Die Heart was created in a 48-hour sprint during the Global Game Jam of 2013. Against better judgement we decided to use a technology completely new to us during this GameJam, called the Starling Framework. The framework turned out to be great and we had a blast trying to create a cool looking game. The gameplay leaves a lot to be desired and I am afraid the blame was all on us.
The theme for the GGJ2013 was (drumsound…) “Sound of a beating heart”. We took this quite literally and that is why YOU, the player, are a corpse with an unbeating heart protruding out of your chest. Scavengers are after your corpse, so clearly you need saving. How? Read on…
How to play
Install Flash-haaaaaaaaaaaaaaaaa! Just kidding! BUT! If you still had Flash you would:
- Click the heart
- Wait for the corpse to rise
- As soon as the bats start chasing you, start beati.. uhm clicking the heart. This will provide the necessary blood flow to your veins to run awaaayy!
Tasks & Responsibilities
- Procedurally generated landscape, with dynamically increasing slopes
- Procedurally generated sky with lightning
- Dynamically placed animating assets on the terrain
- Starling Particles effects for the forest trees and lamps
- 50 layers of trees (okay okay not 50, but enough to look *awesome*)
While trying to implement the ground (QuadBatches of 1 pixel-wide strips scaled to implement terrain height) I had the position, alpha and color completely wrong. So wrong, the ground actually looked like a bright overlit sky. AND THERE WAS LIGHTNING! Some call it a bug, we call it a feature.