Ludum Dare 32
Theme:
An Unconventional Weapon

Compo Ends in

Jam Ends in

Posts Tagged ‘chain’

Idea ran away from it’s owner – needs immediate adoption

Posted by (twitter: @PhiPhi6972)
Saturday, April 18th, 2015 3:34 pm

Hi Ludum Darers!

I know I’m a bit late, but I had an idea and I don’t have time to make it real neither during the compo, nor for the jam. (University and work and other stuff in the way :/ )
So I decided to make it public if anyone want’s to make a game, but has no idea for it.
I think it can be done for the jam as you still have more than 2 days for it.
So here it goes.

The game is about a series of boss battles.
When you enter the arena a timer starts, counting up and you have to defeat the boss in the shortest time you can.
You enter with no weapons whatsoever and you have to fight the boss with bare hands…at first!
Then you can of course die from the bosses but when you die you just respawn immediately with some kind of time penalty (or no penalty at all) and you can continue the battle.
However you have the previous warrior’s body lying where he died and you can pick him up, aka use him as a weapon! (and here lies the theme)
You now have a better chance of killing the boss (as you can attack from far) but if you die, you respawn and see the last hero holding the first one, lying on the floor.
You pick them up and thus you have a more elongated weapon. This can go for as long as you’d like. Respawning heros fighting bosses with there predecessors’ dead body-chain.
After some time you defeat the boss, the timer stops and that’s your score.

Pros:
– you can have an easy boss selector menu, where you can select which boss you’d like to fight, with some kind of indicator of the best time so far (easies menu system ever)
– you can have as many bosses as you like (if you only have time for two that’s good, but you can make 100s of bosses if you have the time and variety idea :) )
– you can make very different bosses with different abilities (live your dream of creating the most fierce monsters of the galaxy)
– no visual theme so far (it can take place in space or in the stone age or whatever you like)
– not too complicated (main) game mechanics (you can walk and hit, and pick up previous bodies)
– any dimension (in can be 2d or 3d…either works, i thought about it as a diablo-style game, except you move with WASD, but i can imagine a terraria-like bossfight too)
– you can have some point system taking the deaths and bodies used into count, and you can reward the player for defeating a boss with bare hands (but this is not necessary)

Cons:
– you have to make a chain of dead ppl (depending on the engine you want to use it can be difficult, 3d/2d joints and whatever)
– you have to make the different bosses (bosses with the same abilities get boring in a while, it has to have variety)
– you have to make different models for bosses (i guess)
– IT MUST HAVE AN EPIC SOUNDTRACK :P (most necessary part of all, please :D)

The only thing I ask for in return is a “thanks bro” and a mention in the description if you manage to finish it :)

Have a good Compo/Jam everyone.
I hope I can enter the next Ludum Dare with yall. :)

Br,
PhiPhi

HeliChain reborn!

Posted by (twitter: @drZool)
Saturday, January 5th, 2008 3:16 pm

No xna, only OpenGL

Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.

Arrows: (over) steer

Z: Claw claw claw!

X: TURRRRRRBO

Space: Reset heli position

R: Reset level

N: Next level

Download now! 441KB Now with dependencies included!

HeliChain final

Posted by (twitter: @drZool)
Sunday, December 16th, 2007 7:00 pm

A helicopter physics game, made with XNA 2.0 beta.

You will need a pile of shit to get this to work, here it is:

  1. .Net 2.0 SP1 (we are currently uncertain if it ships with Vista)
    • Note you can also use the original .Net 2.0 but you will also have to install the C++2005 SP1 Redist (G4WL will also install this, so this is only needed if you are not also installing that redist)
  2. DirectX9.0c
  3. XNA runtime 2.0

I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.

Anyways I hurried with the levels, Yay it was fun to make them :) I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!

Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.

Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer

ArrowUp/Down throttle

Z – Open/Close the CLAW!

X- Turbo (For making panic manouvres)

R – Reset level (Yeah this key you will know by heart)

N – n00b?

Here is bin 440KB

Heli final

And here is source + editor + bin + other useless stuff 3MB

Heli bowling

Posted by (twitter: @drZool)
Saturday, December 15th, 2007 2:49 pm

Farseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.

Heli bowling

Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!

Heli grappling a tripod

Posted by (twitter: @drZool)
Saturday, December 15th, 2007 1:04 pm

Camera and sidescrolling implemented (not wrapping yet though)

Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.

Heli grappling a tripod

The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.

HeliClaw!

Posted by (twitter: @drZool)
Saturday, December 15th, 2007 11:49 am

I finally got a working claw on my heli! Yay!

HeliClaw!

The controls are really hard though. Its like… controlling a 1ton heli with a keyboard from remote that has a 1-2 sec response time. I guess I’ll have to fake it a bit.

Physics are up

Posted by (twitter: @drZool)
Saturday, December 15th, 2007 5:05 am

Finally I have the Farseer physics lib working and showing the geometry of the collision objects.

Physics are up

Now I’ll have lunch and then play with some physics

Heli chain

Posted by (twitter: @drZool)
Saturday, December 15th, 2007 2:09 am

Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.Heli sketch

Im thinking of using a physics lib on this one.

The story so far…

Posted by
Friday, December 14th, 2007 11:05 pm

Today, after incitement by a CHAIN letter, a horde of villagers, armed with CHAINs, CHAIN guns, and CHAINsaws, attacked a shopping district in Washington DC, having crossed the CHAIN bridge. There our hero, a CHAIN smoker, sat nursing his drink at a coffee CHAIN. Killing the first villager to disturb his drinking, he took up the dead man’s CHAIN and proceed to battle the forces of evil. Little did he know that the same evil mastermind that sent the CHAIN letter also equipped his pawns with chemical tanks that would set off a CHAIN reaction when combined.
Our Hero
This..is..my..BOOMSTICK!

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