Final Ultimate Boss: Across Realms by SevenKingdomsSurvivors
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
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
| Web | http://ld30vm.cloudapp.net |
| Leaderboard | http://ld30vm.cloudapp.net/Home/Leaderboard |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=37250 |
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 |
I can't tell whether the archer is attacking or hit the boss.
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.
The concept is really nice though. It can be the beginning of a MMO with many boss fights only.
Either way, it played well. Great stuff
@SevenKingdomsSurvivors: what technology have you used for multiplayer ?
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.
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.