FreeLivesGames

LD 42

SAVE THE F*CKING PLANET

From the idiots who brought you Broforce, comes what will soon be a game about saving the f*cking planet. Landfills are overflowing, the oceans are clogged with plastic and the space for moderate debate has run out. Shoot your way through tree hating polluters, free the dolphins and make Al Gore proud.

We're getting towards the end of day one and we've made some good progress! Jay's written a greenhouse gas kicking theme song, Robbie's taken care of the exploding barrels, Jarred set someone's head on fire, Jono made a dolphin flip, Evan's battling speech bubbles, and Adoné is now the official slogan writer for the People 4 Palm Oil.

More updates tomorrow!

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x DIE TREE SCUM x

We're almost at the finish line and things are looking good! Newly recruited into Al Gore's ECO WARRIORS, you're eager to do your part for Mother Earth. You can now drop into Deforestation HQ where you'll be met with melee enemies, ranged enemies, exploding barrels AND sassy anti-environmental propaganda.

Meet the informant, gather the intel and rendezvous at the extraction point.

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ECO WARRIORS UPDATE

Al Gore has an update from his dolphin allies!

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We made some post-jam tweaks to ECO WARRIORS! We've now got:

  • Improved AI (actually it's a bit stupider, but that's more fun, and a bit more realistic given the nature of the enemies)
  • Gamepad controls that can now do everything mouse and keyboard can.
  • Skippable tree cutscene (after the first viewing). Still no checkpoint.
  • Enemies that look angry while attacking, and bewildered while dead.
  • One extra bonus level at the end (it's there to give the improved/stupider AI a chance to play out, and also just to have more exploding things in the game)

After the jam we got some good feedback about the tactical depth of the combat (or rather the lack thereof). So in this update we've tried to address that (at least a little bit).

As a result, the AI for the shooting enemies is now a bit more complicated. Surprisingly, this was done in order to make them more stupid and more predictable. Instead of rushing you, we wanted the shooting enemies to stay still and fire at where they last witnessed the player, and so leave them wide open for the player to approach from another angle and outsmart them.

We also added one more level at the end that gives the player a lot of opportunities to test out the new AI. From a tactical perspective, we think it's strictly better than anything that made it into the submission.

You can find the updated build here: http://www.freelives.net/GameJams/Builds/EcoWarriorsPostLudumDare.zip

And our original submission here: https://ldjam.com/events/ludum-dare/42/eco-warriors

xoxo Free Lives

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We're going to do Captain Planet, but with machine guns!

Well, hello! It's us, Free Lives.

If you're interested in seeing what the team went through over the course of LD42, you're in luck.

We documented the whole damn thing!

Check out our entry at https://ldjam.com/events/ludum-dare/42/eco-warriors

Wobbly Trees!

A couple of people asked about the wobbly trees in ECO WARRIORS, so we're sharing this (super simple) trick!

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The bullets and explosions apply a force to the trees (and other objects). To the right of these gifs you can see the values of the configurable joints that secure the trees to the ground.

The trees have a mass of exactly one unit and are about four units high with the anchor of the joint exactly on the ground in these simulations. As you can see, with such a tall object a really high angular drive is needed to pull the object upright after a knock.

Try this out in your next LD Jam!

(And if you haven't yet, check out ECO WARRIORS https://ldjam.com/events/ludum-dare/42/eco-warriors)