MiniLD #44compo
Lode Storm
I am proud to present my entry to this Mini Ludum Dare.
My entry is called lode storm, and makes no attempt to be innovative. For this game, I tried looking at the classics of the genre and making something that would have the same spirit.
I managed to improve upon the beta version, and added most of the sound and even some music. It really seems to round off the atmosphere. I hope you like it.
You play versus a computer controlled AI, and the aim of the game is to capture all of the 'nodes' and wipe out the enemy.
To capture a node, simply have your units stand next to it and wait until the iris closes. If you and the enemy are both in range, then who ever has the greater number of people takes that node.
The units are semi autonomous, so they don't have to be instructed to fight or attack, they will when they are in range. Thus the controls are simple, you just position your units accordingly.
Select units with the left mouse button, and give them a destination with the right mouse button. There is a little delay between the order being given and them starting to move, don't worry, that's normal. It should feel unnoticable when the sound feedback goes in anyway.
Units are spawned by the 'nodes' of the map. The idea being that nodes are alien devices that can clone people. Every time the iris of a node closes and opens, it will charge up a little. When the charge gets large enough, a clone will pop out.
I will try to add in spawn and death animations, music, a few more levels, and upgrade the AI a little still.
My entry is called lode storm, and makes no attempt to be innovative. For this game, I tried looking at the classics of the genre and making something that would have the same spirit.
I managed to improve upon the beta version, and added most of the sound and even some music. It really seems to round off the atmosphere. I hope you like it.
You play versus a computer controlled AI, and the aim of the game is to capture all of the 'nodes' and wipe out the enemy.
To capture a node, simply have your units stand next to it and wait until the iris closes. If you and the enemy are both in range, then who ever has the greater number of people takes that node.
The units are semi autonomous, so they don't have to be instructed to fight or attack, they will when they are in range. Thus the controls are simple, you just position your units accordingly.
Select units with the left mouse button, and give them a destination with the right mouse button. There is a little delay between the order being given and them starting to move, don't worry, that's normal. It should feel unnoticable when the sound feedback goes in anyway.
Units are spawned by the 'nodes' of the map. The idea being that nodes are alien devices that can clone people. Every time the iris of a node closes and opens, it will charge up a little. When the charge gets large enough, a clone will pop out.
I will try to add in spawn and death animations, music, a few more levels, and upgrade the AI a little still.



Comments17
One tiny piece of commentary though, is that I missed the screen-scrolling with the arrow keys as seen in most RTS's. And since I'm not used to scrolling with the mouse, I got a little frustrated trying to scroll the sreen (in windowed mode). But then again, that might just be me.
Anyways, great effort! :)
The game just feels awesome with this 2.5D (Isometric?) graphics and everything. Really simple to get in and fun to play for a long time :)
It is really uncommon that every movement has this delay and needs some time to become accustomed...
Also, I'm missing the death animations, wich you'll (hopefully) add later. Just as you said ;)
The sounds and music are really great and make an awesome feeling atmosphere!
Great job!
PS: Is it right that it increases my volume? :)
Also, ditto on the scrolling with keys. Some other issues:
-Clicking directly on a unit doesn't select them; you /have/ to use a box, which is a little annoying
-Scroll speed w/ mouse feels too fast for a map this size
-Not being able to retreat with units once they've started shooting is a little annoying
Still, I love this, and I'm very impressed that it was made in 7 days.
Pathfinding is a bit broken.. and I found it a bit frustrating that I was losing because of it. :S
I also am implementing the win condition check and a few new levels. Death animations and spawn animations will follow that.
No no, the version that is up on this page is the compo version from before the deadline and is here to stay. Any future release would be a version clearly marked as 'post compo', I don't want to mislead anyone.
"I was a little bit frustrated with the lag when I told a unit to move somewhere. (Are they pathfinding?)"
Yes they are path-finding while they are not moving. This is because I have used a totally different system of path finding for the AI. It is usually A*, but in my case I used potential fields. It has many huge benefits, but I made it update intentionally slow for performance reasons. Perhaps I was too cautious.