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Tag: compo

Yaks on steroids

Posted by Overkill on May 18, 2009 at 12:37 am under Uncategorized

So I didn’t remember to mention it, but, earlier this month, me and my housemate decided to make games in a little bit of a game making showdown. A horrible, horrible game showdown.

We had a few crazy rules for this competition, just to make things more interesting:

  • Our game had a random title was generated with the Video Game Name Generator. We each got 5 rolls. At each roll, you decided if you’d keep it or not. If you kept it, you stopped rolling. Otherwise, you decided you would not use that name, and took another roll (you couldn’t go back to old names).
  • Someone writes a theme or idea down on paper, and forces you to incorporate that into your game.
  • We had 24 hours to make the game.
  • No previously created code/art could be used (with the exception of code libraries, and premade fonts)
  • We had 30 minutes to brainstorm before the contest actually started, where we knew our idea and could plan, but couldn’t perform real work.

My friend made Advanced Battleship Mission.
He had to incorporate Cel-shaded Goats somehow.
His game is downloadable here.
You need to protect your battleship from submarines, with the help of your trusty cel-shaded goat advisor!

WASD = move
1 = sonar
2 = nukes
3 = mines
mouse = fire cannon.

I made Maximum Yak Maniac.
My friend was malicious and wrote down it had to be Multiplayer.
Here is what I came up with.
You (and a friend) are yaks with steroid addictions, and must out-do their opponent by having the most destructive roid-rage.

Controls: listed in game.

It was a fun competition, and we said we’d need to do another retarded contest again sometime.

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Quest for Colour

Posted by Overkill on April 12, 2009 at 5:50 am under Uncategorized

I remade my first compo game, Quest for Colour for fun this weekend. It was a neat experience. It taught me a lot about my old art and code, and how I’ve improved since then. I had plenty of head scratching puzzle along the way.

Among the improvements was a HUD showing the time limit, bits collected in the current area, and overall completion percentage. Gave the player way way more time. Scrapped the old battle system, and replaced it with a quest to capture all the slimes. Although it’s sort of annoying it’s less so than the battle system that was there.

There was some god awful hideous work-around code, that I commented out and replaced with like one or two lines of new Verge. It shows how both Verge and my coding has evolved.

At any rate, it’s there to download and drool at now.

I can’t say I was fully satisfied with what I’ve done, but I’ve made the thing a little more presentable and thus more playable for everyone. It was a fun diversion. So, go check it out.

UPDATE: Fixed more bugs with the game, and added a difficulty selector. With the addition of hard mode, which IS hard. If you switch maps which you haven’t cleared, all slimes return. Easy mode is the same difficulty settings as last update. Normal mode is slightly more challenging.

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Posted by Overkill on April 5, 2009 at 3:35 pm under Uncategorized

For my 24 hour game, I made a weird game. A text-based shoot-em-up. Think of a text adventure, played on the console, but the scenario is constantly updating. You have obstacles to avoid and enemies to blast. Your situtation is narrated, and you type text commands to avoid things.

You constantly move forward, and need evade the hills and ceilings of the game’s endless cave.
As a result you need to adjust altitude to avoid things.
Crashing into obstacles results in an instant death.

As you fly along, you will encounter enemies, who need to be taken out quickly.

You have lasers and missiles. Lasers are weak, but unlimited and fast firing.
On the other hand, your missiles are powerful, but limited and slower firing, and recharge gradually as you go on.

Your shields protect you when engaged but gradually decrease in energy.
Your shields charge and replenish when disabled.
Your frame has limited health, and so as you go further in, toggling shields becomes crucial to survival.

At the end of a run, it displays the distance traveled, your score, and the enemies you destroyed.

It was all coded up in LuaVerge, making it ridiculously quick to code up.

So, now that’s it’s been introduced, download textshmup.

Textshmup now has the ability to speed up/slow down your ship.
The higher your speed, the less missiles you replenish, and the more obstacles you encounter.
So it’s sort of a difficulty modifier, I guess?
Also: it reports the time you were alive. I forget if it did that before, but whatever.

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