
Allan
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).
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We are on Steam GreenLight!
http://steamcommunity.com/sharedfiles/filedetails/?id=764524269
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- ALLAN -
Story:
You are NerDnaEl, a wizard from the "AIPS", a nation at the very south of the Surface. You work for a leader of your nation, the Dr.Back. To defend the county, the Dr.Back's plan consists in building strong robots. In order to do so, he will need a very ancient and lost technology, the Alnium.
The key of Allan's laboratory was found in the AIPS historic libray. Your mission is to go deep in the lab and to found the main computer to extract datas and bring them back to the doctor.
- - - - - - - - - - - - - - - -
How to play:
Use ZQSD or WASD to move on four direction.
Use the arrow key to shot an energy blast.
Use space to dash.
Use CTRL to be stealth (Currently useless... It was programed for "The Infiltrator")
Use SHIFT to be surrounded by lighting (Currently useless... But a little cool)
Use ESC to exit.
When the character is talking, use space or return as a next button.
On the splash screen, escape or return allow you to skip it. Space increase its speed.
- - - - - - - - - - - - - - - -
About the game itself:
"Allan" is an adventure and action game with a top-down-almost-3D view. It is almost visible, but the story takes place in the universe of "The Derision", a role playing game book.
There is doors, there is keys, there is monsters and traps. In some ways, it is a Zelda-like game.
- - - - - - - - - - - - - - - - -
About the program:
192*128 (For the game itself. The window is 1440*900)
Made with LibLapin (A C layer on top of SFML which also brings parsings functionalities... also made by me)
Fully developped in C++.
Raytraced shadows.
Top-down parralax.
The 3D engine was made for the previous Ludum Dare (And the "LowRes Jam") for the game "The Infiltrator" that I did not manage to finish... (The resolution was even lower... 64*64)
- - - - - - - - - - - - - - - -
About the jam:
I almost programmed nothing during this month. This game jam was an opportunity to work hard again. I was really slow, even with an already almost terminated engine...
I regret a little the complete absence of music and sounds effect. I think I will add it soon in a post jam version... It feels empty without sounds, even if I tried to work the graphics more than usual. The music is already written and the sound effects are ready... they are just not in the game!!!
There is only a few levels. I think adding levels may be cool too. Adding monsters, I think, is also a must.
"Ancient Technology" for the story (well... a little) and for the graphics.
- - - - - - -
About the end of the jam:
Well. It is 4AM here. Good night.
- - - - - - -
Update:
August, 30, 7PM.
- Windows version.
- Music and sound effects added. (So, for the not post-jam version, just set the volume to 0 xD )
- Canon corpse fixed.
September, 4, 1AM
- Stairs glitch fixed. The character does not appeir to go a little under the roof.
- Light & Height glitch fixed. The roof is not more enlighted now that anything else, even when you are high.
- Corners blink less
- The point of view is now precisely ON the character and not under.
- When you blink after you hurt your finger or you organs, you cannot fall into holes anymore.
- 4 hearts instead of 3.
- A light bar added.
- A smaller font is now used for the textbox.
- ALLANUMINIUM!
- Voice and translation in the Derision language. (Absolutely useless, but I like it this way!)
- Dead end on the second floor removed thanks to two additional blue buttons.
- There is now a menu and a title screen.
- Death animation.
- You can now die three times before having to start from scratch.
- There is now a tutorial.
- There is some additional text to help you a little more.
- Two hearts when a box give you a heart and that you are almost dead.
- Lighting on the canon when destroyed. Yeah, that's why it still hurt when you touch it.
- The thunder spell now works, it destroys enemies around (including shots)
- Being stealth made the turrets to not see you.
This is still the SAME game. There is no additional monsters, items, levels or anything.
But I am interested in going on. Maybe I will try to greenlight it on Steam and make a bigger game. Some of my friends are motivated by making a Zelda like game in the universe of our role playing game book... and I am at least equally motivated.
