Gauntlet: A Series of Ten Second Strategies by OkayHughes
Controls are Q and E to switch floors, click to add waypoints (but only during planning phase) and delete to remove.
This game is a real time strategy gauntlet game played against a NPC sniper.
The current object of the Compo version of this game is to avoid death for as long as possible. The sniper (red cube) has taken a spot atop the central building in the square, and will attempt to shoot you every several seconds. He can shoot through windows, but not solid walls.
The game has two states, planning, and executing. Each stage lasts ten seconds. During the planning stage the mouse can be used to place waypoints. Q and E allow you to go up and down floors to create waypoints. Backspace can be used to erase waypoints from the end of the path. During this period the sniper will also decide whether to change their position to get a better shot. You will not be able to see their waypoints. During the execution stage, both you and the sniper will move to the chosen waypoints. This is done automatically, so your character will go up ramps if it needs to go up a floor. If you desire a certain ramp to be used, or a certain doorway to be used to avoid the sniper's path, a waypoint should be place there. The sniper will shoot at you periodically. If there is a clear path (i.e. no solid walls in the way) between you and the sniper, you die. Your score increments after surviving an execution stage.
In the post competition version (which ratings should not be based off of), the goal is to get all five keys located on top of the buildings, and then get to the gate at the top of the map. Good luck.
This game was created using Unity3d for assembly and scripting.
Blender was used for the construction of some base meshes.
BFXR was used to create the timer sound effect.
Initially only a Web-based distribution can be provided because I made a game breaking change just before the time ended so I need to fix that before I provide other ports. All of the improvements that will arise in the ports were done before 9:00 and I just had to resolve one issue before I rebuilt the project. I plan to create a post-compo version that has several improvements which will be labeled as such.
Special thanks to my friends Caleb Jones and Blade Nelson for being an artistic distraction and allowing me to bounce ideas off of them during the dozen or more hours we spent talking during this 48 hour period.
This code is released under the zlib/libpng License, meaning the following:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
This game is a real time strategy gauntlet game played against a NPC sniper.
The current object of the Compo version of this game is to avoid death for as long as possible. The sniper (red cube) has taken a spot atop the central building in the square, and will attempt to shoot you every several seconds. He can shoot through windows, but not solid walls.
The game has two states, planning, and executing. Each stage lasts ten seconds. During the planning stage the mouse can be used to place waypoints. Q and E allow you to go up and down floors to create waypoints. Backspace can be used to erase waypoints from the end of the path. During this period the sniper will also decide whether to change their position to get a better shot. You will not be able to see their waypoints. During the execution stage, both you and the sniper will move to the chosen waypoints. This is done automatically, so your character will go up ramps if it needs to go up a floor. If you desire a certain ramp to be used, or a certain doorway to be used to avoid the sniper's path, a waypoint should be place there. The sniper will shoot at you periodically. If there is a clear path (i.e. no solid walls in the way) between you and the sniper, you die. Your score increments after surviving an execution stage.
In the post competition version (which ratings should not be based off of), the goal is to get all five keys located on top of the buildings, and then get to the gate at the top of the map. Good luck.
This game was created using Unity3d for assembly and scripting.
Blender was used for the construction of some base meshes.
BFXR was used to create the timer sound effect.
Initially only a Web-based distribution can be provided because I made a game breaking change just before the time ended so I need to fix that before I provide other ports. All of the improvements that will arise in the ports were done before 9:00 and I just had to resolve one issue before I rebuilt the project. I plan to create a post-compo version that has several improvements which will be labeled as such.
Special thanks to my friends Caleb Jones and Blade Nelson for being an artistic distraction and allowing me to bounce ideas off of them during the dozen or more hours we spent talking during this 48 hour period.
This code is released under the zlib/libpng License, meaning the following:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Ratings
| Coolness | 85% | 2 |
| Overall | 2.71 | 878 |
| Audio | 1.88 | 838 |
| Fun | 2.29 | 1015 |
| Graphics | 2.85 | 576 |
| Humor | 1.46 | 952 |
| Innovation | 3.65 | 136 |
| Mood | 2.11 | 968 |
| Theme | 3.15 | 584 |
@OldPeculier I've added a bit to the html file that says the controls. If you're asking about the point to the game, in the compo version it's to avoid death. The game starts in planning phase, click to add waypoints, and after the clock counts down, the cube will move to that waypoint. Backspace deletes waypoints.
@asc3nsion Once again, I explained it above, so if that helps great. Otherwise I don't have a screen capture program. Sorry. I'd love to make an explanatory video, but I don't have the tech. As for the camera, I've considered doing that a few times, but it kept bugging out. I may attempt to implement it in the post compo.
The player needs to get a good idea where their character is before the timer starts I think, but overall a great job.
Very innovative concept :)
It got a little confusing to navigate, but shows great promise!
A lot of the things I wanted you to add in the next version, you did. There seems to be more sound, the sniper seems just a little bit less accurate and the game is more easy to navigate.
Somethings I wish to see in a future version:
-Restart button
-Soundless/low specs version
-Various level changing improvements (With an FPS below 10, the reliability of level changing goes down three fold.)
Glad to see that you are updating this!
interesting
A restart button would have been nice, especially as the game was pretty hard. The camera angle / zoom felt like it could have been better. But it was a really interesting concept and with the limited time I understand that it wasn't easy to have time for everything. :)
It definitely feels like a game that could be really fun with some more polish, so good job so far. :)