Tunnel Runner by Alucard Jay

[raw]
made by Alucard Jay for LD29 (COMPO)
Tunnel Runner

A basic racing game against the clock. Dodge and weave your way through ever increasingly treacherous tunnels, all in the hope that you will make it out alive ....



CONTROLS :

Navigate the menu with the mouse.

Select your input device in the OPTIONS menu (QWERTY, AZERTY, xBox360 controller)

The Vertical Axis can also be toggled in game (inverted or normal) with the Y key.


QWERTY :

Pitch - W and S

Roll - A and D

Yaw - Q and E

Accelerate - , (comma)

Decelerate - . (period/fullstop)

Shoot - Space or Left Mouse Button


AZERTY :

Pitch - Z and S

Roll - Q and D

Yaw - A and E

Accelerate - ; (semicolon)

Decelerate - : (colon)

Shoot - Space or Left Mouse Button


xBox 360 Controller:

Pitch - LeftStick Vertical

Roll - LeftStick Horizontal

Yaw - Left Bumper and Right Bumper

Accelerate - Right Trigger

Decelerate - Left Trigger

Shoot - A Button


The highest score is saved via Unitys PlayerPrefs system.



CREDITS :

Here's to all the free assets I used from the Unity Asset Store, many thanks.

Spaceship : SC _ CGPitbull : https://www.assetstore.unity3d.com/#/content/11711

Rebel Probe : Tiger Shark Studios : https://www.assetstore.unity3d.com/#/content/3549

Rock Texture : Unitys Terrain Assets : https://www.assetstore.unity3d.com/#/content/6

Explosion and Afterburner : Unitys Standard Assets (beta) : https://kharma.unity3d.com/#/content/14474



Thoughts from the author :

5 hours in to this Ludum Dare and I abandoned my first project after realizing I would not achieve anything like my vision, let alone a playable game within the timeframe. So I made this game. I wanted more features in this game.

The original story was "you are monitoring several planetary excavation sites, with the main role of rescuing the occupants of various outposts when they became under siege".

This game is actually just the first part, navigating the tunnels to the underground mining facility, where there you would have a skirmish with various other craft and even alien life forms. Even more, I was going to swap to a first person shooter where you searched the facility for survivors and cleared out any intruders. Then flying the rescued back to the orbital monitoring station.

Yet another idea too grand for my capabilities within the competition timeframe. (note to self ; practice using Blender before wasting 5 hours during the competition constructing various basic cylinders).
The main thing I wanted to accomplish was creating a procedurally generated level. And while there are many flaws with the matching of pieces, I'm quite happy that the idea behind the method worked. All the tunnel surfaces are modified with perlin noise, and my next step is to work out how to make the pieces seamlessly tessellate. There are problems with Unity and inward facing meshes that have a lot of detail when not set to convex, and collisions sometimes show it.

Thank you for reading, and I hope you have fun playing this little game. Enjoy! =]

Jay Kay (Alucard Jay)

Ratings

Coolness 71% 3
Overall 3.27 459
Audio 2.37 753
Fun 2.95 618
Graphics 3.78 202
Humor 2.00 849
Innovation 2.88 690
Mood 3.16 406
Theme 3.41 424

Feedback

John Drury
28. Apr 2014 · 07:23 UTC
Really challenging controls.
Colorvade
28. Apr 2014 · 07:36 UTC
Wow that's disorienting. I like it.
Alucard J
28. Apr 2014 · 07:40 UTC
I'm interested to see if anyone passes 3 minutes without using the brake. Hot tip - it's actually easier using the yaw controls rather than the roll controls ;)
snooze82
28. Apr 2014 · 09:50 UTC
reminds me of "descent" - a 90s game - liked it
GeorgeBroussard
29. Apr 2014 · 03:12 UTC
Played 10 times or so. Never got to where I had to shoot anything (not far enough). I started with the mouse and quickly abandoned it, as I couldn't speed up or slow down. Pretty fun, looks great and nice for 48 hours. Would suggest stuff like a speed meter on screen and maybe hull damage so you can take 3-4 hits before dying? Great job.
Jellycakes
29. Apr 2014 · 04:29 UTC
Really nice, I liked this a lot. Some sounds and more mechanics would be that but other than that its fun to just accelerate as fast as you can to test your reactions, and also look at how nice the ship is.
mat1er
29. Apr 2014 · 15:10 UTC
Disorienting, hard, but fun
evilDan
02. May 2014 · 01:17 UTC
LOVED it. Would have like having fewer controls (or more time to figure them out) but overall very awesome.
psychonull
03. May 2014 · 05:10 UTC
Loved the controls, though they're hard to catch. Catchy game, good job.
Keehan12
04. May 2014 · 05:01 UTC
I really enjoyed the graphics and mood, but gameplay could have some working on.
matthias_zarzecki
04. May 2014 · 20:59 UTC
Excellent worj with the spaceship. I like the tunnel-exploring too, though it's a bit hard ;P

...it actually reminds me of my own game Vertical Void. The tunnel-part, it has no spaceship. Yours is better in that regard ;P
Almost
07. May 2014 · 04:59 UTC
It's kind of cool, but the "slow down" button seems to change the game from super hard to super easy. Without it, I never reached an enemy, and with it I could navigate every turn simply by being patient, and the monsters that I encountered didn't seem to have ranged attacks.

Since you passively accelerate, the game gets more difficult over time but with the "slow down" button I can control my ship easily regardless of how far I have progressed.

It also would be cool if I bounced off of walls (toward the forward direction) instead of being destroyed and respawning. This bounce could damage the ship, and 3 hits would destroy it.

It would also be cool if in some places the cave becomes more like a cavern than a tunnel, so that I have a choice of where to go to avoid something instead of just "which way does the path turn next"
Franklins Ghost
19. May 2014 · 11:37 UTC
Quite fun and challenging game without using the brake. Liked the feeling of being lost and journeying down
littleball
19. May 2014 · 12:22 UTC
Could be an amazing game, but I found it frustrating working out where the tunnel went. Graphics are fantastic and the control mechanic feels solid. Well done.