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GGJ Archives 2009-2012

Particle Storm Control

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Game Information
screenshot
Short Introduction: 
Lead your very own, dynamically customized particle storm into epic battles. Two players ought to fight each other capturing spawn points and occupy the enemys headquarter. The game is surprisingly optimized for the given development time, but slower machines may experience performance spikes.
Platform/System: 
Windows
Platform/System: 
Xbox
Brief Play Description: 

CONTROLS

[PLAYER 1] - LEFT

  • Move Cursor: WASD
  • Modify Particle-Property-Pad Settings: Left CTRL + WASD

[PLAYER 2] - RIGHT

  • Move Cursor: Arrowkeys
  • Modify Particle-Property-Pad Settings: Right CTRL + Arrowkeys

GAMEPLAY

  • Each player has a crosshair to give his particles a direction.
  • Each player has a particle-property-pad to change behaviour, speed, vitality and the spawn rate of his particles.
  • Capture spawn points for additional spawned particles.
  • Capture all spawn points and the enemys HQ to win.
  • Only particles spawned after changing settings in the particle-property-pad are effected by them. Thus you can create powerful combinations of particles over time.

ITEMS

[SKULL] - COLLECTABLE

  • Creates a large explosion.
  • Both players will suffer under the effect.

[CROSS] - COLLECTABLE

  • Creates a danger-zone in the color of the player who released it.
  • A player may enter his own danger-zone without drawbacks.
  • If e.g. the red player enters a blue danger-zone, his particles will loose live over time and die quickly.

[SWITCH] - RANDOM ENCOUNTER

  • The players will change colors after a five second countdown. Don't forget to run your particle storm into a skull if you see a large number in the background.

PARTICLE PROPERTIES

[MASS] - TOP

  • Faster particle spawn-rate at capture points and the HQ.
  • DRAWBACK: Particles have less live.
  • VISUAL HINT: Smaller but more particles.

[VITALITY] - BOTTOM

  • Particles have more live and die slower in direct confrontation with danger-zones and enemy particles.
  • DRAWBACK: Slower spawn-rate.
  • VISUAL HINT: Larger but less particles.

[SPEED] - LEFT

  • Particles move faster.
  • DRAWBACK: Particles are less concentrated on the cursor.
  • VISUAL HINT: Fast particles in loose and waving formations.

[DISCIPLINE] - RIGHT

  • Particles are tightly focused on the cursor.
  • DRAWBACK: Particles move slower.
  • VISUAL HINT: Slow particles in tight and straight formations.

OUROBOROS

We took "serendipity" as "coincidence", either lucky or bad. After a little bit of brainstorming, a few mind-maps and associative techniques later we had a few interesting keywords.

  • Evolution
  • Risk Management
  • Playing/Changing Destiny

All of them concluded in a surprisingly fun game and we even hit two diversifiers without knowing in the concept phase.

Diversifiers and Credits
GGJ 2012 Diversifiers : 
Followers: (Increasing number of NPCs follow you) The game involves a growing number of autonomous non-player characters that are always following the player character’s position.
Swarm: (1000+ enemies in play at once) The game is designed to have over 1000 enemies in play at once.
Team Image: 
Credits: 
Programmers: Andreas Reich, Sebastian Lay, Fritz K. --- GFX + SFX: Tim Jagla --- Testing + Algorithm-Design: Johannes Jendersie, Enrico Gebert --- Music by Paniq(http://www.paniq.cc/)
Downloads
4.98276
Your rating: None Average: 5 (58 votes)

jagla

good job

it even works outside the developers box, awesome ;-)

Pavi

congratulations

I must say, sirs, you did a marvelous job.

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