shiprage by AirRider3
Thanks everyone for you comments and suggestions!! ^^
/*POST-COMPO VERSION
You can change the camera mode pressing 'c'. Bullets are now colored. The game might lag down..
With huds, camera, limited to 4 ships per team: http://bluecodestudio.com/ludumdare23/airrider23_player_v2.swf
Only CPU: http://bluecodestudio.com/ludumdare23/airrider23_cpu.swf
*/
Link to the high-res screenshot: http://bluecodestudio.com/ludumdare23/screenshot.png
The game ins't finished. The plan is to implement some kind of towers on each base, that would be the ones that power the bases. In order to conquer your enemy's base, you should take down those towers, and stand on that base.
It also lacks a hud showing the HP and the energy in order to shoot. I wanted to add a XP and improvement system too.
However, for the little time I had this weekend, I'm quite satisfied with the result.
All the content is mine except for some sound effects. The background music is also mine, made with GarageBand.
I hope you like it!
Made with Flash, AS3.
//Notes edit
Okay, I feel like I should explain something more.
How does it shoot? You can only shoot if there's an enemy ship close to you, so if you can't make it shoot, just try to get closer to the enemy's ship.
Even though there's not a HUD, ships have HP and a reload time. So you don't need to spam the spacebar, because it's not going to shoot faster. You can even hold it down, and it will shoot when possible.
You can also just look and enjoy the AI.
The game gets slow after some time, and other bugs and lacks, but I prefer not to modify my entry until the judgement periode has ended. I hope you like the game! Thanks for the comments!
//Okay, EXTRA DESCRIPTION
What is this game? Even though I aimed for more (but I hadn't the time to achieve it), the result is an endless battle between two factions. It WON'T end.
You can just try to survive while killing enemy ships. With a little of practice, you will figure out (more or less) how projectiles move and, therefore, it will be more easy to avoid them. (Just a bit)
So you might have some great moments, like luckily avoiding 5 bullets that were on your tail, and you'll feel like a badass X-Wing pilot.
//Goodie!
The background track is uploaded right here: http://soundcloud.com/airrider3/premiere
It is not finished, but I had to use something, so...
//Additional information!
- The screen size (SWF stage size) is 960x640, the same as the iPhone Retina screen in landscape mode, as I was hoping to release it for iOS and Android too. But time didn't help.
- For getting the key events, I always use a class I made a year ago. If anyone's curious, it's also included on the source, though there are different versions of it, and there's not a read me, instructions, or anything because it hasn't been released yet. Maybe this summer.
- The map was initially a floating island. A tiny world. An idea was being able to conquer bases along different planets on a system. Maybe even on different systems.
- You can follow me on Twitter at @AirRider3
/*POST-COMPO VERSION
You can change the camera mode pressing 'c'. Bullets are now colored. The game might lag down..
With huds, camera, limited to 4 ships per team: http://bluecodestudio.com/ludumdare23/airrider23_player_v2.swf
Only CPU: http://bluecodestudio.com/ludumdare23/airrider23_cpu.swf
*/
Link to the high-res screenshot: http://bluecodestudio.com/ludumdare23/screenshot.png
The game ins't finished. The plan is to implement some kind of towers on each base, that would be the ones that power the bases. In order to conquer your enemy's base, you should take down those towers, and stand on that base.
It also lacks a hud showing the HP and the energy in order to shoot. I wanted to add a XP and improvement system too.
However, for the little time I had this weekend, I'm quite satisfied with the result.
All the content is mine except for some sound effects. The background music is also mine, made with GarageBand.
I hope you like it!
Made with Flash, AS3.
//Notes edit
Okay, I feel like I should explain something more.
How does it shoot? You can only shoot if there's an enemy ship close to you, so if you can't make it shoot, just try to get closer to the enemy's ship.
Even though there's not a HUD, ships have HP and a reload time. So you don't need to spam the spacebar, because it's not going to shoot faster. You can even hold it down, and it will shoot when possible.
You can also just look and enjoy the AI.
The game gets slow after some time, and other bugs and lacks, but I prefer not to modify my entry until the judgement periode has ended. I hope you like the game! Thanks for the comments!
//Okay, EXTRA DESCRIPTION
What is this game? Even though I aimed for more (but I hadn't the time to achieve it), the result is an endless battle between two factions. It WON'T end.
You can just try to survive while killing enemy ships. With a little of practice, you will figure out (more or less) how projectiles move and, therefore, it will be more easy to avoid them. (Just a bit)
So you might have some great moments, like luckily avoiding 5 bullets that were on your tail, and you'll feel like a badass X-Wing pilot.
//Goodie!
The background track is uploaded right here: http://soundcloud.com/airrider3/premiere
It is not finished, but I had to use something, so...
