Beacons by Xanjos
5th Ludum Dare Entry (Does this mean I'm a veteran now?) and 2nd for compo.
Probably the most interesting theme (considering how anything can be an "unconventional weapon") so I was a bit stuck for ideas at first but then I suddenly thought, does the weapon have to kill (implying that it's used to harm or kill others)? In the end I decided that I wanted to make a game where player's primary tool does not hurt enemies both directly and indirectly (and also, no shooting or hitting things to make it a bit more unconventional)
I decided to make the game in a 3D isometric view (as I've never made a 3D game before for a game jam plus the last few LD games I've done were in 2D so I figured why not switch it up a little bit) using just the primitives in Unity (as I'm no 3D artist). Eventually this became more me experimenting with RAIN's AI engine as my game slowly started to come together but I think I've ended up with something playable.
I previously had a WebGL build of the game but I decided to remove it because it was too slow and buggy and crash-happy (So Chrome users I recommend that you enable the NPAPI flag to play the WebPlayer version or just download a desktop build)
Desktop builds are available on my game's GameJolt page (I'll probably put post-compo builds here as well if I'm actually bothered to work on it again. Also as usual I don't have a Mac or Linux machine so message me if they don't work).
Instructions
Guide the blue cubes to the yellow goal point (which appears and changes positions randomly every 10 seconds)
Avoid the zombie red cubes
The black sphere hunts down and turn blue cubes into red zombie cubes
Use your beacon to attract cubes/repel the black sphere (Your beacon lasts for 10 seconds before disappearing and you cannot place another one until 5 seconds have passed)
Controls
WASD/Arrow Keys - Move
Left Click/Left CTRL - Place Beacon at your mouse position
Tools Used:
Language:C#
IDE: Visual Studio
Library/Framework:Unity (with RAIN AI plugin)
Sounds:bfxr
Probably the most interesting theme (considering how anything can be an "unconventional weapon") so I was a bit stuck for ideas at first but then I suddenly thought, does the weapon have to kill (implying that it's used to harm or kill others)? In the end I decided that I wanted to make a game where player's primary tool does not hurt enemies both directly and indirectly (and also, no shooting or hitting things to make it a bit more unconventional)
I decided to make the game in a 3D isometric view (as I've never made a 3D game before for a game jam plus the last few LD games I've done were in 2D so I figured why not switch it up a little bit) using just the primitives in Unity (as I'm no 3D artist). Eventually this became more me experimenting with RAIN's AI engine as my game slowly started to come together but I think I've ended up with something playable.
I previously had a WebGL build of the game but I decided to remove it because it was too slow and buggy and crash-happy (So Chrome users I recommend that you enable the NPAPI flag to play the WebPlayer version or just download a desktop build)
Desktop builds are available on my game's GameJolt page (I'll probably put post-compo builds here as well if I'm actually bothered to work on it again. Also as usual I don't have a Mac or Linux machine so message me if they don't work).
Instructions
Guide the blue cubes to the yellow goal point (which appears and changes positions randomly every 10 seconds)
Avoid the zombie red cubes
The black sphere hunts down and turn blue cubes into red zombie cubes
Use your beacon to attract cubes/repel the black sphere (Your beacon lasts for 10 seconds before disappearing and you cannot place another one until 5 seconds have passed)
Controls
WASD/Arrow Keys - Move
Left Click/Left CTRL - Place Beacon at your mouse position
Tools Used:
Language:C#
IDE: Visual Studio
Library/Framework:Unity (with RAIN AI plugin)
Sounds:bfxr
| Web (Unity WebPlayer) | https://jasontuyengames.gitlab.io/assets/demos/LD32/LD32.html |
| Gamejolt (Web/Desktop) | http://gamejolt.com/games/arcade/beacons/61604/ |
| Post-Mortem | https://xanjos.wordpress.com/2015/04/21/beacons-post-mortem/ |
| Source | https://github.com/Xanjos/LD32Entry |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=21201 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.87 | 826 |
| Audio | 2.05 | 775 |
| Fun | 2.61 | 883 |
| Graphics | 2.47 | 881 |
| Innovation | 3.17 | 504 |
| Theme | 3.04 | 798 |
Keep up the good work!
The problem isn't in cubes and primitives, it's in the way they behave and communicate.
I don't think mapping up to top right and left to top left etc was a good idea. Isometric movement is really confusing if people have to react using cardinal directions. There would have been nothing wrong with up being up, etc.
Anyway thanks for the advice. I'll try to bear that in mind for anything I make in the future.
The stark graphics style works. But perhaps lacks a bit character.
It all feels a little hectic and random, maybe need narrow corridors to make a maze type game. Or zoom out further so I can see more of the playfield.
Sound is minimal.
Gotta juice it up :D
-CH
Great job!
Good entry nevertheless, respect!
I realize this is supposed to be an experiment, and I commend you for that. It tries something very different, but I think it's too complex for its own good.
Good experiment overall!
Here is some (hopefully helpful) critique:
- It is difficult to outrun the reds. Perhaps give the player a limited dash ability to quickly outpace them?
- The constantly respawning yellow spot means that sometimes blues just automatically get counted without me guiding them there.
- If you keep the constantly changing yellow spot, consider implementing a visual timer to indicate how long its going to stay
- Add a physcal gravitation between the player and blues. As in, the closer you get to them, the stronger you push them! Combined with the dash mechanic the player can then quickly push blues into the yellow spot
- Revise the controls. Isometric is cool, but the player is locked in an odd 8-directional rotation. Why not give the player 360 degree freedom of their movement?
- There are weird soundbites that I can hear, despite there being little audio otherwise.
Thought of a good theming for it yet? Or are you staying with the geometric shapes? :)
Any way, good job dude!
Guiding the blue cubes to the goal was almost impossible and the majority of the points were done by pure luck.
Loved the TicTac protagonist, to bad it's not red cinnamon :(
+ taking a new challenge
- to many difficulty (random portal location, small view area)
Well done! congraz!!
Interesting gameplay, once you understand it, not really obvious without text.
Rate at which goal changes position is too frequent as well, so even when I did finally set up some attractors around a goal it would move. Since there isn't any way to know if the goal is about to move, it felt random as to when it would leave.
I like the concept, it reminds me of Atom Zombie Smasher, and all the pieces are there, but it needs some tweaks before I'd consider it enjoyable.
The comment above's first two paragraphs sum up the problems I had too. Also I think the controls would feel better if pressing "up" really went up instead of diagonally.
I really like the concept, good job Jason.
-Movement: I don't think the isometric classic movement fits this game even if it breaks the feeling a bit.
-No indicator of when you're able to use the "weapon".
-Goal changes too often.
But those issues are easy to fix and they should take you just a couple of minutes.
I liked the visuals, they're extremely simple but quite nice, shadowcasting and simple colors do the trick. Well done ^^