Factory Wars by Evil Cult
Factory Wars is a strategy game where you can construct and configure buildings that produce automated units every 10 seconds. Use a diverse mix of units to capture resource points and march your way to victory!
How To Play:
The game is mouse driven. You can look around the map by clicking on the minimap, using the middle mouse button to drag the main map, or using either WASD or the Arrow Keys. You can Build by clicking on empty plots of land and Set Production by clicking on a factory.
You start with a castle base and six empty plots of land. Each of these plots of land can have a factory built upon it. You can control the production of the factories, as well as the route that produced units take across the map. Each factory can produce a unit every ten seconds. You can knock down an existing factory to build one of a different type.
Every ten seconds you also get a base income, as well as gradually increasing income over time. Capture flags for higher income.
The objective is to destroy your enemy's castle base while protecting your own.
Note: Make sure you extract the entire zip somewhere before launching the game! There's an EXE and a JAR file in there depending on the platform you're using. The Lower Resolution download is a 640x480 fixed Window for smaller screens.
How To Play:
The game is mouse driven. You can look around the map by clicking on the minimap, using the middle mouse button to drag the main map, or using either WASD or the Arrow Keys. You can Build by clicking on empty plots of land and Set Production by clicking on a factory.
You start with a castle base and six empty plots of land. Each of these plots of land can have a factory built upon it. You can control the production of the factories, as well as the route that produced units take across the map. Each factory can produce a unit every ten seconds. You can knock down an existing factory to build one of a different type.
Every ten seconds you also get a base income, as well as gradually increasing income over time. Capture flags for higher income.
The objective is to destroy your enemy's castle base while protecting your own.
Note: Make sure you extract the entire zip somewhere before launching the game! There's an EXE and a JAR file in there depending on the platform you're using. The Lower Resolution download is a 640x480 fixed Window for smaller screens.
| Java Multiplatform | http://www.evilcult.net/factorywars/factorywars.zip |
| Java Lower Resolution | http://www.evilcult.net/factorywars/factorywars-lowres.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=8607 |
Ratings
| Coolness | 97% | 2 |
| Overall(Jam) | 3.79 | 46 |
| Audio(Jam) | 3.48 | 97 |
| Fun(Jam) | 3.56 | 66 |
| Graphics(Jam) | 3.96 | 110 |
| Humor(Jam) | 2.71 | 222 |
| Innovation(Jam) | 2.90 | 325 |
| Mood(Jam) | 3.36 | 132 |
| Theme(Jam) | 2.98 | 334 |
I will try it on my linux box at home later today.
Sat Aug 31 19:08:39 CEST 2013 INFO:Slick Build #264
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
Sat Aug 31 19:08:40 CEST 2013 ERROR:Could not get the JAWT interface
org.lwjgl.LWJGLException: Could not get the JAWT interface
at org.lwjgl.opengl.AWTSurfaceLock.lockAndInitHandle(Native Method)
at org.lwjgl.opengl.AWTSurfaceLock.access$100(AWTSurfaceLock.java:51)
at org.lwjgl.opengl.AWTSurfaceLock$1.run(AWTSurfaceLock.java:94)
at org.lwjgl.opengl.AWTSurfaceLock$1.run(AWTSurfaceLock.java:92)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.opengl.AWTSurfaceLock.privilegedLockAndInitHandle(AWTSurfaceLock.java:92)
at org.lwjgl.opengl.AWTSurfaceLock.lockAndGetHandle(AWTSurfaceLock.java:66)
at org.lwjgl.opengl.MacOSXCanvasPeerInfo.initHandle(MacOSXCanvasPeerInfo.java:57)
at org.lwjgl.opengl.MacOSXDisplayPeerInfo.doLockAndInitHandle(MacOSXDisplayPeerInfo.java:56)
at org.lwjgl.opengl.PeerInfo.lockAndGetHandle(PeerInfo.java:85)
at org.lwjgl.opengl.MacOSXContextImplementation.create(MacOSXContextImplementation.java:47)
at org.lwjgl.opengl.ContextGL.<init>(ContextGL.java:132)
at org.lwjgl.opengl.Display.create(Display.java:847)
at org.lwjgl.opengl.Display.create(Display.java:754)
at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:342)
at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:32)
at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:407)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:388)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:357)
at net.evilcult.tenseconds.GameMain.main(GameMain.java:23)
Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:418)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:357)
at net.evilcult.tenseconds.GameMain.main(GameMain.java:23)
Unfortunately we haven't got access to a mac to test on but if we work on this game post-compo I'm sure this will be something we will work towards.
-Andrew (Art/Design)
We were actually going to have walls for the top/bottom paths to make them harder to get to! We wanted the majority of the combat to be on the middle path with the other lanes meant as alternative bonuses as they had the extra resources. We also wanted to include health bars but did not get the time! They will definitely be included if we do a post-compo version.
@Jeremias
Initially we wanted to block the lanes completely by making some sort of tiles to seperate them (cliffs, water, etc) but we ran out of time so had to face the issue of the mobs moving between paths :(
Thanks again all for the feedback!
-Andrew(Art/Design)
Thanks! The punchbot was the first bit of art I did for this game and one of the first things I've ever animated before. I was pretty happy with how it came out!
-Andrew(Art/Design)
Neat graphics, and the background music is nice and squeaky =)
The game is a tad bit too easy, but I'll definitely check your homepage for more!
Improvements: should show the specialties of each unit. I just blindly build the units and hope they can kill the enemies and I don't know how are they different from each other.
I loved the absence of micromanagement, and how everything was about macro.
The funny unit speeches was a very nice touch!
Outstanding work!
Great gameplay, but I found it a bit tough to figure out how to play. But once I did, it was great. A tad easy though.
Great job on this! You must have put a lot of effort for thae art. :)
I really like these games that just kind of play themselves, and I think the difficulty level is good for Ludum Dare.
NICE! :D