//Additional information!
- The screen size (SWF stage size) is 960x640, the same as the iPhone Retina screen in landscape mode, as I was hoping to release it for iOS and Android too. But time didn't help.
- For getting the key events, I always use a class I made a year ago. If anyone's curious, it's also included on the source, though there are different versions of it, and there's not a read me, instructions, or anything because it hasn't been released yet. Maybe this summer.
- The map was initially a floating island. A tiny world. An idea was being able to conquer bases along different planets on a system. Maybe even on different systems.
- You can follow me on Twitter at @AirRider3
| Web | http://bluecodestudio.com/ludumdare23/airrider23.swf |
| Source | http://www.mediafire.com/?2geoiu3c3c686ti |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7398 |
Ratings
| Coolness | 73% | 3 |
| Overall | 2.84 | 508 |
| Audio | 2.93 | 250 |
| Fun | 2.76 | 455 |
| Graphics | 2.64 | 563 |
| Humor | 1.72 | 684 |
| Innovation | 3.00 | 397 |
| Mood | 2.67 | 437 |
| Theme | 2.28 | 766 |
It was pretty apparent that there was an energy or ammo system but without a HUD element to point it out, I felt like I was messing up somehow.
Again: well executed and feels real good. Definitely worth expanding on outside of the compo!
You did a good job programing the AI and I see a lot of potential in this game. Keep it up!
@robbiehunt: I'm totally looking forward to expand this. Maybe, someday you'll even be able to play it on your phone! (It would be great as another summer project!)
@Raptor85: Yep, it is indeed a bit confusing. I expanded the description in order to explain the needed conditions in order to shoot. Thanks for pointing it ou!
@aaronsnoswell: Thanks! I'll gladly make a blog post about it! I really learnt a lot making this little game!
@Miltage: Thanks! It wasn't very difficult to figure out how to make the shadows after planning the new rendering technique I was going to use! (blitting!)
@zdanielz: I expanded the instructions in order to explain what can you do in the game! Thanks for pointing that out ;)
@davidwparker: Thanks! I love this kind of game, in which you only control one character of a faction! I didn't want to make 'just another platform game'! :)
Like "Copulous", a showcase of what solid game design is all about.
Congratulations!
After this LD I have figured out that, even though it might seems logic, one of the most important aspects of the game is the idea. If needed, it would be great to spend one or two hours thinking about ideas, getting deep into them. And not always the complex ideas are the killer ones.
Thanks for your comment! :)
@AdventureIslands: Thanks for the recommendation! I'll take note!
@MurrayL: Thanks! Wow, I'm really looking forward to implement multiplayer on this. I have always been thinking about making a multiplayer game in which you only controlled one character of a faction. I could begin making a simple version, using this! :)
It was a bit unclear at first how to shoot(should've read the info on this page more properly ^^) but it turned out quite fun game, and it was interesting to see how the main battling area moved around constantly with some guerrillas here and there :P
Couldn't really find how this comes together with the theme properly though, could use some polishing but a fun 5-minuter :)
Still, with a little work could be awesome.
I liked the simple graphical style too :D
I guess the time constraints really came into play here.
Still it's a pretty good game from what I've seen so far.
Some bugs I found was that if you left it for a while, the ships tended to drift towards one edge of the screen, and then kept getting further away, so the game started lagging quite a bit. Maybe add a ship limit, and edges around the screen?
I unfortunately didn't get a very good feel for the gameplay; locking on proved awkward at first, as did shooting. I think your planned onscreen indicators for those things would definitely improve this.
I never got a very good feel for how to dodge bullets/effectively dogfight. It does seem like there are consistent rules and the simplicity will probably aid me in figuring that out eventually. The sounds are also pleasant and well done. This whole thing looks/feels very slick.
You mentioned that some of the sound effects weren't yours, but that goes against the rules of LD that state that everything must be created by you within the 48 hours, otherwise it's a jam entry. I know the rules are a bit relaxed, but fair is fair.
@KevinWorkman: You are right Workman. Shame on me. By the time I post my entry, I didn't know that you weren't able to take fx sounds from the net. The background music is mine, though.
I would have loved to make my own fx, I just didn't have the time, and I picked some fx the fastest I could.
I'm okay if anyone wants to get my game out of the compo and put it in the jam (fair is fair!), nevertheless the result and the experience is already a worthy price for me :)
@Shadow: It's hard to tell a unit from the others, indeed :/
Yeah, I can't understand neither why we could use someone's engine, and we can't use someone's FX... but anyway, an engine is a tool to make art, the sounds are directly art. It's not like if it was a sound-making program :/
Maybe the rule exists because of that.