Final Ultimate Boss: Across Realms by SevenKingdomsSurvivors

[raw]
made by SevenKingdomsSurvivors for LD30 (JAM)
Hello!

Our entry for LD30 is Final Ultimate Boss: Across Realms. We took the idea of connected worlds to be:
What if all of the bosses at the end of games where connected for all players on all levels?

What we ended up with is a third person shooter set in multiple settings (more to be added later).
The bosses all have combined health, shared across every instance of the game running. In addition, you will see your fellow players fighting the boss from their game. Each time the bosses are killed, they are respawned for everyone with more health. The leaderboard tracks which players contributed to the slaying of the recent bosses. If many people are playing at the same time, the bosses will die fast.

Now I'm off to sleep for the first time in four days...

Edit: Made a video explaining it real quick this morning

http://www.youtube.com/watch?v=6CCO4ai9a24

Ratings

Coolness 56% 3
Overall(Jam) 2.87 608
Audio(Jam) 2.39 563
Fun(Jam) 2.23 716
Graphics(Jam) 3.57 304
Humor(Jam) 2.10 502
Innovation(Jam) 3.63 102
Mood(Jam) 2.74 569
Theme(Jam) 4.03 29

Feedback

馃帳 SevenKingdomsSurvivors
26. Aug 2014 路 02:18 UTC
Sorry to anyone who tried initially, I had a few characters swapped in the url.
Lissar
26. Aug 2014 路 06:24 UTC
Interesting concept, though shooting could have been better executed!
tommyboys0107
26. Aug 2014 路 06:31 UTC
If character is not limited to see the boss, it will be more fun.
I can't tell whether the archer is attacking or hit the boss.
DeathPidgeon
26. Aug 2014 路 06:39 UTC
I can't believe you did this level of 3D graphics for a weekend game, incredible! I was able to take part in killing that daemon in the lava level, but was disappointed to see that he respawned after death. I like that you implemented multi-player gameplay.
datacr4sh
26. Aug 2014 路 08:07 UTC
gave you full marks for Theme, you really went for it!
馃帳 SevenKingdomsSurvivors
26. Aug 2014 路 13:19 UTC
tommy, I agree. I really ran out of time on the archer stage. There should be an impact and a hit animation. I spent an hour just on the arrow and I can't even see it when she shoots. In hindsight I think we tried to do too much for two people. Still so tired... :)
馃帳 SevenKingdomsSurvivors
26. Aug 2014 路 13:26 UTC
Thanks data! I agree Lissar, you should have to aim. The logic behind always being locked on the boss and hitting him was so the controls could be stupid simple and work on mobile too. Though it would be way more fun on PC and consoles to have more control.

DeathPidgeon, yeah when they die, they die for everyone playing and then respawn in 8 seconds. What I really want to do is give bonuses and new skills when you help take it down. Like maybe give you grenades and increased chance to critical hit, etc.
Kyoutashan
26. Aug 2014 路 19:23 UTC
I died many times, I didn't understand how to dodge the tank (azerty keyboard doesn't help much also). The result could have been better with more time in your hands to add more user feedback, but this entry is good enough to show your idea.
The concept is really nice though. It can be the beginning of a MMO with many boss fights only.
馃帳 SevenKingdomsSurvivors
26. Aug 2014 路 20:04 UTC
Thanks for playing, Kyoutashan! On QWERTY keyboards it's controlled with WSAD or the arrow keys. It also supports the Xbox 360 controller. You have to connect the controller prior to starting the web player.
RawringPenguins
26. Aug 2014 路 22:35 UTC
I was either really laggy, or the tank's hitbox is much, much bigger than the model. I found it was nearly unplayable :\
RawringPenguins
26. Aug 2014 路 22:36 UTC
Also, if you stand still and shoot at the tank, it won't hurt you X]
liquidminduk
27. Aug 2014 路 08:17 UTC
this came out great, and there is a lot of work put in to it (or are the art assets pre-made)
Either way, it played well. Great stuff
Simon@LD
27. Aug 2014 路 08:24 UTC
A very cool interpretation of the theme!
Pat AfterMoon
27. Aug 2014 路 08:24 UTC
Interesting concept, and an innovative use of the theme. maybe you should have implemented only one stage (soldier or archer) with more polish.

@SevenKingdomsSurvivors: what technology have you used for multiplayer ?
馃帳 SevenKingdomsSurvivors
27. Aug 2014 路 08:51 UTC
Thanks guys. The problem with only having one stage is our concept was kind of all based around multiple realms that are connected. We kind of needed a minimum of two.

We tried to use SignalR for the multiplayer. It required some work with the SignalR source code just to get it to work with Unity/Mono at all, but then we found it needed even more changes to work with the Unity Webplayer. So unfortunately we gave up on SignalR late Friday night and had to brew our own solution using basic HTTP calls to a Web API on Azure. If we get SignalR working we will probably post the source code on github to share with the community.
ChrisGaudino
27. Aug 2014 路 14:50 UTC
Cool game, however for some reason my keyboard refused to work unless I made the game fullscreen.
馃帳 SevenKingdomsSurvivors
27. Aug 2014 路 14:59 UTC
Thanks. There's a pretty common Unity web player problem where you have to tab over to a different tab, come back, and then it will receive input. That might be the issue.
kibertoad
31. Aug 2014 路 17:28 UTC
With a proper combat system and slightly more varied boss attacks this could be ridiculously cool. Also it would be great to have some overarching thematic connection between worlds.
AlbertoSM
02. Sep 2014 路 19:22 UTC
Could've used more polishment on the game feel and the audio. Nice idea, but it might need extra time to get to the point it's trying to make!
馃帳 SevenKingdomsSurvivors
04. Sep 2014 路 17:41 UTC
Thanks kibertoad and Alberto.

I agree that the combat system and game feel are lacking. We spent too much time on the server piece and not enough on the game itself. The biggest flaws in the combat system are the always locked view and the fact that every shot hits your target. It's impossible to miss at the moment. That's why I added the delay (archer) or slow walking (soldier) when shooting. Without that penalty there would be no challenge at all. Hopefully we can find time to finish the game though. I got it building on Ouya the other day but our JSON parser would not run on Android. I did find a compatible JSON library though so hopefully we can get it going on Ouya soon.