We are on Steam GreenLight!
http://steamcommunity.com/sharedfiles/filedetails/?id=764524269
---------------------------------------------
- ALLAN -
Story:
You are NerDnaEl, a wizard from the "AIPS", a nation at the very south of the Surface. You work for a leader of your nation, the Dr.Back. To defend the county, the Dr.Back's plan consists in building strong robots. In order to do so, he will need a very ancient and lost technology, the Alnium.
The key of Allan's laboratory was found in the AIPS historic libray. Your mission is to go deep in the lab and to found the main computer to extract datas and bring them back to the doctor.
- - - - - - - - - - - - - - - -
How to play:
Use ZQSD or WASD to move on four direction.
Use the arrow key to shot an energy blast.
Use space to dash.
Use CTRL to be stealth (Currently useless... It was programed for "The Infiltrator")
Use SHIFT to be surrounded by lighting (Currently useless... But a little cool)
Use ESC to exit.
When the character is talking, use space or return as a next button.
On the splash screen, escape or return allow you to skip it. Space increase its speed.
- - - - - - - - - - - - - - - -
About the game itself:
"Allan" is an adventure and action game with a top-down-almost-3D view. It is almost visible, but the story takes place in the universe of "The Derision", a role playing game book.
There is doors, there is keys, there is monsters and traps. In some ways, it is a Zelda-like game.
- - - - - - - - - - - - - - - - -
About the program:
192*128 (For the game itself. The window is 1440*900)
Made with LibLapin (A C layer on top of SFML which also brings parsings functionalities... also made by me)
Fully developped in C++.
Raytraced shadows.
Top-down parralax.
The 3D engine was made for the previous Ludum Dare (And the "LowRes Jam") for the game "The Infiltrator" that I did not manage to finish... (The resolution was even lower... 64*64)
- - - - - - - - - - - - - - - -
About the jam:
I almost programmed nothing during this month. This game jam was an opportunity to work hard again. I was really slow, even with an already almost terminated engine...
I regret a little the complete absence of music and sounds effect. I think I will add it soon in a post jam version... It feels empty without sounds, even if I tried to work the graphics more than usual. The music is already written and the sound effects are ready... they are just not in the game!!!
There is only a few levels. I think adding levels may be cool too. Adding monsters, I think, is also a must.
"Ancient Technology" for the story (well... a little) and for the graphics.
- - - - - - -
About the end of the jam:
Well. It is 4AM here. Good night.
- - - - - - -
Update:
August, 30, 7PM.
- Windows version.
- Music and sound effects added. (So, for the not post-jam version, just set the volume to 0 xD )
- Canon corpse fixed.
September, 4, 1AM
- Stairs glitch fixed. The character does not appeir to go a little under the roof.
- Light & Height glitch fixed. The roof is not more enlighted now that anything else, even when you are high.
- Corners blink less
- The point of view is now precisely ON the character and not under.
- When you blink after you hurt your finger or you organs, you cannot fall into holes anymore.
- 4 hearts instead of 3.
- A light bar added.
- A smaller font is now used for the textbox.
- ALLANUMINIUM!
- Voice and translation in the Derision language. (Absolutely useless, but I like it this way!)
- Dead end on the second floor removed thanks to two additional blue buttons.
- There is now a menu and a title screen.
- Death animation.
- You can now die three times before having to start from scratch.
- There is now a tutorial.
- There is some additional text to help you a little more.
- Two hearts when a box give you a heart and that you are almost dead.
- Lighting on the canon when destroyed. Yeah, that's why it still hurt when you touch it.
- The thunder spell now works, it destroys enemies around (including shots)
- Being stealth made the turrets to not see you.
This is still the SAME game. There is no additional monsters, items, levels or anything.
But I am interested in going on. Maybe I will try to greenlight it on Steam and make a bigger game. Some of my friends are motivated by making a Zelda like game in the universe of our role playing game book... and I am at least equally motivated.