Salted Earth by wolfmother
Completed in about 32 hours. Ran out of ideas/things to implement and felt it was in a relatively complete state as is.
Started out answering the question, "what would Scorched Earth be like with orbital mechanics?"
Rapidly degenerated into a realtime shooter because bending attacks around planets is way more fun in realtime.
Enemies and attacks curve around planets' gravity fields realistically, and you can teleport between them yourself (hence "connected").
Features:
- Written from scratch using no existing engine and (apart from .NET) only enough libraries to directly access the hardware
- Intro screen with sound
- Custom audio mixer with limiter (written during comp)
- Quick-and-dirty audio filter effect for when you die or alt-tab
- World's simplest orbital mechanics engine (written during comp) using nothing other than OpenTK's vector library
- Custom OpenGL renderer with particles (written during comp) - entirely fixed functionality v1.1 immediate mode. So sue me!
- Sounds for every game event, plus music
- Enemies coming in waves, with gaps between each wave
- If you can destroy every enemy up to wave 4, you win
Dependencies:
- .NET 2.0, everything else is included
Requirements:
- Windows Vista or later
- Make sure your graphics drivers are installed! It'll run slowly if they're not.
Libraries:
- OpenTK's OpenGL bindings and vector library
- NAudio's WASAPI bindings
Art/Sound:
- Created with FL Studio, Goldwave and The GIMP (original project files included)
- I'm trained as a programmer and a soundie, but not as a graphical artist -- so you can't hold the crappy quality of the sprites against me!
Started out answering the question, "what would Scorched Earth be like with orbital mechanics?"
Rapidly degenerated into a realtime shooter because bending attacks around planets is way more fun in realtime.
Enemies and attacks curve around planets' gravity fields realistically, and you can teleport between them yourself (hence "connected").
Features:
- Written from scratch using no existing engine and (apart from .NET) only enough libraries to directly access the hardware
- Intro screen with sound
- Custom audio mixer with limiter (written during comp)
- Quick-and-dirty audio filter effect for when you die or alt-tab
- World's simplest orbital mechanics engine (written during comp) using nothing other than OpenTK's vector library
- Custom OpenGL renderer with particles (written during comp) - entirely fixed functionality v1.1 immediate mode. So sue me!
- Sounds for every game event, plus music
- Enemies coming in waves, with gaps between each wave
- If you can destroy every enemy up to wave 4, you win
Dependencies:
- .NET 2.0, everything else is included
Requirements:
- Windows Vista or later
- Make sure your graphics drivers are installed! It'll run slowly if they're not.
Libraries:
- OpenTK's OpenGL bindings and vector library
- NAudio's WASAPI bindings
Art/Sound:
- Created with FL Studio, Goldwave and The GIMP (original project files included)
- I'm trained as a programmer and a soundie, but not as a graphical artist -- so you can't hold the crappy quality of the sprites against me!
Ratings
| Coolness | 73% | 3 |
| Overall | 3.26 | 504 |
| Audio | 2.69 | 576 |
| Fun | 3.08 | 524 |
| Graphics | 3.22 | 460 |
| Humor | 2.24 | 611 |
| Innovation | 3.54 | 266 |
| Mood | 3.10 | 464 |
| Theme | 3.39 | 455 |
The game itself is quite confusing, espicially at first. And even later there is so much stuff going on, you don't know what to do.
The graphiics style and sound are great.
dvdking, yeah, I tried to incorporate a bit of explanation in the game to make it a bit less confusing, but it seems that hasn't worked for everyone. I'm thinking in future I'll step up the pace more gradually, as well as waiting for the player to try features out before moving on.
varun, I did kind of want to go for a distorted garbled visual aesthetic, but it's possible I went too far. Maybe darkening the background further and lightening the play elements would increase the contrast and make the action easier to follow.
Thanks for the praise and comments everyone! Hope you guys go well with your own productions :3
Keep working on it after the compo ^^
For some reason, the sound is not playing on my computer.
I played with the window scretched to fit my display, and the text was super tiny, something like font size 8 or so.
Anssi@MooseflyGames
Kudos for writing it from scratch, that's what I did for my first LD, except that I used SlimDX rather than OpenTK. The reason I use Unity now is so that I can easily port to web, but there's a lot to be said for having complete control over the graphics pipeline and game object framework.