
Ludum Dare #36compo
Ancient Weapon
Pilot an ancient Atlantis weapon, capable of untold devastation, built for a war unknown. Of course, it'll be more effective when you figure out how the darn thing works.
Troubleshooting: Press the refresh button if WASD/Q doesn't work. I suggest playing full screen as well.
Controls:
* WASD to move.
* Q to change weapon energy
* Click on world to shoot
* Click on schematics to alter the ancient Atlantian crystal circuitry.
Schematics:
* There are 2 schematics: Regenerative Shielding and Phasers.
* Alter the logic to get special bonuses, such as: Charging shields when taking damage, use shields to power your phasers, build up phaser reserves and unleash the true power of Atlantis.
======
List of logic gates:
* Default/"XORISH": If the input energies are different, the output is the remaining color. If the input energies are the same, the output is that color.
* RGB NAND: If the input energies are not the same, returns the color of this gate. Otherwise, returns something else.
* RBG OR: If either input is the color of this gate, returns that color. Otherwise, returns something else.
======
List of schematic effects (these are the nodes usually on the right with 1 input):
* Top Shield - Gain 1/8th charge if energy input matches energy from damage type
* Middle Shield - If the energy to this node matches heat, regenerate health and recharge shield
* Bottom Shield - Gain 1/8th charge if energy input matches energy from damage strength
* Charge Phaser - Based on color, either: increases charge gauge, fires a normal short, or uses some charge to fire multiple stronger shots.
* Shield Phaser - Diverts power to shields, allowing quick charging at the cost of heat.
* SHUT OFF - If trigger, phasers will not fire. Must adjust energy input (either changing logic or changing conditions) if your phasers stop working.
============
Feeling great for getting it done, but I'm gonna do a personal post mortem below.
It's not a well polished or cleanly designed as the last time I did this (LD 34). I'd say the biggest part of that is I went pretty big scope this time with both a shoot 'em up mechanic and a puzzle mechanic smashed into one. I also almost forgot music and sounds, which were started about 3 hours ago and completed 1 hour ago. A few small things slipped by because, even though I had a spare hour to tweak and clean things up, I just forgot about them. The lose screen is also really crammed in, but I like how the intro turned out, as far as I can like such a tutorial-heavy tutorial.
Troubleshooting: Press the refresh button if WASD/Q doesn't work. I suggest playing full screen as well.
Controls:
* WASD to move.
* Q to change weapon energy
* Click on world to shoot
* Click on schematics to alter the ancient Atlantian crystal circuitry.
Schematics:
* There are 2 schematics: Regenerative Shielding and Phasers.
* Alter the logic to get special bonuses, such as: Charging shields when taking damage, use shields to power your phasers, build up phaser reserves and unleash the true power of Atlantis.
======
List of logic gates:
* Default/"XORISH": If the input energies are different, the output is the remaining color. If the input energies are the same, the output is that color.
* RGB NAND: If the input energies are not the same, returns the color of this gate. Otherwise, returns something else.
* RBG OR: If either input is the color of this gate, returns that color. Otherwise, returns something else.
======
List of schematic effects (these are the nodes usually on the right with 1 input):
* Top Shield - Gain 1/8th charge if energy input matches energy from damage type
* Middle Shield - If the energy to this node matches heat, regenerate health and recharge shield
* Bottom Shield - Gain 1/8th charge if energy input matches energy from damage strength
* Charge Phaser - Based on color, either: increases charge gauge, fires a normal short, or uses some charge to fire multiple stronger shots.
* Shield Phaser - Diverts power to shields, allowing quick charging at the cost of heat.
* SHUT OFF - If trigger, phasers will not fire. Must adjust energy input (either changing logic or changing conditions) if your phasers stop working.
============
Feeling great for getting it done, but I'm gonna do a personal post mortem below.
It's not a well polished or cleanly designed as the last time I did this (LD 34). I'd say the biggest part of that is I went pretty big scope this time with both a shoot 'em up mechanic and a puzzle mechanic smashed into one. I also almost forgot music and sounds, which were started about 3 hours ago and completed 1 hour ago. A few small things slipped by because, even though I had a spare hour to tweak and clean things up, I just forgot about them. The lose screen is also really crammed in, but I like how the intro turned out, as far as I can like such a tutorial-heavy tutorial.
Comments11


Joff29 Aug 2016, 09:36
and thus my weapon sank again...
It was good fun to play even if it was a pain to work out what everything does while being attacked by everything.
It was good fun to play even if it was a pain to work out what everything does while being attacked by everything.

aschab29 Aug 2016, 15:54
tryed it on web got: SoundManager: false INIT_TIMEOUT
seurimas29 Aug 2016, 22:32
@acotis: Yeah, I tried to give you a good buffer in the intro and even tried to include a buffer after you die, but time got the better of me. I can also see a number of presentation changes I could have made to make debugging the schematics a little easier. I had considered making the Weapon auto-piloted to make schematic manipulation the sole focus, but, you know, time :P
@Joff: And again and again and again. Sorry for the pacing issue! :P
Thank you both for playing and for the feedback!
@aschab: What browser/OS?
@Joff: And again and again and again. Sorry for the pacing issue! :P
Thank you both for playing and for the feedback!
@aschab: What browser/OS?

Josho29 Aug 2016, 23:24
Tried it on Windows/Chrome and got
"SoundManager: false INIT_TIMEOUT"
"SoundManager: false INIT_TIMEOUT"

TiByte30 Aug 2016, 00:15
The music fits the game. The sprites and the text appeared really small in the web version. I also couldn't move using WASD.
I kinda didn't know what to do.
I kinda didn't know what to do.


edgeofcode30 Aug 2016, 01:44
I couldn't move using WASD keys on the web player. Looks interesting though - I'd like to play it.
seurimas31 Aug 2016, 04:14
@TiByte: Thanks, I felt like I really nailed it with the opening theme at least. Sorry for the keyboard issues. I added troubleshooting notes.
@Anudin: Didn't work for me :( I know I fixed it last time somehow, but I'm too lazy to check the source from LD34.
@edgeofcode: Hey, sorry about that. Hitting the refresh button usually helps. Let me know if you take another crack at it :)
Thanks again to everyone for the feedback!
@Anudin: Didn't work for me :( I know I fixed it last time somehow, but I'm too lazy to check the source from LD34.
@edgeofcode: Hey, sorry about that. Hitting the refresh button usually helps. Let me know if you take another crack at it :)
Thanks again to everyone for the feedback!


TiByte3 Sep 2016, 00:16
Yay! The refresh button fixed it!
Gave the game another try. Plays fine. The schematics definitely add some strategy to this kind of game.
Good work!
Gave the game another try. Plays fine. The schematics definitely add some strategy to this kind of game.
Good work!





There were also a couple of minor graphical glitches, but I can only chalk those up to the time limit :)