FoonLudum Dare ExplorerLD36 → G-Tech

G-Tech

By steellynx

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2016-08-30 06:30

Hi, nice game and congratulations ! We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.

codecracked 2016-09-02 15:30

I really like the look of this game. I cannot play it now, but definitely will in a few hours. I like the simplistic art style, but if you had time it would have been cool seeing you add more ships into the game, like larger ones that are slower but more powerful than smaller ones. Also, sorry to say this, but I think that the steph88 guy is just a spammer. I have seen the exact same thing on many different games, including mine. All in all, though, you should really keep working on this. Also, was the terrain made by you, or procedural. It looks really cool, so if it was procedural, what algorithm did you use? Keep up the good work.

steellynx 2016-09-04 10:17

@CodeCracked: apart from the textures and the font I did everything myself. Sadly, I'm "only" a programmer so the graphics are somewhat lacking. I do have plans for adding more ships so there can be different types of enemies (speed, health, ability to return fire and so on) as well as upgrading the "gun".
The terrain was handmade in Unity, but I have done procedural terrain before with good results. Those times I've used either midpoint displacement or some of the methods described by Paul Bourke here: http://paulbourke.net/fractals/noise/

Thanks for the feedback. I appreciate it :D

xzippyzachx 2016-09-08 20:20

Fun simple game. I like the idea and game play but, I found the gun/cannon was hard to aim/know where the ball was going to hit. Maybe if u could upgrade your gun so it can shoot faster or have less bullet drop that would be cool. Maybe its just me sucking at aiming but, yea nice simple game. BTW I like the main menu water animation and ships swaying!

steellynx 2016-09-08 20:26

@xzippyzachx : nope, you don't suck at aiming. It really is hard, even for me :)
I have a road map of things I want to add to the game: different enemies, upgrading the "gun", branching out to different "gun" types and so on.

xzippyzachx 2016-09-08 21:59

@Steel Lynx It sounds like you have it all planned out!

cliffracerx 2016-09-09 00:53

Looks nice, plays pretty hard though. Delayed shots are a pain in the arse to plan out. I'd probably be hung for incompetence considering how many ships got past me. :P

Nicely done, though! The lighting-work added a nice air of realism that Unity usually struggles with.

komilll 2016-09-09 07:48

It feels like typical FPS mission with artilery. It reminded me old good shooters. 3D graphics isn't the best part of this game. Models are simple, but terrain textures are a bit ugly and distracting. Animation of splashing water is pretty weak and if I remind correctly - ships aren't fully sinking but dissapearing a moment before they sank. First levels were good introduction in ship types but they were a bit too long and with only way path it was boring. Two last levels were much more better because they were difficult, paths were unpredictable and different kinds of ships were used.

steellynx 2016-09-09 08:54

@komilll : yep, that's pretty much spot on. The first few levels were meant as a tutorial (that can be skipped) but I didn't have time to finish that.

felixsoum 2016-09-09 20:03

Very nice environment and water splash VFX!

upisfree 2016-09-11 19:15

Nice game! Do you think about lifes or something that?

kai20 2016-09-13 13:05

hard to know how to shoot them right

steellynx 2016-09-15 22:26

@upisfree : at first I included health that decreased as ships got past, but decided against it as I'd rather turn it into a "shoot as many ships as possible in X levels" than "shoot until you die".
I'm currently working over different ways of handling this part of the gameplay and trying to find suitable methods for scoring, including health and so on. One idea is to build the game as a series of levels where a huge fleet starts at the first level. The ships that get through in the first level are sent on to the next level and so on. Lots of details to work out, but I think it would at least be an interesting thing to experiment with.