OMFG Aliens! by Gaeel
This is an inverted Tower-Defense game, with aliens spawning in the mlddle and attempting (by randomly shuffling about)to escape to the outside world to infect humans with their stupidity rays.
If an Alien escapes, the game ends.
This game was made in about 14 hours, due to a complete and total mess-up of the first attempt, I'm glad I managed to pull through anyway, and I hope this game will provide some people with at least a few moments of fun.
If you have trouble running the game, contact me at sugardood@gmail.com
Shout-Outs to Chibi-Neko, my sister, and her BF, Yucca, thanks for having me over for the holidays!
Shout-Outs to the LD community too, you guys are awesome, can't wait to try out your games.
If an Alien escapes, the game ends.
This game was made in about 14 hours, due to a complete and total mess-up of the first attempt, I'm glad I managed to pull through anyway, and I hope this game will provide some people with at least a few moments of fun.
If you have trouble running the game, contact me at sugardood@gmail.com
Shout-Outs to Chibi-Neko, my sister, and her BF, Yucca, thanks for having me over for the holidays!
Shout-Outs to the LD community too, you guys are awesome, can't wait to try out your games.
| Windows w/source | http://dl.dropbox.com/u/6549099/OMFGA.zip |
| Linux Debian64 w/source | http://dl.dropbox.com/u/6549099/OMFGAliensLinux.zip |
| Source | http://dl.dropbox.com/u/6549099/Source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-21/?action=preview&uid=1561 |
Ratings
| Coolness | 3% | 183 |
| Overall | 2.25 | 417 |
| Audio | 3.09 | 91 |
| Community | 2.86 | 165 |
| Fun | 2.25 | 353 |
| Graphics | 1.50 | 471 |
| Humor | 1.77 | 281 |
| Innovation | 2.08 | 405 |
| Theme | 2.25 | 415 |
g++ mainloop.cpp mob.cpp turret.cpp -lsfml-system -lsfml-window -lsfml-graphics -lsfml-audio -o OMFGAliens
Then run ./OMFGAliens to try the game
Let me know if this doesn't work, and what error you got.
It was fun, although I suck as this game. The towers felt to have some kind of annoying range: sometimes they could hit an alien, but they couldn't hit an alien that was seemingly in the same range.
The reason it looks like turrets sometimes have trouble hitting an alien is due to the ract that they have a lock-on time, and they randomly try to target a new enemy each frame if their current target is out of range or dead.
So while an enemy is perfectly in range, there's a time for them to find the target (1 in however many living enemies there are chance per frame), so if there are 10 living aliens and only one in range, it will take an average of 10 frames (or half a second at the enforced 20fps) to target. Then, there are another 15 frames of warm-up (3/4 of a second) before firing starts.
All in all, this means that there's a good second of lag between an enemy coming in range and the turret beginning to engage. If the enemy exits and reenters that range, the warm-up resets, and there's also the chance that he gets replaced by another target.
I realise now that targeting and warmup should have been made visible (dim red "laser pointer" from turret to target and some sort of charge up effect), the only pre-shot effect I have is the turret flashing magenta the frame before shooting (note that if the enemy gets out of range on the frame he would have been shot, then the magenta flash happens, but the turret doean't fire, I think this glitch is rare enough not be noticable.)
Good audio though, and I like the movement of the "aliens." :)
Unfortunately, there was a bit too much luck involved, and the depth of the strategy broke down pretty quickly as you played. Considering the time you have to tune and balance in this competition, though, not bad.
I'd definitely like to see this idea expanded on a bit, and designed/balanced some more. Nice work!