DoomDrive

DoomDrive

Mama always told me to keep a safe distance between myself and the advancing wall of doom.

Navigate treacherous terrain while a giant wall of fire chases you at unreasonable speed! Increase your boost meter by getting rad airtime! And…that’s about it. All content including audio is procedurally generated, except the car model, which I punched in by hand. This means the filesize is small; the linux binary is 66 kB. Note: It seems I forgot to compile a linux version after my last change–putting in code to restart the game when you die and press space/shift. Also this doesn’t work like I intended on windows (restarts immediately if you’re boosting when the wall hits you). That and the fact that there’s no scoring are the biggest problems. I’ll do a postcompo version with some more polish later.

Controls: up, down, left, right to move. shift/space to boost.

THIS GAME HAS SOUND.

Official entry: Download 256kB (win32,linux)

DOWNLOAD THIS: Download 491k with DLLs (win32) if you’re not sure you have OpenAL. This is an update that’s way past the deadline, but it’s the same as above except with DLL files for audio.

Check out the postmortem for commentated journal and dev screenshots.

Tags: final

Comments

20. Apr 2009 · 01:51 UTC
I was able to compile this on GNU/Linux using the following command:

g++ main.cpp -o doomdrive $(pkg-config –cflags –libs gl openal libglfw glu) -lm
21. Apr 2009 · 19:16 UTC
./doomdrivelinux: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory
sf17k
21. Apr 2009 · 21:11 UTC
James: Thanks for the interesting comment! The terrain is made with a random number generated but it’s seeded with x and y values so it does stay the same every time you play. I use the way the terrain squares are oriented to figure out which way to go, but now I realize that’s not obvious to someone who didn’t make the game. I’ll consider some sort of arrow.