hack.source.net by Omiya Games
Is your friend over-powering you in any FPS game? No worries! hack.source.net is a 2-player FPS that let's you disable up to two button inputs from your opposing player! Keep your friend from moving forward, take away their ability to jump, and shoot your way to victory!
Controls:
* WASD to move
* Space to Jump
* Hold the Left Shift to run
* Move the mouse to look around
* Left-Ctrl or Left-click to shoot
* Left-Alt or Right-click to put up a reflective shield
* Esc to bring up the hack menu
Created in:
* Engine: Unity
* Graphics: everything is created by Unity Standard Assets, excluding Box-chan (part of Unity-chan package).
* Music: GarageBand
* Sound Effects: Unity Standard Assets and BFXR
* Font: Fira-Sans by Mozilla
Special thanks to our Patreon patrons (https://www.patreon.com/OmiyaGames):
* Adam R. Vierra
* Joshua Jennings
* David Lin
* Tommy Pedersen
* Jacob Clark
Developer Notes:
Holy cow, this is the first time I've attempted to create a networked multiplayer game (let alone, solo)! Is it as hard as everyone says, even in Unity?
Yes. Yes it is. I've been wanting to look into UNET framework to see if it was any easier to put networked games together, and well, this game really shows my lack of experience. The game is filled with bugs, and without any prediction factor, full of lag. A lot of my time developing this game (which started on Saturday morning) was on fighting bugs alone, so I haven't done any play-testing yet. Sorry for such a shoddy product!
Log:
* Jam version
* v1.2.0: Fixed the "control is disabled" animation is really annoying (not as intended).
* v1.2.0: Fixed the player hosting game cannot hurt the player joining.
* v1.3.0: Fixed the player animations not being synchronized.
* v1.3.0: The hosting player cannot move around while others are joining.
* v1.3.1: Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
* Post-Jam
* v1.4.0: Explosions and sparks will not sync their positional data to the server more than once.
* v1.4.0: Increasing how often the player and bullet syncs their data.
* v1.4.0: Made the opposing player’s animations to be much more reactive.
* v1.4.0: Changed the health meter graphics.
* v1.4.0: Vastly increased the range of the radar.
* v1.4.0: Player avatar now appears as arrows in the radar.
* v1.4.0: Added a laser to indicate the path the bullet will follow.
* v1.4.0: Prevented disabling more than one directional key
* v1.4.0: Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
* v1.4.0: Made the player avatars and their colliders much larger.
* v1.5.0: Made the radar hackable. Hacking the radar removes it from the HUD.
* v1.5.0: Changed the shader on the environment back to standard diffuse. This is meant for a future update.
* v1.5.0: Environment colors are no longer random.
* v1.5.0: Storing the last entered IP Address.
* v1.5.0: Adding a run particle effect to make it clear your speed is increasing.
* v1.5.0: Fixed the disabled sound effect trigger and animation.
* v1.5.1: Updating environmental graphics to have a graph-like glow.
Controls:
* WASD to move
* Space to Jump
* Hold the Left Shift to run
* Move the mouse to look around
* Left-Ctrl or Left-click to shoot
* Left-Alt or Right-click to put up a reflective shield
* Esc to bring up the hack menu
Created in:
* Engine: Unity
* Graphics: everything is created by Unity Standard Assets, excluding Box-chan (part of Unity-chan package).
* Music: GarageBand
* Sound Effects: Unity Standard Assets and BFXR
* Font: Fira-Sans by Mozilla
Special thanks to our Patreon patrons (https://www.patreon.com/OmiyaGames):
* Adam R. Vierra
* Joshua Jennings
* David Lin
* Tommy Pedersen
* Jacob Clark
Developer Notes:
Holy cow, this is the first time I've attempted to create a networked multiplayer game (let alone, solo)! Is it as hard as everyone says, even in Unity?
Yes. Yes it is. I've been wanting to look into UNET framework to see if it was any easier to put networked games together, and well, this game really shows my lack of experience. The game is filled with bugs, and without any prediction factor, full of lag. A lot of my time developing this game (which started on Saturday morning) was on fighting bugs alone, so I haven't done any play-testing yet. Sorry for such a shoddy product!
Log:
* Jam version
* v1.2.0: Fixed the "control is disabled" animation is really annoying (not as intended).
* v1.2.0: Fixed the player hosting game cannot hurt the player joining.
* v1.3.0: Fixed the player animations not being synchronized.
* v1.3.0: The hosting player cannot move around while others are joining.
* v1.3.1: Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
* Post-Jam
* v1.4.0: Explosions and sparks will not sync their positional data to the server more than once.
* v1.4.0: Increasing how often the player and bullet syncs their data.
* v1.4.0: Made the opposing player’s animations to be much more reactive.
* v1.4.0: Changed the health meter graphics.
* v1.4.0: Vastly increased the range of the radar.
* v1.4.0: Player avatar now appears as arrows in the radar.
* v1.4.0: Added a laser to indicate the path the bullet will follow.
* v1.4.0: Prevented disabling more than one directional key
* v1.4.0: Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
* v1.4.0: Made the player avatars and their colliders much larger.
* v1.5.0: Made the radar hackable. Hacking the radar removes it from the HUD.
* v1.5.0: Changed the shader on the environment back to standard diffuse. This is meant for a future update.
* v1.5.0: Environment colors are no longer random.
* v1.5.0: Storing the last entered IP Address.
* v1.5.0: Adding a run particle effect to make it clear your speed is increasing.
* v1.5.0: Fixed the disabled sound effect trigger and animation.
* v1.5.1: Updating environmental graphics to have a graph-like glow.
| Itch.io (Windows, OS/X, Linux) | http://omiyagames.itch.io/hacksourcenet |
| GameJolt (Windows, OS/X, Linux) | http://gamejolt.com/games/hack-source-net/114008 |
| Timelapse | https://youtu.be/Ct5B2Ooo1UE?list=PLsz-l93sVz98LrAidKxUX07HEvS2ClP1T |
| Source | https://bitbucket.org/OmiyaGames/ludum-dare-34-hacksource |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=20557 |
Ratings
| Coolness | 55% | 3 |
| Overall(Jam) | 3.72 | 174 |
| Fun(Jam) | 3.58 | 195 |
| Humor(Jam) | 3.17 | 255 |
| Innovation(Jam) | 3.85 | 82 |
| Mood(Jam) | 3.37 | 385 |
| Theme(Jam) | 3.38 | 757 |
+ Very interesting concept
Con:
- Theme seems a bit off
- Multiplayer only, couldn't play it >.<
Obs:
o So I'm just voting for innovation and theme
Great work!