Castle Crash
by
scrappycocco
| Summary | A small destruction tech-demo minigame made for Tech Jam 1 |
|---|---|
| Description |
About This is a destruction minigame and tech-demo made for the Tech Jam 1. It is my first s&box project. The idea was to build a complete but minimal game for others to see, try and eventually use as example for some parts. In this minigame you can build, alone or with other players, 3 siege machine each. You can choose between a Catapult and a Trebuchet. They fire a different projectile at different speeds, as in real life the Trebuchet projectile is bigger and much heavier. You can rotate the siege machine left/right and change the fire power, which allow you to fire closer/farther. The objective would be to destroy every single castle piece (but that take too much time, so I doubt anyone is going to do it because the game is not so balanced towards that). For performance reasons the debris disappear after only 5s, it was cool to have a pile of debris, but the framerate sadly wouldn't like so many complex rigid-bodies moving around. This is also because some models have 100+ debris when demolished, this was cool during the first tests, and I wanted to keep it like that for a sort of realism. As you can easily imagine with something as 3-5 debris for model it would run better. Thank you for playing! The source code is available if you want to see it or edit the project yourself https://github.com/ScrappyCocco/castle-crashAbout
This is a destruction minigame and tech-demo made for the Tech Jam 1. It is my first s&box project. The idea was to build a complete but minimal game for others to see, try and eventually use as example for some parts.
In this minigame you can build, alone or with other players, 3 siege machine each. You can choose between a Catapult and a Trebuchet. They fire a different projectile at different speeds, as in real life the Trebuchet projectile is bigger and much heavier. You can rotate the siege machine left/right and change the fire power, which allow you to fire closer/farther.
The objective would be to destroy every single castle piece (but that take too much time, so I doubt anyone is going to do it because the game is not so balanced towards that).
For performance reasons the debris disappear after only 5s, it was cool to have a pile of debris, but the framerate sadly wouldn't like so many complex rigid-bodies moving around. This is also because some models have 100+ debris when demolished, this was cool during the first tests, and I wanted to keep it like that for a sort of realism. As you can easily imagine with something as 3-5 debris for model it would run better.
Thank you for playing!
The source code is available if you want to see it or edit the project yourself
https://github.com/ScrappyCocco/castle-crash
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| Votes | 👍105 👎41 ❤️32 |
| Error Rate | 0% |
| Loading Screen Media | https://cdn.sbox.game/org/scrappycocco/castle_crash/loadingscreen/10674ea4-1112-447e-a3f6-81b3072a2f05.jpg |
| Reviews |
8 reviews
0% Recommended (0)
37.5% Promise (3)
62.5% Needs Work (5)
|
| Usage |
1,033 players
1,152 sessions
64 hours playtime
3 minutes avg session
Totals captured
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| Data | {"Coop": true, "TwoPlayer": true, "FourPlayer": true, "MultiPlayer": true, "ThreePlayer": true, "SinglePlayer": true} |
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