One Room Showdown
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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One man enters, and hopefully leaves. A fight to the death in an arena, with 2 weapons and some pickups.
My first time entering the jam after halfway learning Unity over the past 2 weeks, and learning blender in the past 3 days. Go ahead and judge if you want, but I'm well aware that it's not that great. My goal was to have fun and learn to make something, and I think I succeeded pretty well.
Next Day Description Update:
So going into the compo I sort of immediately thought of a shmup sortof twin stick esque game. So what I got implemented were 2 types of enemies, and 2 types of weapons. The game has 5 waves, each scaling in difficulty. I've scaled things like enemy movespeed, firerate, detection radius, and health. There's also supposed to be a scaling chance of the shotgun enemy spawning, but I'm not 100% that was working, since I threw that in at the last second.
As with all game jams, there's plenty of things you'll just never have time to implement. For this, I was wanting a more complex enemy AI than just their normal patrol, as well as better spawning for the enemies and pickups. I'd have liked more weapons, and was briefly thinking of doing a rocket launcher. At the beginning, I was also thinking of having hazards that opened in the floor, mostly pitfall traps, and having a more interesting powerup system, but I only got the firerate boost in the game.
So, like most everyone I'm sure, I learned a lot doing this jam. Like I said in my original description above, I only really recently started using a lot of the tools I used in the compo. I had actually done a mini team jam with some friends a few weeks ago, so that's the first time I had ever really used Unity, or even written any C#. I learned a ton then, but a lot of the code was written by other team members, so I still had to learn a ton for Ludum Dare. Also, even though you can barely see them in the game, I had fun making a pistol model, and a derpy shotgun model in blender, a program that I learned in a crash tutorial either Thursday or Friday morning.
If anyone ever looks at my code, you'll see exactly how awful large parts of it are. There's some good ideas for certain systems, though most of those I proceeded to hack past since I didn't have time to think them through better. I have a mixture of pride and horror towards the code for this, depending on where you're looking. All in all though, learning was had.
There's still several annoying bugs that I couldn't get sorted out in time, and some that crept in towards the end for reasons unknown.
Known Bugs:
+Enemies don't rotate towards the direction they're patrolling
+Enemies tend to get stuck at the end of their patrol path
+The Pistol isn't listed in the ui until you swap weapons
+on later waves, the enemy color changes to nega-red (which is almost a feature, so eh)
+others I can't think of at the moment
Tools Used:
Unity
Visual Studio 2015 Community
Blender
Paint.net
FL Studio
Audacity
sfxr
Changelog:
1: re-uploaded to fix spawning I broke at the last second
2: also uploaded better screenshot
3+: updating description as I remember stuff I should have put there
Thanks for reading/playing.
My first time entering the jam after halfway learning Unity over the past 2 weeks, and learning blender in the past 3 days. Go ahead and judge if you want, but I'm well aware that it's not that great. My goal was to have fun and learn to make something, and I think I succeeded pretty well.
Next Day Description Update:
So going into the compo I sort of immediately thought of a shmup sortof twin stick esque game. So what I got implemented were 2 types of enemies, and 2 types of weapons. The game has 5 waves, each scaling in difficulty. I've scaled things like enemy movespeed, firerate, detection radius, and health. There's also supposed to be a scaling chance of the shotgun enemy spawning, but I'm not 100% that was working, since I threw that in at the last second.
As with all game jams, there's plenty of things you'll just never have time to implement. For this, I was wanting a more complex enemy AI than just their normal patrol, as well as better spawning for the enemies and pickups. I'd have liked more weapons, and was briefly thinking of doing a rocket launcher. At the beginning, I was also thinking of having hazards that opened in the floor, mostly pitfall traps, and having a more interesting powerup system, but I only got the firerate boost in the game.
So, like most everyone I'm sure, I learned a lot doing this jam. Like I said in my original description above, I only really recently started using a lot of the tools I used in the compo. I had actually done a mini team jam with some friends a few weeks ago, so that's the first time I had ever really used Unity, or even written any C#. I learned a ton then, but a lot of the code was written by other team members, so I still had to learn a ton for Ludum Dare. Also, even though you can barely see them in the game, I had fun making a pistol model, and a derpy shotgun model in blender, a program that I learned in a crash tutorial either Thursday or Friday morning.
If anyone ever looks at my code, you'll see exactly how awful large parts of it are. There's some good ideas for certain systems, though most of those I proceeded to hack past since I didn't have time to think them through better. I have a mixture of pride and horror towards the code for this, depending on where you're looking. All in all though, learning was had.
There's still several annoying bugs that I couldn't get sorted out in time, and some that crept in towards the end for reasons unknown.
Known Bugs:
+Enemies don't rotate towards the direction they're patrolling
+Enemies tend to get stuck at the end of their patrol path
+The Pistol isn't listed in the ui until you swap weapons
+on later waves, the enemy color changes to nega-red (which is almost a feature, so eh)
+others I can't think of at the moment
Tools Used:
Unity
Visual Studio 2015 Community
Blender
Paint.net
FL Studio
Audacity
sfxr
Changelog:
1: re-uploaded to fix spawning I broke at the last second
2: also uploaded better screenshot
3+: updating description as I remember stuff I should have put there
Thanks for reading/playing.