Yogularm Infinite is a Java game in which Yogu - the player - jumps and runs through an
auto-generated 2-dimensional world. As the name says, it is impossible to finish the
game. However, the goal is to collect as many coins as possibly. Chicken make
their own way through the dizzy air, and you have to watch out for arrows...
Yogularm Infinite is available on all platforms supported by Java. Make sure you have the latest version of Java installed. Then, click the green button and open it with the Java(TM) Web Start Launcher.
Yogularm is open-source. You can view and download the source at github.com. Feel free to make your changes!
Note: You will be asked whether you really want to start the appliction, because it requires full access over your computer. Unfortunately, there is currently no alternative.
Call me Yogu (yes, like the round yellow character in the game) and contact me via info@yogularm.de.
If you have any trouble starting or playing the game, please let me know. If you have an idea what could be added, improved or changed, let me know, too. The project is in an early-development state and needs your feedback!
The game in its current state is fully-playable, so maybe I'll close the project. But of course it can be improved, and feature suggestions are always welcome. If you can develop in Java, get the source code fromgithub and feel free to implement your ideas.
Maybe I'll add more, especially mobile, enemies, which try to push you off the platforms. The current world builder is called Sky, because it creates platforms in the air. Other world builders would be possible, for example an underground lava cave or an underwater world.
The first version of Yogularm is dated back to 2006, written in BlitzBasic. Since then, it accompanied me in my way through different programming languages. 2009, I rewrote the complete game in Delphi and OpenGL. 2010 I had the idea of making it 3d, and I began writing code in Visual C# (and OpenGL), but I gave it up very early. Yogularm was not intended to be three-dimensional.
All those versions had one in common: The levels had to be created by human intelligence using a level editor. I had the idea of people inventing new levels and sharing them in a forum. But for that working fine Yogularm simply had too few players. I don't remember how many times I played my own levels of which I knew every detail by heart. It was not that fun playing it in every coffee break.
This year, in 2011, I got a new favorite computer game: Minecraft, a sandbox game - with an auto-generated world. Each time staring a new world, it is completely difficult - but always very interesting. I wondered if this would be applicable to a jump'n'run game. And so I started developing Yogularm Infinite.