Books! – VR “Library of Babel”

I took part in Ludum Dare 37 “One Room”. I’d just recently received my oculus touch controllers, so thought I’d give VR development a whirl. I created a simple VR game based on the short story “Library of Babel” by Luis Borges.

In theory, it features 2,147,483,647 books spread out across a huge network of hexagonal rooms, although in practice I think the generation is probably off in some way. The effect works well enough for my liking though, an near-infinite library of gibberish which potentially contains works of some meaning, squirrelled away on a non-descript shelf somewhere.

Being a VR project with specialist controllers, it’s one of the first times I’ve created a game jam project with the full expectation that probably, nobody will ever play it. So I made a quick youtube trailer:

There are a couple of other library of babel projects up on itch.io, and there is a much more rigorous interpretation of the idea on the web. But adding VR does add something to it, I think. You’re able to pick books off the shelf, throw them around, and tear them in half. There is something I like about spending a few minutes trashing a room, knowing that you’ve really made no serious impact in that vast library. Also due to hardware constraints, it all gets cleared up when you leave the room anyway 🙂

Nineveh

I made a prototype for a neolithic revolution simulator, during Ludum Dare 36 (Ancient Technology).

The Neolithic Revolution or Neolithic Demographic Transition, sometimes called the Agricultural Revolution, was the wide-scale transition of many human cultures from a lifestyle of hunting and gathering to one of agriculture and settlement, allowing the ability to handle an increasingly larger population

I used Grids Pro to quickly get a hex-based map and coordinates system up and running in Unity.


Ludum Dare Entry

Tokelau – Available now on Google Play and itch.io

Back in 2014(!) I created a little dungeon-crawling/mining/city-building hybrid for Ludum Dare

After a month or so of polishing it up, I’ve released it on Google Play

This new version tightens up the economic loop and has a completely revised UI. It’s also my first stab at implementing a tutorial, which it turns out, is incredibly time-consuming!

Its also available on PC via itch.io:

I’ve also added a page for SCARP on itch.io:

SCARP – available now on Google Play!

I put together a very, very simple game in unity, and released it on the google play store. I have huge piles of unfinished prototypes sitting around on my pc. My aim with SCARP was to make the simplest game I could think of, in order to focus on actually finishing and shipping a game.

featuregraphic

Download on Google Play

A surprising amount of time and effort goes into polishing a game up to the point at which it can be released. Even things like preparing text and images for the app store page (on which I did a very barebones job), and correctly signing release builds can take a lot of unexpected effort.

Ludum Dare run an annual “October Challenge” in which participants attempt to make a $1 by releasing a game. Partly to get people up to speed with how you can make money with your games, but also I guess to get people used to the idea of giving their games a certain level of financial value. I wanted to do something similar, so I added interstitial ads provided by Chartboost (Mainly because it was incredibly easy to do, in Unity).

Tokelau – Ludum dare 29

I took part in another ludum dare game jam! The theme this time was “beneath the surface”. I’ve made some updates to it since the competition, so here is my latest version:

Play tokelau

I’ll hopefully have time to work on this one a little more in the coming weeks, as I had a few more ideas I wanted to try out.

I always used to find it too hard to settle on a name for any of my games, so now I just rely on Wikipedia’s random article feature. This time it gave me Tokelau, a pacific island, which inspired one of the games best features, the wave effect!