DoomDrive

Posted by
April 19th, 2009 6:37 pm

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.

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3 Responses to “DoomDrive”

  1. Binki says:

    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

    I liked the simple white-noise-like sound effect and the terrain autogen (I’m just guessing on the latter).

  2. James says:

    ./doomdrivelinux: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory

    I had to create a link from libopenal.so.1. Ubuntu 8.04.

    Neat game. The terrain doesn’t seem to be randomly generated (the first bit is the same every time), though with the simple graphics, you probably could have gotten away with it.

    I like how the air time is tied to the boost; it’s a very nice risk/reward balancing act.

    I’d suggest an arrow or tilting line because it’s easy to get turned horizontal to the advancing wave. Though with sound turned on, that’s less of an issue.

    I really like the game breaking boost bug. It took me a while to discover it, and it’s hard enough to pull off that I haven’t been able to exploit it for epicly long drives.

  3. sf17k says:

    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.

    You LIKE the bug? I must be doing something wrong. Yeah, I don’t think the game feels quite fun enough. I’ll try to fix that.

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