The Islander

by yezu
Overall★★★★★★★★★★2.68
Fun★★★★★★★★★★2.23
Innovation★★★★★★★★★★2.62
Theme★★★★★★★★★★2.31
Graphics★★★★★★★★★★3.18
Audio★★★★★★★★★★2.78
Humor★★★★★★★★★★1.82
Mood★★★★★★★★★★3.00
Coolness★★★★★★★★★★67%
THE ISLANDER

In a postapocalyptic future you are stranded on remote island, alone, among people gone viloently mad. You have been hiding and relatively safe until Today.

An unforseen circumstance has forced you outside into the wasteland. Will you survive?

There are four undergound bunkers to be found and a number of small settlements scattered throughout the island. The island's area is about one square kilometer.

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You have to monitor 4 parameters: Food, Water, Oxygen and Radiation. If any of the first 3 run out or Radiation gets to a critcal level you will die.

In the wasteland you will be able to find supplies that will help you keep these 4 parameters at safe levels.

Remember fighting increases you oxygen depletion, flashlight increases your water depletion and taking damage increases your radiotion level.

The arrow in the bottom left is you compass.

--------------------------------------------

Release notes:

* I'll be putting the source on sourceforge, so the link will be here soon.

* The Mac OS X build is not tested, but I'm assuming it works. If there are problems let me know.

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Requires Java 7

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If the game crashes on startup, just start again... It's very rare but happens from time to time. I'm working on it...

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This game is best played with a joypad.

Controls (Playstation style):

Movement + Look -> Analogs
Attack -> Square
Block -> Cross
Flashlight -> Triangle
Use -> Circle

Controls Keyboard + Mouse:

Movement -> WSAD/Arrows
Look -> Mouse
Attack -> LMB/Ctrl
Block -> RMB/Shift
Flashlight -> Q
Use -> Spacebar

Additional:

F5 -> Save
F6 -> Load
ESQ -> Save and exit.

Additional additional:
Press ~ to open in game console. There's some more info there. Also if you want to reset settings (resolution etc.) just type "clear settings" in the console prompt.

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If the game crashes it will ask you if it can send to me the crash data. If you agree I will be able to improve my tools. The data is totally anonymous. Just the call stack and basic Java OS info. Thanks :)

Comments25

deathray
deathray29 Apr 2013, 04:21
Aww. Only Linux?
Yezu
Yezuauthor29 Apr 2013, 05:48
Windows and OS X are up :)
Andrew29 Apr 2013, 10:04
The walking speed seems very slow, and I was never sure if I hit the enemies or if I narrowly missed. Either way fairly impressive achievement for 48 hours.
Morgawr
Morgawr29 Apr 2013, 12:23
Game was weird, didn't find a way to change the options after having started the game.

Not sure if it's normal but the mouse was inverted (loop up = move mouse down, etc etc), very annoying.
Dissing29 Apr 2013, 12:23
Nice to see a jME game made in just 48 hours!
josefnpat
josefnpat29 Apr 2013, 12:55
This was a creepy game, and very reminicent of the old PSX demos. Very cool!

Also, good job doing 3D! That's hard to make happen in LD's
Fabien Porée29 Apr 2013, 13:12
That sure is a big sword!
Also this is very cool; very sparse and unsettling.
gokuhd
gokuhd29 Apr 2013, 13:16
The only thing I would change is the moving speed, at least add the possibility to run faster. It's so much fun, I was walking and walking until I found those guys and laughed a lot when foght them. Did you get inspired by Sanosuke to create the sword? it looks like it :).
CptBubbles29 Apr 2013, 13:23
The game seems a little bit ambitious for an LD entry and it could use some polishing (and the movement speed should be much higher). That's quite a lot of work for 48 hours, though.
semi
semi29 Apr 2013, 14:49
Running this on linux gives me:

com.jme3.renderer.RendererException: Image format 'DXT1' is unsupported by the video hardware.
at com.jme3.renderer.lwjgl.TextureUtil.getImageFormatWithError(TextureUtil.java:220)
at com.jme3.renderer.lwjgl.TextureUtil.uploadTexture(TextureUtil.java:231)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateTexImageData(LwjglRenderer.java:1905)
at com.jme3.renderer.lwjgl.LwjglRenderer.setTexture(LwjglRenderer.java:1928)
at com.jme3.material.MatParamTexture.apply(MatParamTexture.java:86)
at com.jme3.material.Material.render(Material.java:1036)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:523)
at com.jme3.post.FilterPostProcessor.renderProcessing(FilterPostProcessor.java:202)
at com.jme3.post.FilterPostProcessor.renderFilterChain(FilterPostProcessor.java:281)
at com.jme3.post.FilterPostProcessor.postFrame(FilterPostProcessor.java:294)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:987)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1029)
at eu.cherrytree.zaria.base.ZariaApplication.runState(ZariaApplication.java:818)
at eu.cherrytree.ld48.islander.GameApplication.executeMachineState(GameApplication.java:91)
at eu.cherrytree.zaria.base.ZariaApplication.update(ZariaApplication.java:730)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:228)
at java.lang.Thread.run(Thread.java:722)

Will try to re-visit on windows later on
karsyf
karsyf29 Apr 2013, 18:12
Like the others said above, would be nice if you could move a little faster.
saggiosoft30 Apr 2013, 11:26
Good atmosphere, great ambition, very little "minimalism". Anyway an unusual entry!
rwos
rwos1 May 2013, 12:54
Just a quick note: it doesn't start on Debian 7, since libbulletjme64.so is linked against glibc 2.14 (and Debian 7 is on 2.13). Will try on a Ubuntu system later on.
Dietrich Epp1 May 2013, 19:50
Cool! But movement is very slow.
kreddor3 May 2013, 10:13
Really cool graphics, but the walking speed was too slow and the game was slightly confusing. I found a settlement and killed everyone :)
tiffi3 May 2013, 10:21
Very nice game. I love the grafics and the sound! well done!
QXD-me5 May 2013, 14:20
I got this error on startup:

Could not find the main class:
eu.cherrytree.ld48.islander.GameApplication. Program will exit.
MinionStudios
MinionStudios9 May 2013, 18:46
Amazing mood and wild pacing! Te art is strange and great-looking and the robust system warrants a few play-throughs, at least. AWESOME
zkenshin
zkenshin9 May 2013, 21:09
Also agree that faster movement would be a plus, along with some better feedback during combat. Neat game though. :)
Yezu
Yezuauthor12 May 2013, 15:13
I'm really glad you liked this entry. :) And thank you very much for trying it out.

I know about the movement speed. I just didn't manage to fix it in time. The character slides visibly right now, if I were to speed him up it would be terrible. I would have to redo his animation, but... I just ran out of time...
OU GDA12 May 2013, 17:08
Really good post apoc feel to it, especially with the music. It would have been nice to have a bit more feedback during combat though (maybe some audio hit sounds). And the character is so slow ^__^ Really impressive for a compo entry
imagnity
imagnity13 May 2013, 21:42
This is really fascinating for the limited time. Wow!
hgouveia
hgouveia20 May 2013, 13:09
i think this was a pretty ambicious game to be made in 48h, but i think with a little of clean up, better models this could be a great game :D
Jiddo20 May 2013, 19:24
Cool game. Felt quite solid for being a 48h 3D game! It ran perfectly for me on Linux. Also cool to see some JME stuff.

My main annoyance was the quite slow movement speed. It would have been awesome if there was at least some sort of sprint functionality.

Great work!
ovenchips
ovenchips21 May 2013, 00:55
Wow, a lot going on in this game! Amazing to get so much done in the time... Any chance of a source link?

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