Posts Tagged ‘Warfare’

Dr Mad Scientist on Ameba Warfare

Posted by (twitter: @emmaheroe)
Monday, August 24th, 2015 9:11 am

Well luckly i finished yesterday but when i came this morning i forgot to place simple things like: start the game… so the game just starts :)

I’m very happy with it, is not a game it self, but more like a toy, where you have to touch, and experiment, since you are the scientist i’m hopping that you will find very intresting combinations, fussions and other kind of funny situations!

Use your mouse and create ameba lifeforms in the screen to see them kill each other. ┬┐why? because you are a monstruos mad scientist stuff crazy kind?

who cares? just have fun creating little killing guys with endless combinations and results.


Minimal Interaction Warfare: Update 2

Posted by (twitter: @zapakitul)
Sunday, April 28th, 2013 7:10 am

Less then 12 hours left and a lot is left to do. The gameplay mechanics are in and working as they should (most of them). Gonna spend the following 5-6 hours playing around with FamiTracker.


The objective is to eliminate all the enemy troops before their reach the bottom layer. Each enemy that exits the grid will take 1 life away from the player. 0 lifes left and, well, you know the drill:


At the start of the game the player has a certain number of points (still tuning the number) which he can exchange for troops: Soldiers and Tanks (maybe two more if I have the time). Soldiers have a smaller range and health than tanks but their fire rate is bigger. After units are deploy the player may set a path for them to follow (send them towards certain positions so they can flank the enemy, have them move between two points, etc). Once the game starts, the AI takes over and the player will watch if his strategy pays off.


The invading units (Red guys) have the same stats as the player units. They advance towards the lower part of the screen and change position on the X axis, sometimes backtracking to avoid the player. Once the enemy units pass the middle of the gamefield their attack increases by 2 for each tile from the first row. So camping on the last layer isn’t quite a good option. Their position and unit types are randomized in the beginning.


Setting a soldier’s wacky path with the “defend” option selected.

Now it’s time to experiment with Fami Tracker and add sounds and (hopefully) a soundtrack. If times allows me I will try to “juice” the game a bit with some animations and maybe a few more units. But, this is what you should expect in the final version.

P.s. Will package the game to run on Windows and Android (MOAI). After the deadline, I’ll build MOAI for Linux and Mac and get it working on those platforms.

Soo, what do you guys think?

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