April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Immune System (virus vs. antibodies game) - martensms - 48 Hour Compo Entry
The theme of this ludum dare event was "tiny world", so I created a game with virusses and immune globulines.
Time used: 24 - 26 hours
Frameworks used: lycheeJS (http://github.com/martensms/lycheeJS)
Sounds / Voices used: Command and Conquer Tiberium Dawn. They were made public for the huge modding community some years ago.
You can either play the virus team or the immune system team (Main Menu > Settings!). You have two Computer players taking part in the game. One is neutral and controlled passively by the Immune System. This neutral Computer is the one that controls the leucocytes that are controlled by the interleucines (produced by the globulines) and will attack the cells that are under control by the virus team. The viruses spawn rate is higher than the spawn rate of the immune system, but virusses are stronger than globulines.
The immune system player is the one that is defensive, but he can also attack with "Blitzkrieg" strategy and making the virus team busy whilst using his leucocytes bonus.
The virus player is the one that is aggressive, he is the one that has to infect as much cells as possible. The more time he has, the stronger he gets and the harder it is for the counterpart to eliminate the virus player.
Have a look at the settings, where you can set which team you want to play. Also, there is a PRO Mode for guys that enjoyed games like "I wanna be the guy" or SuperMeatBoy in the past :) You have to be really good and fast to have a chance against the computer counterpart. It automatically turns the tutorial at the beginning of.
The one that infects all cells has won. You've got to catch them all :)
Well, I did a lot of refactoring the code meanwhile. The path algorithm behind is now much smarter and caches commonly used paths. Also, the clustering is now a self-generated cluster. There is no hitmap or collision model used by the path algorithm, I'm using an own path system here - because I think A-Star and common hitmaps are the false way to go. Meaning there are no manually set paths, everything generated by shapes. Play the roundabout skirmish map to see what's up :)
The AI / COM is also very smart. Now being able to be set to different modes (aggressive, defensive, passive) and with different strengths.
Also, I decided to move the levels to a campaign-style game. For now, only the Immune system's campaign is working - due to undone refactoring of code :)
Take a look at the post-mortem game (requires a Web Console! Firefox + Firebug or Chrome or IE with F12 (DevTools)):
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