Ludum Dare 35
The Theme is:
Shapeshift

Posts Tagged ‘tower defence’

 

Hi Ludum Darers,

We are Imperial Unit, a 2 man indie developer based in Australia. Ludum Dare 35 was the first game jam we have ever participated in – and we scraped through just in time to submit our game – Roamin’ Hordes.

PROTECT THE EMPEROR – PLAY ROAMIN’ HORDES!

Roamin' Hordes - Praetorian Guard Under Attack

About the Game

Roamin’ Hordes is a hybrid between a tabletop wargame and a tower defence. We tried to think of something different when it came to the ‘shapeshift’ theme and we were inspired by the geometric nature of historical warfare, with ranks of troops arranged in formations, and having to change their shape to manoeuvre and hold the battle line.

Below is a time-lapse video of the game development, and a play through showing the real time large scale combat in action.

The Good

  • One of the goals was to show off huge battles with thousands of troops – which we accomplished by handling unit movement, animation etc. with the particle system in Unity. At the peak of the battle there are around 4000 soldiers displayed and performance remains fluid.
  • We tried a new approach with art, by first creating 3D voxel models, and then turning them into pixelated 2D sprites. We were aiming for the retro style that existed between hand drawn pixel art and modern 3D realism. In the end there was enough detail and animation that you could zoom from the map wide view into individual combat between formations.
  • We wanted immersive sounds to add to the atmosphere of being in a big battle, and spent some time to implement positional sound effects so you could hear the direction of marching barbarians, flying arrows etc.
  • The game only includes one scenario, and we didn’t have a lot of time to test the balance, but it seems to have turned out well – the scenario is definitely winnable, but it usually takes people a few attempts to understand the attack patterns and develop a counter strategy.

The Bad

  • We were a bit slow paced in the first days, and found ourselves rushing and sleepless at the end, which meant several planned features had to be dropped to finish a playable game in time. The main ones were not having unit icons to make them easier to identify when zoomed out, a lack of variety in the barbarian units (we wanted calvary, chariots etc.), and only having one scenario.
  • The pacing of the scenario is not ideal, mostly as a consequence of only having one scenario, so it had to function as a tutorial as well as a challenging scenario. This means the first few waves feel too slow and easy, while things ramp up in difficulty in the later waves – having to go through the early waves again on replays can be tiresome.
  • There were several limitations with the particle system within Unity (for our unconventional use), which meant that parts of the code had to be re-written, and sprite atlases has to be changed and arranged in a specific way to work properly.
  • Too much time was spent background art (about 1.5 days) which would have been time better spent on creating enemy units and developing other scenarios.

Thanks to those who have tried out the game – all the feedback has been constructive and really helpful for us. For those who haven’t played it you can give it a try here.

FOR THE GLORY OF ROME – PLAY ROAMIN’ HORDES!

IU_RH_Units

Imperial Unit

http://www.imperialunit.com

http://www.twitter.com/imperialunit

http://www.facebook.com/imperialunit

Turrets are ready for a jam.

Posted by
Saturday, December 6th, 2014 4:35 pm

5

Def – my LD26 game, embiggened

Posted by (twitter: @OMGWTFGAMES)
Thursday, October 9th, 2014 3:11 am

So let’s call this a double October challenge. Last October I released a game on OUYA (sales postmortem to follow) – now I’m releasing it on PC/ Mac / Linux with a huge update.

I’ve just finished a major content update for Def (+15 levels) and have released a version for desktop computers publicly for the first time. You can see all my devblog entries on Def here.

<marketing mode>Buy it here on itch.io ! The perfect pumpkin-free Halloween gift for someone you love. Or something like that. </marketing mode>

I’m calling it a beta and selling it discounted while I gather feedback for final tweaks and bugfixes.

Here’s the trailer. It’s intended to market the game rather than give a completely objective representation of every element of the gameplay – as a result it doesn’t show much of the ‘interactive fiction’ story parts since those are (hopefully) amusing to read but generally boring to watch.

(more…)

Incoming Fodder – Post Mortem

Posted by (twitter: @drZool)
Wednesday, August 20th, 2008 3:59 am

I would call my game Incoming Fodder both a minor success and a minor failure.

My goal for this competition was to create sound and music in the game, and of course it must be playable. So I made a lot of sound effect, some good some bad, mostly bad when things get crowded there are so many sfx playing it’s annoying. The music, or what you might call it (You can kill the music) was a complete failure. There was a MOD player lib for flash that I though would be awesome to use, took about an hour to get it to work.

Then I needed to create music. I suck at composing, I know it, doesn’t matter what tools I use, it’s just awful. I might have a tune in my head, trying to get the music to sound like that never ever happens. So I scribble down something trying to make it sound like music, copy paste. Crap, I better sing the tune next time.

I chose flash 9 as platform, that was good. Learned a few valuable things, like it’s not easy to pause things running with event listeners without preparing for that before you build your system. I had to skip pause, lost some time there.

Game play wasn’t as developed as I wanted. I really don’t know why I didn’t have time to improve here, I picked the idea of the game so I could spend more time on polish, but I guess I wasn’t interested enough in the idea to really devote to it. I need to be quicker in this area. I need to focus on that in the next LD.

Coding OOP is lovely, I had one moment of awesomeness this time. I’ve built a tower that can shoot arrows, then I built a castle to protect, after a while I realized that the castle also should shoot arrows, so I made castle inherit tower and voilà it shoots arrows! I did have to make it own 3 more towers to make it have 4 arrow shooters.

Graphics was the least of my priorities and it turned out ok, the defeat screen it the best of the whole game.

Incoming Fodder Final drZool

Posted by (twitter: @drZool)
Sunday, August 10th, 2008 6:59 pm

Defend the castle!
Click with the mouse to build a tower. Ctrl-Click to build a casino.

Download CrossPlatform 2.6Mb

Need Flash 9 installed

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