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

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Theovexus

by Phobos001 - Jam Entry

Hello! To celebrate my 9th entry to Ludum Dare, I decided to really push myself on something a little more ambitious as far as Ludum Dare goes (Mainly I wanted to learn how to do interfaces properly). I'm pretty happy with the results!

Most of the game (Scripts, Art, Shaders, etc) was done from scratch - using things I learned how to make from another project similar to this called MezraMan (http://www.gamejolt.com/games/mezraman/173443) - but I would like to thank 'invulse' for his Object Pooling script (I tried to write my own and everything went wrong) and the ProCore team for making it possible to make level editing in Unity like a million times easier. The MIDI used is of 'Slayer - Raining Blood' and is provided by Graham Downey (http://metal-midi.grahamdowney.com/midi.html)

Theovexus is a Doom-Clone where you play as a Robot (Named Theovexus, mainly because it sounds cool) whose main purpose had already been fulfilled, and spends the rest of its life collecting folk lore and epic tales through time and space. (Thats what the white block outside the main chamber was going to be) After partying with the leaders of a very old civilization - however - Theovexus had taken time to build a nice and quiet place for him to hold his stuff and to rest in until he felt better.

This was all well and good until a growing, much more advanced civilization of faux-cowboys wiped out the totally chill society so they could expand their colonies. Once they stumble upon the small cavern and start hauling everything off for research, Theo wakes up PISSED and vows the destruction of the rootin-tootin folks and everything they have.

I really like this idea a lot, and after the compo I'll probably be working to get a much, MUCH more polished thing done.

I hope you enjoy what I scrambled to learn and finish. Have an awesome day!


#LDJAM <----- Apparently this will summon the eldritch ones. Gotta ask them when Protomen Act III is coming out. :L

Downloads and Links


Comments

Aug 31, 2016 @ 5:46am

I really loved this - so polished for a 72 hour game jam. Like the 2D/3D shooter style is class. Well done.

A few things of note - the red full-screen flash was a bit much for me, a bit jittery. It was great to see clear feedback though. I could not kill any enemies, I think I'm just a shit shot - I ended up running frantically and that was still really fun.

I can't wait to see what you would do with this if developed further. I love how you had pick-ups and different weapons in already (way further than we got).

- Vicky

kyyninen says ...
Sep 2, 2016 @ 4:08pm

This was pretty fun! Couple of things I missed while playing: crosshairs and changing weapons with mouse wheel. Definitely looking forward for expanded version!

Did you do sprite billboarding with shaders? I had major problems to get billboards looking right in my entry, in the end I had to resort using Unity's particle system.

Phobos001 says ...
Sep 2, 2016 @ 8:43pm

Yeah, sprite billboarding was done with shaders and the default sprite renderer. The main thing you gotta do to get it to work is to flip the vertcies (-v.vertex.x) and then you can have a _Scale to change the size (-(v.vertex.x)*_Scale). It should work okay after that. Here's the equation I used, which you can also find on Wikibooks under CG Programming:

o.vertex = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4 (0,0,0,1)) - float4(-v.vertex.x*_Scale, -v.vertex.y*_Scale, 0, 0));

Hope this helps! Glad you had fun with my game, and I'll certainly implement those when I get the chance ^^

mitya1234 says ...
Sep 3, 2016 @ 11:14am

Really cool game. And it's better to aim with crosshair.

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