LD10Tanks

This game is from the old Ludum Dare platform. The original page is no longer available.
effort: 4.38
fun: 3.53
graphics: 4.00
humor: 2.29
innovation: 4.07
journal: 4.36
overall: 4.07
polish: 3.47
technical: 4.73
theme: 4.40
LD10Tanks is ready (and yes, sorry for “LD10” in the name; just felt bad calling it “Tanks”, especially as it has no tanks in it :). So in the game your goal is to make the cannons shoot every bullet they have. The first cannon you select shoots first and the rest shoot only if they get hit with a bullet. When one chain reaction makes all cannons shoot all bullets, the level is complete. You can aim every cannon and some have more barrels and ammo than others. Some you can even move (gray cannons). You can also shoot through walls (the terrain deforms freely).
Direct download link (4.4mb download):
LD10Tanks v1.10
Website for the game (in case the direct download fails):
Homepage for LD10Tanks
The game requires:
Fast PC preferred
.NET framework 2.0
XNA 1.0 Refresh (included in the package; be sure to install the additional DirectX files too)
Vertex Shader 2.0 and Pixel Shader 2.0 support (not really sure what happens on any other hardware except NVidia 8800)
32bit floating point buffers as render targets
NOTE! If the game doesn’t look like below, then this means that your graphics hardware doesn’t support 32bit floating point buffers as render targets (the game turns off the fake fake-SSAO post processing effect). The game should still be fully functional.
Screenshot:
Some technical details (more in the included Readme.txt file). All the meshes are generated using constructive solid geometry (CSG). A mathematical model is generated (currently out of spheres, boxes and cones/cylinders) describing the whole world. The a marching cubes algorithm is ran over the model to teseslate the scene geometry. This allows for deformable meshes, such as the terrain here (some volumes are solid, some are cutting volumes). I also wanted to try some sort of fancy post processing filer, and I came up with this fake fake-SSAO (ScreenSpace Ambient Occlusion). The basic idea was taken from some forum (found by google). I basically estimate the ambient term on each pixel by comparing the depth at the pixel with the blurred depth at the same pixel (so I blur the depth field). It’s not perfect, but for example on this screenshot you can see some nice shading in the small holes. I also made a level editor in .NET 2.0 (C#) and used that to craft these levels. The level editor is included in the package.
Alas, I couldn’t include sounds/music because for some reason XACT (the XNA audio authoring tool) refused to boot up on my vista.
Found a bug?
Tell us on Discord