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Debug Formulation

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-1 comments, last by jeph 12 years, 4 months ago
The game is using openGL for graphics, I am not using any shaders, but this is possible with the engine. Objects are made from a few polys, and all the bitmaps are generated from code keeping the distribution size down.

253? kilobytes currently, due to some audio samples.




It is called Debug Formulation.

Challenging action shooter game, presented in full HD. Battle wave after wave of nasty space invading bugs. Collect falling pods to increase your ships powers, enabling faster cannon fire and movement, as well as more movement freedom, advancing further up the screen to bring the fight to the bugs.
The game plays like many old-skool arcade shooter games however with some new challenging twists. When most targets are destroyed they drop a pod, these pods must be collected by the player (increasing the players pow meter), if the pods fall past the screen bottom the target will re-spawn. The player has a dual use cannon system that will fire a shell if one is loaded and will fire a rather short range shell-propulsion blast each time the cannon button is pressed. This dynamic is strategically complicated by the fact that holding the fire button will start the cannon cycling, the longer the button is held the faster the shells are loaded, however no propulsion blasts will fire in this case. When the cannon is cycling the ships engine is also accelerated (from the recycled propulsion-blasts) allowing the player to move progressively faster as well as deeper up the screen. The max firing rate is also limited by the number of pods collected. (meter top left) It is much harder to explain than play!

Windows release 1.4.1 is out now, with OS X and Linux to come at a later date.

Debug Formulation info; http://iterationgame...ug-formulation/
Try the demo or full game from; http://www.desura.co...bug-formulation

Click here to view the iotd
iterationgames.com remember when we used to play ?

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