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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘shooter’

Points For Life

Posted by
Friday, May 27th, 2011 1:40 pm

This is my first Ludum Dare, so I’m keeping the design relatively unambitious, in the vain hope I might be able to finish it to an acceptable standard.

Description:
Real-time, rogue-like, top-down shooter. The player will move around procedurally generated levels, trying to find ‘artefacts’, killing enemies and – ultimately – descending to the next level. All to earn a hi-score.

Along the way, there *may* be some ‘elite loot’, different weapons and/or terrain deformation (grid based, I’m afraid) via dynamite or drills. Depending on how productive I am.

To consider it finished, it should have:

  1. Player can shoot enemies
  2. Vaguely intelligent AI
  3. Procedurally generated levels
  4. Multiple levels
  5. Pick-ups and Hi-score

 
Mock-up

I’ll be using Python and Pygame.

Cavernous Shooter is done!

Posted by
Sunday, August 30th, 2009 7:03 pm

And… I’m done! Four LDs in a row, imagine that :)

Cavernous Shooter! is a top-down shooter set in a cave environment. Try to fight your way through the entire cave system, using the links below:

Windows / OSX / Linux / Source

Java Webstart

Controls:
[WASD] or [Arrows] to move
[Left mouse] to shoot
[Right mouse] to fire shotgun (if you have ammo for it)
[R] to reload
[Q] to toggle particle quality settings

The linked zip file contains .bat and .exe files for Windows, or .sh for Linux and OSX. It also contains the game source code.

There is also a web (Java Webstart) link – just run the .jnlp through your java/bin/javaws.exe (most browsers will default to this behaviour).

screenshot1

screenshot2

Cavernous Shooter!

Posted by
Saturday, August 29th, 2009 5:30 pm

Well, it’s a tentative name. I couldn’t come up with anything better than that.

Anyway, I’ve made some progress, as shown below. There’s also a little webstart demo if anybody wants to try. It’s not quite what I’d like my game to be, but it’s better than nothing.

Play the demo

Ultra Fleet

Posted by
Sunday, December 2nd, 2007 6:48 am

Ultra Fleet was my entry to the LD8 Swarms compo. For a bit of background information on it, please read about The Hat Swarm Attack on Dance Islands.

Set in space, you controlled a fleet of virus ships that could convert enemy ships. Fleets of enemy ships kept on attacking, and you needed to keep your fleet alive so you could go on fighting, gaining points while doing so.

work11-rc1.jpg

The game was, if anything, more pretty than fun, but it really was playable once you got into it. Although you probably got bored within an hour or so. Don’t know how it placed, but it received OK scoring, and also got praise such as ‘The game I’m supposed to be reviewing is more like a screensaver’, ‘I liked Hat Swarm better, though’, ‘Without a doubt, Hat Swarm is WAY better’, ‘I honestly would have given the hat swarm a higher score though.’ But seriously, some people (including me!) actually seemed to like it.

You can get the Ultra Fleet compo version. It requires OpenGL and is for Windows, but I’ve been able to compile it for Linux, although I have no idea where that port went, but it should be pretty easy if you want to try yourself.

The Destruction of the Viruses

Posted by
Wednesday, November 28th, 2007 10:58 am

The Destruction of the Viruses was a fairly ambitious (but not very innovative) game written for the Infection theme. The player had to clean out the insides of a computer by killing all the viruses that resided there. The viruses could clone themselves, so it wasn’t always that easy.

It played like a top-down shooter, with FPS controls, and used OpenGL to draw a level that could be rotated around the player.

tdotvshot1.png

There were many good intentions, and much love for the number 5 (there being 5 levels, 5 enemy types, and 5 weapon types), yet the game failed badly. The biggest mistake was a bug which made some parts of the game framerate dependent, leaving it extremely hard if you had a low framerate (it played as intended at about 180 FPS). It’s hard to say how it would have fared without the bug, but as it were, it placed about 23th.

You can get the compo version, or its source, if you want to, but I really must urge you not to! Better to get the ‘made working dist’ released a few days after the deadline. Both of them are for Windows and OpenGL.

I have an even better version around somewhere, that I haven’t packaged and released yet. I’ll do that soon, and then I’ll include it here.

Swarm

Posted by
Tuesday, November 27th, 2007 12:52 pm

Swarm was my entry to LD8. The theme of was, well… “swarm”. I know, I know, I’m no good with coming up with names for my entries. Anyway, for this game, I coded an entire 3D engine (octree based) from scratch. So, I spent most of the 48 hours debugging octree code, and crammed in some gameplay towards the end. Since I never spend more time on gameplay – it still should be as fun to play as most of my games :)

Swarm

This is an in-development screenshot, showing some octree debugging going on.

Swarm

That’s how the game looks like. Shoot down all the pink, eyed balls to encounter the uber-cool-final-boss-with-superior-AI. (I got feedback suggesting that at least one person actually played long enough to encounter the boss – so I consider the gameplay aspect successful.)

Here’s a mirror of the original submission: Swarm

Hydra

Posted by
Monday, November 26th, 2007 12:35 pm

Hydra was my entry to LD7. The theme was “growth”. It’s a top-down shooter, where you play a growing hydra.

Hydra

At the start, the hydra is merely a small worm – and even a single knight who has set out to kill you is a dangerous foe.

Hydra

Some levels later and after eating lots of knights, the Hydra has reached quite some size. But, there’s now also more knights, and they also got bigger and stronger.

Hydra

The final form when you win the game – I doubt anyone ever has encountered this without using cheat codes.

Download: original LD7 submission (no idea if it still works on modern systems)


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