Hi everyone! It's been a while since I've posted here. Over the past few years I've gotten really into JavaScript and this game represents the pinnacle of my skills thus far. The game engine was custom coded including the physics, rendering, etc. I also wrote the sound effect system ZzFX which generates sounds in real time. It has support for 4 player couch co-op! The entire thing is 13 kilobytes and open sourced!
The next step is maybe expanding this into a larger game. I have a lot of ideas already but I'm interested in feedback from players about what they want to see and do. So give it a shot and post your results in this thread. The farthest I've gotten is level 6, it gets real tough.
The empire is spreading like a plague across the galaxy and building outposts on remote planets. You are an elite rebel soldier tasked with wiping out those bases. Explore strange planets using your tools of destruction and eliminate the invaders! You have only 10 clones left, 3 more will be replenished after each mission. Good luck, have fun, and give space a hug for me.
- P L A Y S P A C E H U G G E R S -
Open Source on GitHub!Game Features
- Run and gun / roguelike hybrid gameplay
- 2-4 player jump in local co-op mode
- Procedural level generation of great variety and complexity
- Levels are fully destructible with persistence
- Fire propagation and explosion system
- 5 enemy types with a larger variant
- 7 different crate/barrel/rock types
- 17 sprite textures using a 12 color palette
- Checkpoints can be captured for players to respawn there
- Multi layer procedurally generated parallax background
- Starfield simulation with moving stars, planets, and suns
- Particle systems for rain, snow, blood, explosions, weapons, water and more
- Native resolution rendering up to 1920x1200
- 11 different sound effects with
ZzFX- Up to 4 player co-op with 4 gamepads!
Engine Features
- Custom game engine written during the compo is separate from game code
- Super fast rendering system for up to 50,000 objects at 60 fps
- Physics engine for axis aligned bounding box rigid body dynamics
- Tile based rendering and collision system
- Particle effects system
- Input processing system for keyboard, mouse, gamepads, and touch
- Math library with Vector2, Color and Timer utility classes
- Audio with ZzFX has ability to attenuate sounds by distance
- Debug visualization system not in JS13K build. (press ~ to enter debug mode)
Enemy Types
- New Recruit (Green) - A bit shorter, more hesitant, takes 1 hit to kill
- Soldier (Blue) - Average height and ability, 2 hits to kill
- Captain (Red) - Can climb walls and jumps more often, 3 hits
- Specialist (White) - Jumps and rolls often, they are ninjas, 4 hits
- Demolitions Expert (Purple) - Throws grenades and can't catch fire, 5 hits
- Small chance of a heavy weapons variation that has double health and fires full auto
Objects
- Plastic Crate (Brown) - Burns easily and breaks when fully burnt
- Metal Crate & Barrel (Gray) - Is hard to destroy, can't burn
- Water Barrel (Blue) - Puts out fires and pushes away objects
- Explosive Crate & Barrel (Green) - Burns and explodes after a few seconds
- High Explosive Barrel (Red) - Explodes quickly and much larger than normal explosives
- Rock (Color Varies) - Heavy and very hard to destroy, can't burn, can crush enemies
- Lava Rock (Glowing Red & Orange) - Anything that touches it is lit on fire
Tools Used
- Roadroller
- Google Closure Compiler
- UglifyJS
- Imagemin
- Efficient Compression Tool
- ZzFX