_Hey guys, thanks for checking out my game! Originally I wasn't gonna enter this time cause of upcoming A-Level exams, but I was able to dedicate a bit of time to the cause :P But as a result, the game only had 11 hours of development, which is why it might be lacking in depth (literally... ;) ). I don't mean for this to change your opinion about anything, just letting you know. Hope you have fun :D_
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TURTLE RACERS is a LAN multiplayer game where each player controls their own Turtle (the graphics type, not the animal). Turtles can be sent simple movement and rotation commands, which you must use to reach the goal before everyone else!
Features - Automatic LAN host discovery! - Four entire control commands! - More than 13 (i.e. 14) different courses! - A multitude of non-personalisable Turtle Colours! - Endless fun! (...I didn't put in the End button)
_(Some of the fantastically peculiar courses you can find in TURTLE RACERS)_
While TURTLE RACERS can be played individually, it's much better when played together. Find some friends and get racing :)
Graphics made by me in DrawPlus X6, SFX made with ChipTone. Music by Kevin Macleod (incompetech.com).
The idea is great! Very fun to play with friends... Or that is what I would say if I had any friends :(
The only thing I feel like it didn't make more sense is the back command. I played through the first level without using it. In the maps you showed there aren't any dead ends to use such mechanic.
@duuuude, the commands were the first thing I added and they were just a reflection of normal turtle graphics functions, but I agree it's not entirely useful. I was actually thinking of making a course with dead ends, but I thought it'd put inexperienced players at a disadvantage (if you'd played the course before you could just remember the proper route) and I didn't really have time to put a finish line shuffle system in, so unfortunately it never happened. Thanks for playing :)
That's a good idea, brings me back to making turtle graphics! I can really see this expanding into other gamemodes with the turtle mechanic (For example trying to paint the biggest ammount of floor or something like that). I'll have to play this with some friends :D
xD best! love the idea of the game, the maps and the graphics in general, it is obviously annoying to play, because is like anti smooth controls, but super fun!
Cool art style and fun racing gameplay, sort of like golf where you're trying to get to the end with a series of well-placed shots.
Getting this going on LAN with just 11 hrs of dev time is insane. Also, getting these maps working as well as they are must have been a challenge - they have a lot of curves rather than just straight lines which makes the programming easier.
I will say this game would be a relatively easy one to code AI for and that's probably the main improvement I'd recommend. Also maybe some bounce shots would be cool.
Wow, thanks for all the positive feedback! I'm so glad that you guys enjoy it :)
@tajamsoft that's an awesome idea! I've always wanted to try out coding a Splatoon game, but I guess the floor would have to be a bit less regular than their maps else players could just draw grids... If/when I start on a post-jam version I'll certainly try it out :D
@GenTel Thanks for the comment! A _lot_ of the multiplayer functionality is being handled by Unity (UNET HLAPI), but still it definitely took most of the time as I've never used it before xD The tracks are an incredibly cheap trick; while drawing a test level I noticed I could copy and paste my curve twice, make one larger and the other dashed and boom, convincing racetrack in 10 seconds! Unfortunately it means they're ugly compressed bitmaps, so for a proper game I'd prefer them to be stored as dynamic splines or meshes.
AI's a really good idea that just skipped my mind, I might've even had time to hack in a really dumb bot using random raycasts and waits. Again, one for the postjam todo list :P
Nice concept, and could be cool if maybe you would write longer code for each action, that would resemble a specific coding language. Though what I missed the most as a single player was to see if I was doing any good, by having a simple AI too would race against!
Very fun game, nice graphs and a good mood. I think that you shouldn't need to put a space between the letter and the value, it seemed to just interrupt the flow of play.
@Wevel Good point, I noticed that this was the first kind of syntax a couple of people tried when first playing. Ultimately I chose a style that would be easiest to parse (splitting by spacebar, meaning you can also chain up commands with spaces too), though it maybe could be changed to no spaces in the future. Or brackets and semicolons to frustrate people more? :P anyway thatks for the advice :)
Hahah! Nice stuff! xD lemme start by saying the fun began when reading the description, you've got my kind of humor and i totally dig it... Now on to the game! I like the concept for sure, even though i'm forever alone and had to play by myself it's still really cool to race with commands. It's one of those things i wouldn't have though of for sure.. Being able to specify the controls and exact degrees is genius! I like how it's a racer, but it had my mind drift for a bit and go all like: "what if this was a puzzle game?" Somehow i keep imagining these sorts of movement mechanics combined with an adventure/puzzle game. Just a pitch though, good job!
Very fun game and nice graphics. adding the space between the numbers made it hard + at first time i tried the game I did not get you had to give numbers also (maybe a tutorial or something or it's just me? ) Nice spin on the theme :smile:
Cool game, keep coding :)