Ro-langs by CogComp
Ro-Langs
Story:
The necromancer Tsering grew tired of waiting.
He summoned all his power and started to ascend the Tibetan mountains.
His only intent to wreak havoc where ever he could raising
his ro-langs of skin, blood, flesh, bone and mole.
Instructions:
You control a Tibetan necromancer that can raise ro-langs.
Use your ro-langs to kill villagers and gain more magical power,
which in turn allows you to kill more villagers.
To conjure a ro-lang requires magical energy, which is the same as your life force in this game.
If you raise a too powerful ro-lang that ends up dying, you'll have no choice other than to restart the game.
Keys: Move necromancer W,S,A,D.
Use the keys 1-5 to raise a ro-langs.
The higher the number the stronger the ro-lang,
but also higher the magical cost.
Quit game with escape.
There's a lot of small details in how to successfully annihilate a village ;-)
Your ro-lang follow you if you go too far away from them,
so you can't leave them alone in a village.
Villagers will only walk so far from the village,
and if you leave them alone they regenerate.
The villagers aren't stupid (well they are actually, bad AI and all that...)
and won't try to specifically kill any ro-langs, they target the wizard.
However, if a ro-langs attacks then they will attack it back.
Oh and press space to start :-)
Hint: If you're having trouble finding a village. Do what I did in the video
spawn a ro-langs and check which direction it's heading :-)
-------Stuff that didn't make it into the game--------------
A lot of gameplay stuff didn't end up in the game that would've probably improved it a lot.
But the main points that are missing are probably:
1. As you progress the villages are meant to get harder to beat, which isn't the case right now.
2. Heroes (boss-battles) were supposed to pop up now and then to balance the game a bit.
3. Scenery changes.
4. Life status of the villagers, the village and you're ro-lang
-------Tech stuff-------------------------------------------
The game is written in C++ using Visual Studio 2015.
The graphics were made using Blender, Milkshape3D, Wings3D, MakeHuman and Gimp
and there's no audio because I couldn't find a simple single-file audioplayer to use.
Raised the difficulty level for myself this time and decided to write a
mini-3d-rendering engine inspired by LodePNG.
So the game actually uses a tiny OpenGL ES 2.0 3d rendering engine,
all you have to do to use it is include the picoengine .h and. cpp files
+ PicoPng http://lodev.org/lodepng/
+ tinyobjloader https://github.com/syoyo/tinyobjloader
Currently the windows version used here is heavily dependent on the Angle library
https://code.google.com/p/angleproject/ as the OpenGL ES backend and I didn't have time to filter out all the ANGLE helper functions and learn OpenGL ES AND write a game :-)
The plan is to fix most of the small issues left and add linux/rasperrypi/android support
and then people can to what they want with it just like Lode Vadevenne's picoPNG.
Story:
The necromancer Tsering grew tired of waiting.
He summoned all his power and started to ascend the Tibetan mountains.
His only intent to wreak havoc where ever he could raising
his ro-langs of skin, blood, flesh, bone and mole.
Instructions:
You control a Tibetan necromancer that can raise ro-langs.
Use your ro-langs to kill villagers and gain more magical power,
which in turn allows you to kill more villagers.
To conjure a ro-lang requires magical energy, which is the same as your life force in this game.
If you raise a too powerful ro-lang that ends up dying, you'll have no choice other than to restart the game.
Keys: Move necromancer W,S,A,D.
Use the keys 1-5 to raise a ro-langs.
The higher the number the stronger the ro-lang,
but also higher the magical cost.
Quit game with escape.
There's a lot of small details in how to successfully annihilate a village ;-)
Your ro-lang follow you if you go too far away from them,
so you can't leave them alone in a village.
Villagers will only walk so far from the village,
and if you leave them alone they regenerate.
The villagers aren't stupid (well they are actually, bad AI and all that...)
and won't try to specifically kill any ro-langs, they target the wizard.
However, if a ro-langs attacks then they will attack it back.
Oh and press space to start :-)
Hint: If you're having trouble finding a village. Do what I did in the video
spawn a ro-langs and check which direction it's heading :-)
-------Stuff that didn't make it into the game--------------
A lot of gameplay stuff didn't end up in the game that would've probably improved it a lot.
But the main points that are missing are probably:
1. As you progress the villages are meant to get harder to beat, which isn't the case right now.
2. Heroes (boss-battles) were supposed to pop up now and then to balance the game a bit.
3. Scenery changes.
4. Life status of the villagers, the village and you're ro-lang
-------Tech stuff-------------------------------------------
The game is written in C++ using Visual Studio 2015.
The graphics were made using Blender, Milkshape3D, Wings3D, MakeHuman and Gimp
and there's no audio because I couldn't find a simple single-file audioplayer to use.
Raised the difficulty level for myself this time and decided to write a
mini-3d-rendering engine inspired by LodePNG.
So the game actually uses a tiny OpenGL ES 2.0 3d rendering engine,
all you have to do to use it is include the picoengine .h and. cpp files
+ PicoPng http://lodev.org/lodepng/
+ tinyobjloader https://github.com/syoyo/tinyobjloader
Currently the windows version used here is heavily dependent on the Angle library
https://code.google.com/p/angleproject/ as the OpenGL ES backend and I didn't have time to filter out all the ANGLE helper functions and learn OpenGL ES AND write a game :-)
The plan is to fix most of the small issues left and add linux/rasperrypi/android support
and then people can to what they want with it just like Lode Vadevenne's picoPNG.
Feedback
pixelgriffin
24. Aug 2015 · 04:39 UTC
I actually enjoy the graphics. They're pretty endearing! I think what this is really missing for me is an end game. Nice work! Particularly since this was written in C++. Very impressive!
rogual
24. Aug 2015 · 15:14 UTC
Big respect for your tech choices, and I enjoyed the Tibetan flavour. The graphical style is simple but it works well. The gameplay was a little slow for my taste, though.
facelesstheone
25. Aug 2015 · 10:36 UTC
As it said before, gameplay is a bit slow. But I found this game pretty interesting. Oh, and you made it with your own game engine written in c++ I believe? It definitely gives you +100 points )