The Complex
November 17th to November 20th, 2006
Download (7.7 MB)

In a future world where the powers of magnetism have the potential to turn the tides of war, a new experiment is conceived to create the ultimate superweapon. Now, nineteen years after the experiment's inception, the subject has learned of his future purpose: to maintain the supremecy of the United States as a world superpower by force. It is now time for action: you must escape the complex or the future of the entire planet may be in jeopardy.

The Complex is an exhilarating snapshot of the escape of a powerful experiment by the US government. You play as the experiment, a nameless scientist who must fight his way out of the complex in order to save the world.

Game Information
Team
Programmer: Jeff Verkoeyen
Sound: Josh Rodasti
Artist: Patrick Lissaman

Placement x/10
Graphics: 8.11 3rd Place
Sound: 8.22 1st Place
Gameplay: 6.83 2nd Place
Innovation: 6.67 6th Place
Completeness: 8.22 1st Place
Theme: 7.39 5th Place
Overall: 7.67 1st Place

Programming
Development Environment: Microsoft Visual Studio 2005
Programming Language: C++ with the OpenGL API
Effective Lines: 5220
Code Tree

Music
Number of tracks: 10
Number of sound effects: 11
Tracks
Right-click and save-as to save the songs

ArmoryChase.mp3
Assault.mp3
Credits.mp3
Death.mp3
IntrotoOptions.mp3
ItBegins.mp3
NewGear.mp3
Options.mp3
TheComplex.mp3
Title.mp3


Details
Day 1: Within the first two hours, The Complex was conceived and we began dishing out work to each member of the team. We also had planned out quite a large storyline involving many of the key elements that the finished version has. With the basic idea (an overhead shooter where magnets are used extensively throughout the levels) we all started to work diligently for the next 31 hours. I started off by creating some sprite engines along with "nodes" for the magnets and playing around with the timing to make sure everything ran smoothly. Eventually we got our first character sprite and some level tiles and we were able to start making some levels.

Day 2: At 32 hours we had the basic game engine completed with a level editor and the ability to move your character, shoot, and move from area to area. I decided to make each area in the game have its own module to simplify the scripting which called for sharing a lot of code between modules. At 41 hours we had our first (and only) enemy: the turret. This was the final necessary element before we could start designing actual gameplay. The 41 hour release has our first rendition of the hallway complete with the ability to shoot and kill the turrets and a subset of the soundtrack.

Day 3: The last day was spent largely creating the areas in the game. Josh and I put together a map of the complex and since Josh had completed all of his music, he started working with the level editor creating most of the areas. While Josh was doing level design, I worked on scripting for the areas along with doing play-testing to ensure the areas were beatable. Within a time-period of about 18 hours we created the entire complex and added all of the scripting necessary to make our game complete.

The last few hours of the competition were then spent debugging and playtesting the game, ensuring that it was possible to play entirely through. I also added the ability to skip some of the longer cut-scenes to make them a bit less annoying.

Screenshots


Old Builds (Click any to download the build)
2 Hours, 37 Minutes
- Sprite animation system (testing using sprites from Hunger Strike!).

4 Hours, 9 Minutes
- Ability to move sprite.
- Ability to shoot (hold right-click to aim, left click to shoot).

5 Hours, 8 Minutes
- Testing the magnet node physics with the bullets.

7 Hours, 32 Minutes
- First update with actual art.

14 Hours, 43 Minutes
- First implementation of level editor. (For instructions on how to use the editor, email me at jverkoey@gmail.com).

15 Hours, 12 Minutes - Editor
- Updates to the editor and the game engine.

15 Hours, 14 Minutes - Engine
- Updates to the editor and the game engine.

31 Hours, 59 Minutes
- Two completed areas with transitions.
- Scientist AI.

38 Hours, 0 Minutes
- Music system added.
- Ability to kill enemies and scoring system.
- Basic scripting for the hallway.
- Added basic area-to-area cross-fading.

38 Hours, 1 Minute - Editor
- Able to place gravity fields in the areas.
- "Top-layer", "collidable", and important areas working completely and stored in area dat files.

41 Hours, 38 Minutes
- Added first real enemy (turrets) with rudimentary AI.

54 Hours, 36 Minutes
- Added more scripting to first area (sirens).
- Added main menu and basic intro.
- Added credits.

61 Hours, 42 Minutes
- Large graphical updates.
- More areas added.

67 Hours, 57 Minutes
- Added game intro text.
- Game nearly complete.