Posts Tagged ‘fleedom’
FLEEDOM FLIES – by HybridMind – April 17th-19th, 2009
Created from scratch for Ludum Dare 14′s 48hr game competition
An unstoppable armada of alien warships is approaching your doomed homeworld. Your only hope is to see how many of your race’s precious colony ships you can save! Flee through the armada for freedom, your fleet flies for it’s lives!
- Use the arrow keys to move
- Use Z/A/Y to contract your fleet’s ship spacing
- Use X/S to expand your fleet’s ship spacing
How to Play:
The more expanded your fleet the larger your score multiplier! Watch out though as this will make you more vulnerable sometimes. To score high you will need to balance when you contract and expand with how you move through the alien armada.
- Also features Online Leaderboards for some friendly competition!
- Coded in ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects.
- MochiAds Leadboard v3.0 API used
- Greensock TweenEngine Lib used
Leave a comment below or in the voting feedback area, or email me at dave [at] hybridmind.com
I’ll be working on this game some more so any thoughts or suggestions will be taken into consideration for the post-compo version! Thanks for playing and I hope you have a good time with it!
NOTE: If it seems slow or laggy, Flash can sometimes have issues when you view it with your browser. I recommend downloading one of the links below to play on your desktop for maximum performance!
Well.. grabbed some sleep last night. Just played my game this morning to see how I felt about it’s progress and direction. Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.
I find a good trick to use is decide what makes the compo version versus what I’ll save for a post-compo version. I’ve been pretty good about actually doing a post compo version lately that I’m not too worried that I’m using it as a fake crutch. You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.
Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.
It is with that in mind that I am thinking about the following design decisions:
Compo Version Features:
1) One formation only of your fleet ships… the long and lean horizontal one. This is because I am not sure if I’ll have time to code enough of what I want to justify the other formations right now. I may have to focus on just making this a fun space avoider with the twist of having multiple lives / health built into the number of your fleet ships remaining as you fly along. As long as 1 ship makes it you have been considered to win in that you’ve saved some of your race’s people. The more ships you save the larger the score multiplier probably.
2) Probably not going to implement player ships fighting the enemy armada of doom. I’m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet / advancing wall of the enemy armada.
3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.
4) I am worried that since these compos don’t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers. I may have to go the route of a simple button to: “play high quality” and “play low quality” to turn down all the beam / particle effects I want to use. I think that is a fine compo compromise.
Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately… laundry and the ilk.
Oh well.. it’s crunch time here at LD so good luck everyone!
So, I have another playable build of my work in progress available.
It now has an enemy ship wave manager so I can build out the Wall of Doom(tm) that you must escape through to rescue the last of your race.
I also took a suggestion to map the fleet pattern echeleons to the Z/X/C/V keys.. four patterns in all.
Give it a whirl if you’d like as I’d love to hear any feedback. I’m trying to get absolutely as much of the gameplay done before screwing around with any graphics this time. I think it is actually progressing really well for once!
The game just ends right now when all the enemy ships go by. Also.. if you lose all your ships you have to refresh your browser to continue!
I think I’ve just spent the last 3-4 hours completly rewriting my fleet movement/tweening code like 4 times and back again.. and have FINALLY solved my #$^$!@ engineering problem…. arg.
Need a break now… but the good news is I finally have smooth movement of the fleet in all directions and it doesn’t matter how many echeleon patterns you are shifting through…. it is all fine dandy.
Don’t ya love programming?
Current build playable here in your browser
Working title is Fleedom. Wanted to handle what I felt would be one of the most challenging parts of my game design which was making a fleet of small ships that you could toggle through various flight patterns while moving.
Got a decent enough working version now. Z/X toggles next/previous fleet pattern. Arrow keys move.