
====================================================
LAVA CAVERNS OF DOOOM!!
====================================================

bluescrn's LD48#15 Entry!

Requires: 		 Win32, DX9, Shader 2.0 card, half-decent CPU  

Controls: 		 Arrow keys (move), Space (jump), Esc (quit), F1 (go fullscreen!)

Aim Of The Game: 	 Collect all the gems, avoid the lava

Email: 			 dave@bluescrn.net  (send me more levels!)

Note:			 Use LavaCavernsOfNoBloom.exe if your graphics card is old/slow....

====================================================
Editor
====================================================

There's a built-in editor. It's very clunky, but functional

Press X to enter/leave edit mode. Whilst in edit mode:

- Arrow keys move, and A/Z for up/down
- <Enter> to clear a tile
- <Space> to place a solid tile
- Number keys (1 - 5) to place game objects at the cursor location
- S to save (warning - no confirmation!)
- Numpad +/- to select level (warning: This auto-saves, with no confirmation!)

Sorry about the lava glitch when placing stuff, everything gets reset... 
(Note that lava only appears when there's solid tiles nearby)


====================================================
Libs+Stuff used
====================================================

Physics Engine: Tokamak

Audio: FMOD, sounds created with sFXR

Font created with Angelcode BMFont (font effects done in Photoshop)

Rendering/Input/Maths: 'bluescrn's D3D framework'

Misc: TinyXML, DevIL (used within the framework for font/texture loading), 

(Note: I'm probably using rather old versions of some of these libs... not sure if it'll build with the latest versions!)


====================================================
'bluescrn's D3D framework'
====================================================

Everything in \data and \code\LD48 created during the 48hrs!

This consists of everything in \code\base. This is identical to that used in my last LD ('0xF0'), give-or-take
a few hacks specifically for this game (so this code was available since then for anyone that wanted to 
take a look)

It does do a fair bit of stuff, but contains a lot less functionality than some of the full-featured rendering 
engines being used in a few LD48 entries.

I feel a bit guilty about using the pre-existing bloom effect - as that makes such a big visual difference. 
But it's a standard bit of rendering tech, not a gameplay feature - so it seemed pointless to leave it off
(or try and write the exact same thing over again)

Maybe next time I'd do a 'purely from scratch' entry, pushing pixels rather than trying to do fancy 3D....



