Crystalline by X-0r
[Post Compo changes]
Due to a lot of feedback, I've updated the controls.
LMB - Shoot
RMB - Shield
I also changed the "Repair" buttonname. It technically only returns resources to the planet. To actually improve your armor status, click "Armor +"
Also, shield now takes precedence over all other commands.
That means, you can keep LMB pressed, and activate RMB only
for a split-second to dodge shots.
I'm not 100% sure if these changes are allowed to count towards the rating - therefore, I labelled it "Post-Compo".
The original SWF for the compo remains the same.
[Development]
Blender: Constructing, rendering, texturing of 3d models
REAPER (engine, wavedraw): SoundFX
FlashDevelop: Coding
Compiled Flash AS3
[Intro]
This game is a 3rd person action shooter.
You are the leader of the Xorians, an alien race, who is overwhelmed by humans, who already devastated their own planet.
You clearly need to show them, that they only get *one* planet to destroy!
Stop the humans from draining your planet's crystals!
[Controls]
WASD / Arrows - Relative movement (no time to implement absolute =/ )
Mouse - Aim
Space - Fire (Uses one energy per double shot)
Shift - Shield (Uses a lot of energy, but annihilates incoming shots)
Q - Mine (Works on debris and crystals - mining crystals will reduce your planet score, though)
[Summary]
The humans have errected a mining outpost.
You can see two structures: One is emitting light mechs (They will drain the planet's crystals by 250 per unit)
The other is a resource collector and constantly mines resources off your planet.
If you destroy an enemy, it will leave debris behind - you can convert that to energy (and somewhat recycle the stolen resources)
At the end of a level (all units and structures destroyed),
you can upgrade your unit. The prices aren't really balanced, you are more likely to lose due to your planet running out of resources than due to actual destruction of your suit.
[Planned, but abandoned / incomplete features]
Mute button
Collision / Layering with structures
Randomized Levels
Scrollable and larger map to play on
More types of enemies (graphics rendered, but never added to the game)
Intro movie of the destroyed earth (somewhat underlining the theme)
Lots of additional weapons, maybe even customizable
A preloader
A soundtrack. I'm really sad that I actually didn't compose any music at all for this game. Well, at least I designed all my soundeffects on my own...
Due to a lot of feedback, I've updated the controls.
LMB - Shoot
RMB - Shield
I also changed the "Repair" buttonname. It technically only returns resources to the planet. To actually improve your armor status, click "Armor +"
Also, shield now takes precedence over all other commands.
That means, you can keep LMB pressed, and activate RMB only
for a split-second to dodge shots.
I'm not 100% sure if these changes are allowed to count towards the rating - therefore, I labelled it "Post-Compo".
The original SWF for the compo remains the same.
[Development]
Blender: Constructing, rendering, texturing of 3d models
REAPER (engine, wavedraw): SoundFX
FlashDevelop: Coding
Compiled Flash AS3
[Intro]
This game is a 3rd person action shooter.
You are the leader of the Xorians, an alien race, who is overwhelmed by humans, who already devastated their own planet.
You clearly need to show them, that they only get *one* planet to destroy!
Stop the humans from draining your planet's crystals!
[Controls]
WASD / Arrows - Relative movement (no time to implement absolute =/ )
Mouse - Aim
Space - Fire (Uses one energy per double shot)
Shift - Shield (Uses a lot of energy, but annihilates incoming shots)
Q - Mine (Works on debris and crystals - mining crystals will reduce your planet score, though)
[Summary]
The humans have errected a mining outpost.
You can see two structures: One is emitting light mechs (They will drain the planet's crystals by 250 per unit)
The other is a resource collector and constantly mines resources off your planet.
If you destroy an enemy, it will leave debris behind - you can convert that to energy (and somewhat recycle the stolen resources)
At the end of a level (all units and structures destroyed),
you can upgrade your unit. The prices aren't really balanced, you are more likely to lose due to your planet running out of resources than due to actual destruction of your suit.
[Planned, but abandoned / incomplete features]
Mute button
Collision / Layering with structures
Randomized Levels
Scrollable and larger map to play on
More types of enemies (graphics rendered, but never added to the game)
Intro movie of the destroyed earth (somewhat underlining the theme)
Lots of additional weapons, maybe even customizable
A preloader
A soundtrack. I'm really sad that I actually didn't compose any music at all for this game. Well, at least I designed all my soundeffects on my own...
Ratings
| Coolness | 97% | 2 |
| Overall | 2.78 | 690 |
| Audio | 2.41 | 540 |
| Fun | 2.69 | 623 |
| Graphics | 3.12 | 395 |
| Humor | 1.80 | 701 |
| Innovation | 2.21 | 878 |
| Mood | 2.32 | 785 |
| Theme | 1.87 | 956 |
The reason for using the mouse to aim, but the keyboard to shoot is... I'm still not very experienced with events. I already needed a helper function to even toggle the key between pressed and not pressed - which is why I just assigned another key as the fire-button into the already working switch-statement.
Aiming is easily done without anything like that... just calling mouseX, and you already get the relative x-coordinate.
Sorry for the inconvenience =)
The idea is nice though, and it was fun! Of course, shooting stuff is always fun. :P
@doctor: Yes. I agree. The GUI isn't really... existing (unless you count floating text). I had a lot of sci-fi style ideas, but never got to realize them on time =/
Thank all of you for your comments, they're helping me a lot to improve my future entries, and my understanding about what people expect in general :)