Power Grab post compo

Posted by
August 9th, 2013 1:36 pm

So I’ve been working on my Mini Ludum Dare 44 7dRTS entry Power Grab and finally have it to a level that I wanted to be for the actual competition.  I got some great feedback and incorporated most of it and feel that the gameplay itself is now pretty polished.  Here’s some of the changes:

  • The nasty random crashing bug is fixed.  It was actually a floating point arithmatic error and took forever to track down…
  • Accuracy of your attacking units is increased.  So much so that you now can actually hit individual things!
  • Win and loss conditions implemented (destroy all opponent’s power stations and lose all yours respectively)
  • Multiple playable levels
  • AI got some work and no longer randomly gets stuck.  Also, added different difficulties
  • Quick (really quick and ugly) menu system for setting up a game.
  • Animations polished
  • Camrea scrolls instead of jumping, making it much easier to understand what is happening.
  • A “fire every unit here” button

Still left to do is implement keyboard shortcuts and make the buttons appear near the selected units, but after that my basic feature list is complete.

So now that I’m nearly through my feedback list and I have a fairly polished game I’m actually wondering…

Is it any fun?

I mean, I enjoy it, but I made it so a portion (maybe a large portion) of my enjoyment comes from that.  I have ideas for additional units and gameplay options, but I’m not sure it is worth it.  Anyway, if you play it and enjoy it and can think of any additional features or cool unit ideas let me know. 

If you want to give it a shot, the post compo version (Java JAR file) is here: https://dl.dropboxusercontent.com/u/103108185/PowerGrab/PowerGrabPostCompo.jar

Compo version here for comparison: https://dl.dropboxusercontent.com/u/103108185/PowerGrab/PowerGrab.jar

 


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