Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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G-Tech

by Steel Lynx - Jam Entry

G-Tech is a small game about shooting ships in an archipelago.

There is a small campaign with increasing difficulty from level to level.

(Please note that there is a known bug in this version. If you press ESC during gameplay and return to the main menu the game screen is not shown properly on subsequent plays.
Sorry about that!)

Downloads and Links


Comments

steph88 says ...
Aug 30, 2016 @ 6:30am

Hi, nice game and congratulations ! We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.

CodeCracked says ...
Sep 2, 2016 @ 3:30pm

I really like the look of this game. I cannot play it now, but definitely will in a few hours. I like the simplistic art style, but if you had time it would have been cool seeing you add more ships into the game, like larger ones that are slower but more powerful than smaller ones. Also, sorry to say this, but I think that the steph88 guy is just a spammer. I have seen the exact same thing on many different games, including mine. All in all, though, you should really keep working on this. Also, was the terrain made by you, or procedural. It looks really cool, so if it was procedural, what algorithm did you use? Keep up the good work.

Steel Lynx says ...
Sep 4, 2016 @ 10:17am

@CodeCracked: apart from the textures and the font I did everything myself. Sadly, I'm "only" a programmer so the graphics are somewhat lacking. I do have plans for adding more ships so there can be different types of enemies (speed, health, ability to return fire and so on) as well as upgrading the "gun".
The terrain was handmade in Unity, but I have done procedural terrain before with good results. Those times I've used either midpoint displacement or some of the methods described by Paul Bourke here: http://paulbourke.net/fractals/noise/

Thanks for the feedback. I appreciate it :D

xzippyzachx says ...
Sep 8, 2016 @ 8:20pm

Fun simple game. I like the idea and game play but, I found the gun/cannon was hard to aim/know where the ball was going to hit. Maybe if u could upgrade your gun so it can shoot faster or have less bullet drop that would be cool. Maybe its just me sucking at aiming but, yea nice simple game. BTW I like the main menu water animation and ships swaying!

Steel Lynx says ...
Sep 8, 2016 @ 8:26pm

@xzippyzachx : nope, you don't suck at aiming. It really is hard, even for me :)
I have a road map of things I want to add to the game: different enemies, upgrading the "gun", branching out to different "gun" types and so on.

xzippyzachx says ...
Sep 8, 2016 @ 9:59pm

@Steel Lynx It sounds like you have it all planned out!

CliffracerX says ...
Sep 9, 2016 @ 12:53am

Looks nice, plays pretty hard though. Delayed shots are a pain in the arse to plan out. I'd probably be hung for incompetence considering how many ships got past me. :P

Nicely done, though! The lighting-work added a nice air of realism that Unity usually struggles with.

komilll says ...
Sep 9, 2016 @ 7:48am

It feels like typical FPS mission with artilery. It reminded me old good shooters. 3D graphics isn't the best part of this game. Models are simple, but terrain textures are a bit ugly and distracting. Animation of splashing water is pretty weak and if I remind correctly - ships aren't fully sinking but dissapearing a moment before they sank. First levels were good introduction in ship types but they were a bit too long and with only way path it was boring. Two last levels were much more better because they were difficult, paths were unpredictable and different kinds of ships were used.

Steel Lynx says ...
Sep 9, 2016 @ 8:54am

@komilll : yep, that's pretty much spot on. The first few levels were meant as a tutorial (that can be skipped) but I didn't have time to finish that.

felixsoum says ...
Sep 9, 2016 @ 8:03pm

Very nice environment and water splash VFX!

upisfree says ...
Sep 11, 2016 @ 7:15pm

Nice game! Do you think about lifes or something that?

WERT Studio says ...
Sep 13, 2016 @ 1:05pm

hard to know how to shoot them right

Steel Lynx says ...
Sep 15, 2016 @ 10:26pm

@upisfree : at first I included health that decreased as ships got past, but decided against it as I'd rather turn it into a "shoot as many ships as possible in X levels" than "shoot until you die".
I'm currently working over different ways of handling this part of the gameplay and trying to find suitable methods for scoring, including health and so on. One idea is to build the game as a series of levels where a huge fleet starts at the first level. The ships that get through in the first level are sent on to the next level and so on. Lots of details to work out, but I think it would at least be an interesting thing to experiment with.

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