[
Download](https://www.dropbox.com/s/ktbpggyc7p6b3bj/KWAKTROID_4_BGMC15.blend?dl=0) (old build)
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Download Redoux version (still a .blend file)
If at all possible, please consider the Redoux the ‘final build’ for this competition. If I added to or altered my game too much at the last minute, the original upload is still available above.
This build should be more direct in showing you what it wants you to do, and rewarding you for doing it. I also tried to dial down the difficulty (a little) and replace it with more interesting and progressive challenge which tries to ‘teach’ you how to play through its level design.
Here is what was changed in the Redoux:
-Totally new level design with…well…more design
-A (superficial) end goal scenario
-The gun is now a pick-up, and you start without it (a small sample of the upgrade system I originally intended)
-Added lifts, death-spikes and checkpoints
-Made jumping a bit more powerful, and added more vertical push to upward-walljumps
-Nerfed the baddies a little (Squi die quicker, Chubbas are slower)
-Some bug-fixes and minor tweaks
-Removed all text objects from the scene (were causing nasty crashes, and generally were broken)
-Removed MooseBrine
Since there are no in-game instruction texts, a README file has been included as a text block in the blend file. Please take a minute to read through it (especially if you didn’t play the original).
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STORY: You are Special Agent Drake Mallard, the sole remote operator of the Federation Biological Rekking Unit Model QD-03 RoboDuck Public Relations Droid. You and your team are sent to the far-out planet of Noogy V to bring Robo-Democracy, or propagate the will of your shadowy autonomous overloards (whichever you decide is more interesting.)
Your Objective: cull the native wildlife and convert their wasteful organic matter into efficient little drone bots to…I dunno…bring us snacks?
You are equipped with the latest BeakTron plasma conversion cannon, as well as Infra-Magnetic footy-pads which allow you to move across any surface that is blue.
TeleCat could explain the science behind that last part far better than I could. Which is why he is being sent along to aid you in your quest!
CONTROLS
Controls are meant to be set up in two different schemes, depending on whether you prefer using the arrow keys or WASD. Both are active at the same time, so you can switch or mix-and-match at your leisure. Although I would have liked to, I could not impliment gamepad support.
SETUP 1: CLASSIC
Arrow Keys: Movement
X: Jump
Z: Fire
SETUP 2: SOUTHPAW
WASD: Movement
M: Jump
N: Fire
SYSTEM CONTROLS
Esc: Exit game
Keypad 1: Self-Destruct
Keypad 2: Re-Spawn
Built on a fresh copy of Ubuntu 14.04 LTS using Blender 2.73
(not tested with any other versions, but will probably be just fine with any 2.7x build)
All textures were drawn last-minute using pixel.tools
sound created last-minute using LMMS with sfxr (which I just picked up and OMFG is it great!)
Audacity was also used to trim/normalize/mono-ize the audio
KNOWN ISSUES (last minute things I did not get fixed)
-Sound effects for Squi-Squi pain & death do not play properly
-HUD can show you having four ‘hearts’ when you actually have a maximum of three.
-Text objects do not respect Z-depth all the time (they were meant to be temporary in the first place)
-Removed all Moose
CREDITS
All assets were created by me, except for the font Cartoon East which is owned by Galdino Otten.
Special Thanks goes to my cat, who, for some reason, was fascinated by watching me write python, and tried very hard to help out.
Super-Special thanks goes to all who showed their interest and support on this project. You guys are the wind in my sails, and there is no way this would be here otherwise.