Posts Tagged ‘top down’
Points For Life
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:
- Player can shoot enemies
- Vaguely intelligent AI
- Procedurally generated levels
- Multiple levels
- Pick-ups and Hi-score

I’ll be using Python and Pygame.
Hydra
Hydra was my entry to LD7. The theme was “growth”. It’s a top-down shooter, where you play a growing 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.
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.
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)

