Salted Earth

Salted Earth

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
audio: 2.69
coolness: 0.73
fun: 3.08
graphics: 3.22
humor: 2.24
innovation: 3.54
mood: 3.10
overall: 3.26
theme: 3.39
Completed in about 32 hours. Ran out of ideas/things to implement and felt it was in a relatively complete state as is.

Started out answering the question, "what would Scorched Earth be like with orbital mechanics?"

Rapidly degenerated into a realtime shooter because bending attacks around planets is way more fun in realtime.

Enemies and attacks curve around planets' gravity fields realistically, and you can teleport between them yourself (hence "connected").

Features:

- Written from scratch using no existing engine and (apart from .NET) only enough libraries to directly access the hardware

- Intro screen with sound

- Custom audio mixer with limiter (written during comp)

- Quick-and-dirty audio filter effect for when you die or alt-tab

- World's simplest orbital mechanics engine (written during comp) using nothing other than OpenTK's vector library

- Custom OpenGL renderer with particles (written during comp) - entirely fixed functionality v1.1 immediate mode. So sue me!

- Sounds for every game event, plus music

- Enemies coming in waves, with gaps between each wave

- If you can destroy every enemy up to wave 4, you win

Dependencies:

- .NET 2.0, everything else is included

Requirements:

- Windows Vista or later

- Make sure your graphics drivers are installed! It'll run slowly if they're not.

Libraries:

- OpenTK's OpenGL bindings and vector library

- NAudio's WASAPI bindings

Art/Sound:

- Created with FL Studio, Goldwave and The GIMP (original project files included)

- I'm trained as a programmer and a soundie, but not as a graphical artist -- so you can't hold the crappy quality of the sprites against me!
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