Captain Road Defeat enemies and build your vehicle out of their scattered parts to become Captain of the Roads!
Controls WS - Move Forward / Backward AD - Rotate Left / Right LMB - Hold to Aim and Shoot RMB / LALT - Toggle follow mouse MMB - Hold to follow mouse LSHIFT - Hold to Aim with mouse LCTRL / SPACE / F - Shoot TILDE~ - Sandbox Menu Click and Drag floating ship parts and connect them to your ship!
Levels Red - 0 Orange - 1 Yellow - 2 Green - 3 Cyan - 4 Blue - 5 Purple - 6 Pink - 7 Light grey - 8 Dark grey - 9
Credits By: Ian Bishop
Tools used: Unity3D Visual Studio Code Paint.NET Notepad++ Git bfxr Music from Jukedeck - create your own at http://jukedeck.com
Updates All versions can be accessed from the Google Drive Link. v1.0 (T+0h): Original Submission v1.1 (T+3h): Fixes crashing bug when destroying enemy cores. v1.2 (T+1d): Damage on blocks is now visible and Menu UI update.
This is my entry for LD40! The more parts you have, the harder the enemies get! I wanted to submit a game for the compo, but then I added infinite procedural level generation. This game includes customizable player vehicles! Feel free to share your ship! *(Pause the game to access ship loading)* Ships are saved as a line of text, like this: C4{B{B{,,B{B{,,B{,B{B{,B,B{,B{B{B{,B{B{,,B{B{,,B,},,,},},,,},B{B{,B{B{,B{B,,,},,},,,},B,},,B,},},B{B,,,},,},,,},B,},},,,},,},},,,},},,,},,,B{B{,B{B{,B{,,B,},,},,,},B{B{B{,,B{B{B{B,,,},,,},,,},},,,},,,},},,,}}
Pretty cool concept! The controls are a bit weird though, I found it pretty unintuitive that shoot and build by click-and-drag were both on LMB, so on my first attempt I was pretty confused as to how to build my ship. It felt most natural to mostly use LMB for shooting, but that threw off my turning too. Still, once I got the hang of things trying to design a crazy deathmachine was pretty fun! Simplifying the controls and ship building aspects would help a lot here - there's honestly a ton of potential in this concept. Great work, keep it up!
You brand it as being Linux compatible but I only see a Windows .exe using Direct3D and not running correctly in Wine (only a scrolling background is displayed). Did I miss something?
Pretty awesome game! I can tell there's a lot of generation code behind this. I really like the idea of killing enemies to build your ship and become stronger. My concern is that the building mechanic isn't super fleshed out yet. The firing button is the same as you dragging button, and if you drag a piece just a bit out of place it just destroys itself. Movement was really slow as well. With more work, this will be a great game!
Ok, now I tested it correctly, thank you for being reactive.
I would say that first I was lost, all this control schemes and this unknown world without goal... Then I figured out that controls with RMB+LMB and nothing else was my jam. Finally I feeled this sense of freedom, wanted to explore the world; if Mad Max was a game, it would be be exactly this! Road your own way, meet badass squares and triangles, get rid of them then continue... That's a pretty great feeling!
I would have loved to see this with final graphisms, while it is still a good game with programmer art, it can become awesome with graphics that support the atmosphere. That said, the music is awesome.
Oh, and keep the damage visual. I do not know if you generated it or drawn it, but you got the point. Damaged squares look just like damaged squares should look!
Interesting game, I very quickly built machine of death and start roaming around the world. I have interest in procedural generation myself, but world seems quite empty without much details and enemies. It would be helpful to have radar to see where enemies or maybe some others points of interest. Maybe also add some bases with explosive barrels or other fun sights.
I very much like the concept of building your ship from parts of others. The controls are a bit confusing at first. It took me some time to figure them out and if my ship had shooting pieces from two sides it kept spinning when I tried to attack :D (Also I really liked the sound effect for shooting. *pew* *pew*)
I think I'd like the camera to be just a bit farther away from the player so you could see more of the world (for me it was a lot closer than in the screenshots) But this idea is amazing! Please continue the good work!
I absolutely loved it! Took me some time to understand, but once i fugured out building, it was great. Constant adjusting of your ship to fit more firepower, when working around the damaje you recieved previously, keeps gameplay fresh long time.
Comments12
I would say that first I was lost, all this control schemes and this unknown world without goal... Then I figured out that controls with RMB+LMB and nothing else was my jam. Finally I feeled this sense of freedom, wanted to explore the world; if Mad Max was a game, it would be be exactly this! Road your own way, meet badass squares and triangles, get rid of them then continue... That's a pretty great feeling!
I would have loved to see this with final graphisms, while it is still a good game with programmer art, it can become awesome with graphics that support the atmosphere. That said, the music is awesome.
Oh, and keep the damage visual. I do not know if you generated it or drawn it, but you got the point. Damaged squares look just like damaged squares should look!
I think I'd like the camera to be just a bit farther away from the player so you could see more of the world (for me it was a lot closer than in the screenshots) But this idea is amazing! Please continue the good work!