Underwater mayhem by Jarob22

[raw]
made by Jarob22 for LD29 (COMPO)
My first time using any sort of graphics library in c++, and my second graphical application ever!

It's very simple - avoid the explosive barrels, and collect the underwater monsters. Have fun!

To run the windows version, just extract the .zip and double click the exe.

To run the linux version, again extract the .bz2 file (with tar or similar) then run the .sh file. Make sure the file has execute rights by running chmod +x on it.

Source is available via the git link provided, or via http://teamfrag.net/~james/source_dlls_and_art.zip

Feedback

mrexcessive
28. Apr 2014 · 04:38 UTC
Sorry was expecting run in browser version on web link, can't run or rate.
Andy Gainey
30. Apr 2014 · 16:53 UTC
Congratulations on first graphical project in C++! I know that can be daunting.

If you wanted to explore the graphics library more, I think a high value effect could be implemented for the monster spawn event, perhaps a scale from 0% to 100%. I got a little confused at first when I grabbed a monster and it seemed to merely teleport from one location to another (it was actually a new monster).

The game could probably also benefit greatly from some improved physics and AI. Maybe add some inertia to the player and barrels, make the barrels obey buoyancy below water and gravity above water, and have the monsters follow some sort of jellyfish logic, a la Mario. For example, every two seconds, they pick a random upward/sideways direction and dart there, and otherwise they just gain downward momentum due to gravity.

Some form of difficulty progression could help too, as the player gets a higher score. More barrels, faster moving monsters. There are probably all sorts of creative options, such as monsters that try to get nearer to barrels or something.

Being able to view your score *after* losing would have been nice, as well as having a way to restart from within the application, rather than letting it auto-exit and then have restart the application manually.
RabidPotatoe
02. May 2014 · 00:27 UTC
Oddly, I'm getting

./run.sh: line 3: /home/nathan/Downloads/ld29_jr/Underwater_Mayhem: No such file or directory

when I try to run it.
Lafie
02. May 2014 · 11:52 UTC
The graphics are completely functional, with a clear distinction between the player, objectives and hazards sprites. The turn-based control (similar to asteroids) takes a little time to get used to, but works reasonably well otherwise.

The game could benefit a lot from increasing difficulty, for instance by increasing the number of barrels over time. Right now, once you have to control down, the challenge is gone.
ghostmaple
09. May 2014 · 03:36 UTC
Andy pretty much hit all my main points already. Congrats on getting something working in SDL!