AstroVax by moop
My first attempt at Ludum Dare and a relatively unpolished due to a lack of time this weekend.
Still I'm reasonably happy with the core concept even if it could do with some refining. :)
For those interested, the results from sloccount, engine is the basecode (though it was edited heavily during the weekend), testgame is the game code:
SLOC Directory SLOC-by-Language (Sorted)
1362 engine cpp=1362
1098 testgame cpp=1070,sh=28
0 top_dir (none)
Totals grouped by language (dominant language first):
cpp: 2432 (98.86%)
sh: 28 (1.14%)
Total Physical Source Lines of Code (SLOC) = 2,460
Development Effort Estimate, Person-Years (Person-Months) = 0.51 (6.18)
(Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months) = 0.42 (4.99)
(Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule) = 1.24
Total Estimated Cost to Develop = $ 69,522
(average salary = $56,286/year, overhead = 2.40).
I included the person-months and cost estimates because they made me laugh.
Still I'm reasonably happy with the core concept even if it could do with some refining. :)
For those interested, the results from sloccount, engine is the basecode (though it was edited heavily during the weekend), testgame is the game code:
SLOC Directory SLOC-by-Language (Sorted)
1362 engine cpp=1362
1098 testgame cpp=1070,sh=28
0 top_dir (none)
Totals grouped by language (dominant language first):
cpp: 2432 (98.86%)
sh: 28 (1.14%)
Total Physical Source Lines of Code (SLOC) = 2,460
Development Effort Estimate, Person-Years (Person-Months) = 0.51 (6.18)
(Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months) = 0.42 (4.99)
(Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule) = 1.24
Total Estimated Cost to Develop = $ 69,522
(average salary = $56,286/year, overhead = 2.40).
I included the person-months and cost estimates because they made me laugh.
Ratings
| Coolness | 20% | 28 |
| Overall | 2.33 | 134 |
| Audio | 1.15 | 140 |
| Community | 2.38 | 111 |
| Fun | 2.13 | 137 |
| Graphics | 2.17 | 139 |
| Humor | 1.21 | 163 |
| Innovation | 2.46 | 137 |
| Theme | 2.79 | 126 |
Overall, it's a finished game, and playable, so congratulations on your first Ludum Dare.
Activating one of the special bullet types or the shield gave a score bonus, also fire bullets instantly killed water enemies and water bullets instantly killed fire enemies. Killing enemies outright in this way also gave a score bonus. Likewise using the shield to smash enemies while invulnerable gave a bonus.
I thought I'd leave the specifics of the scoring to be discovered but looking back that was a mistake. Most likely in this sort of event where there are a multitude of games to play they need to be immediately accessible or people will lose interest and move on.
Thanks for the feedback. :)
Nice and finished.
On the up side, once you figure out that there is a strategy to deciding which enemies to use as weapons and how to do it properly, the game gains an additional layer of depth. The game is also quite close to my idea of the theme, so 4 stars there.
It can be found at astrovax.moop.org.uk
Did you know the controls stop working if you hit CapsLock by accident?
It has potential, given a bit more explanation. Congrats on your first LD!
I added a few screens of instructions that are accessible from the menu and partially fixed the caps lock key.
Unfortunately I've not 100% fixed the caps lock issue. It now works with caps lock on or off, but it will still freak out of you hit caps lock while holding a key. As far as I can tell this is a problem with the GLUT library. :( It seems that if you hit caps lock with a key held it never sends a key up message for the lower case version of the key.