weekend for Ludum Dare 49, written in Rust, made with raylib.

Home Page: https://ldj.am/$261521

License: GNU General Public License v3.0

Rust 98.10% GLSL 1.75% Dockerfile 0.16%
ludum-dare ludum-dare-49 ldjam game-jam hacktoberfest raylib raylib-rs rust rust-gamedev

ludum-dare-49's Introduction

Build Clippy check Ludum Dare 49 Rust 1.57 nightly Made with Raylib

[data::loss] is a fast-paced side-scroller platforming game where you navigate a world full of graphical inconsistencies that have a habit of causing physical consequences.

This game was written purely in Rust, and interfaces with bindings to the raylib graphics library. For half the team, this has been their first experience with Rust. The other half have extensive experience in the language.

Reviews

Why would you make this game? Why would you do this to another person? Not everyone chose violence for this game jam. There was a game about a kobold making inventions out of junk to buy a nice rock. There was a physics game about mixing colored beads to make new colors. I saved some pirates from a dragon and some parrots in one game. This game took all my ideas of space and time and called them cringe. I don’t know what pit of hell you came from, but I hope you’re happy. 10/10. - DragonSheep

... Overall this is a great game, the art and music is awesome, and there’s a good dose of humor and sass to the game. Awesome job!! - lukeoco1234

Great game, really liked the aesthetic, it takes what would be an already cool reflex based autorun game and enhances is it with unique challenges in the levels. - AidanV03

The Team

This game was developed by a team of 9 students from Sheridan College and Trent University.

A special thanks goes out to: James Nickoli for insight on 2D collision detection, as well as Ray and the members of the raylib community on discord for their support with the past two game jam projects.

ludum-dare-49's People

Contributors

ewpratten avatar lus404 avatar snowz7z avatar

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Forkers

lucasmauric

ludum-dare-49's Issues

Level Timing

Create a util or system that times each level.

Create game logo

Currently, a placeholder asset is being used on the loading screen. This needs to become real

Graphical Assets List

All required assets:

  • Tilesheet
  • Player Spritesheet
  • Backgrounds
  • GUI tilesheet
  • Paralax background ??

Easy-to-edit color palette

The colour palette for the game should be defined as JSON (maybe in assets/configs/colours.json?). This would make it easy for artists to mess around with the colours, and not require a whole re-compile to mass-edit the window theme.

This will either require custom deserialization code (which is easy enough), or a patch into upstream raylib-rs to make Color derive Serialize and Deserialize.

Switch back to upstream `raylib-rs`

Currently waiting for tomorrow so the logging patch can be PR-ed into raylib and count towards hacktoberfest.. For now, we are targeting my own raylib fork.

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