April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Immune System (virus vs. antibodies game)

by 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.

The concept:

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)):


Downloads and Links




m4c0 says ...
Apr 22, 2012 @ 7:44pm

Great concept, but you need to be a hardcore gamer to win the AI...

ahm99 says ...
Apr 23, 2012 @ 1:59am

Haha mine is based on the immune system too! it wasn't very good, but this is my first LD. It was very buggy. it is called GERMS! and you can play it at http://dl.dropbox.com/u/72946089/germs.html

martensms says ...
Apr 23, 2012 @ 5:56am

Yeah, there's so much space for improvements. I will definitely work on that game in future, because the RTS elements can be superawesome. For example the tech tree of the immune system will be most likely the different types of leukocytes: http://en.wikipedia.org/wiki/White_blood_cell

Superweapon of Virus: T-Virus that infects the T helper cells.
Superweapon of Immune System: Fever, limited by time, but destroys all cells and viruses that are on the game field (excluding the ones on spawn points)

... so much room for having a real RTS game :D

martensms says ...
Apr 23, 2012 @ 5:57am

@m4c0 yep, the AI is a bit strong... for me it did work out to win, but I was playing the game for hours - so the AI should have made a bit worse in cell infection attacks :D

Orni says ...
Apr 23, 2012 @ 6:59am

I couldn't beat it

but the concept is great! this has potential if you decide to continue working post-mortem on it

Hegemege says ...
Apr 24, 2012 @ 10:27pm

I dont know why but the game started lagging really bad, spikes that happen maybe every 2 seconds and increase in length with the number of units. Got a nostalgic feel of the unit command voices, but they became too repetitive after a while :/

It seems every time I tried to take out their last base, they just sent everyone to that one cell, and since the lag made sending large amounts of units to the cell impossible, never beat it :(

scgrn says ...
Apr 27, 2012 @ 8:47am

Could use some polish, but nice concept!

De10ter says ...
Apr 28, 2012 @ 9:14pm

I like the concept but found it a little difficult/frustrating. I think it was that the units, after completing an order, moved back to to location they were at when they recieved the order (as far as I could tell), which for me sent them back to the starting area constantly.

martensms says ...
Apr 30, 2012 @ 6:01am

Yeah, I did a lot of refactoring of the path clustering concept which was pretty laggy in the past when being used for many units. I decided to use an own concept, because I think that AStar and Hitmaps are the false way to go for round objects :)

Feel free to test the Skirmish Map (Roundabout) which is linked in the top left corner (mostly for debugging :D). Pretty all bugs are fixed by now, including the Level "API", AI COM etc.

spooks says ...
May 4, 2012 @ 11:48pm

Great game, good concept, nice sound! Just got laggy towards the end.

spooks says ...
May 4, 2012 @ 11:48pm

oh saw you have updated it, thanks!

robcozzens says ...
May 11, 2012 @ 2:43am

I'm not sure if it was buggy or if I didn't understand the interface... my blue guys didn't always go where I sent them.

Dr.Pingu says ...
May 11, 2012 @ 1:26pm

Good concept and the graphics work great !

Nice job :)

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