
Fungus Wars with Tone Matrix
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
Note: Fixed. Now it is just an executable. Easy to run.
This is a game in which you fight enemies and grow upon defeating them. However, since that on its own isn't much, I decided to add a tone matrix that is activated based on the hue and brightness of the enemies you kill. In this project, I ended up learning an efficient way to add synthesized sound to a Java game by using an API called JSyn.
This is my first time in this contest, and honestly the first time I've made a game that wasn't just a copy of another already made, like Tetris or Tic-Tac-Toe. It's not the best, but I'm proud that I was able to finish.
Problems/Things I would have changed if I had had time:
-The audio being static-y when too much is going on (It needs fade)
-The pause menu/start screen/death menu not being so basic
-Adding more difficulty (maybe in modes)
-The interface for the pause menu being more spread out
-Button feedback
-A better background
-More shot sytles/options
-More enemy AI styles
-A description of the cost of upgrades
-Upgrade decimals rounding off
-More rotation fanciness
This is a game in which you fight enemies and grow upon defeating them. However, since that on its own isn't much, I decided to add a tone matrix that is activated based on the hue and brightness of the enemies you kill. In this project, I ended up learning an efficient way to add synthesized sound to a Java game by using an API called JSyn.
This is my first time in this contest, and honestly the first time I've made a game that wasn't just a copy of another already made, like Tetris or Tic-Tac-Toe. It's not the best, but I'm proud that I was able to finish.
Problems/Things I would have changed if I had had time:
-The audio being static-y when too much is going on (It needs fade)
-The pause menu/start screen/death menu not being so basic
-Adding more difficulty (maybe in modes)
-The interface for the pause menu being more spread out
-Button feedback
-A better background
-More shot sytles/options
-More enemy AI styles
-A description of the cost of upgrades
-Upgrade decimals rounding off
-More rotation fanciness