Last Jungle In Sector 17
Last Jungle In Sector 17
A new take on the traditional top-down space shooter with added RTS elements and strong emphasis on story. PC & Mac.
A new take on the traditional top-down space shooter with added RTS elements and strong emphasis on story. PC & Mac. Read more
The scenes on the trailer are recorded from our already developed demo and you can play the demo in your browser by clicking here: http://ljis17.com/prototype/. Make sure you check out the rest of our Kickstarter page to see what we wish to deliver with our final product.
NB! This is just a prototype, there is music but there are no sound effects, also one might encounter some performance issues. So please just keep in mind that we are still in early stages of development and the demo or trailer do not represent the final quality of the game.
If you find any bugs or have suggestions on how to better the game, we are more than happy to take a look, you can post about it to our official forum on Reddit (http://www.reddit.com/r/ljis17/) or let us know in the comments section :)
We have also uploaded a Developer Commentary video about the demo to Youtube, you can watch it here: https://www.youtube.com/watch?v=YkA8XkIjBHo
Them thumbs, we sure need'em! Can we have yours?http://steamcommunity.com/sharedfiles/filedetails/?id=169956505
Last Jungle In Sector 17 is a top-down view 2D action strategy game being developed for PC and Mac on the Flash platform. It can run in a browser using the Flash plug-in or as independent entity (.exe file).
The game is planned to release in 3 parts, each part adding new gameplay elements and continue the story.
Our first goal is creating the single player campaign, though we'd love to add multiplayer co-op and competitive modes (see stretch goals).
Controls: The game is played using the keyboard and the mouse. The player starts out with the hero craft which he controls throughout the game and the first goal is to learn to control that craft in zero gravity environment. To be effective in dogfights the player needs to also master the deflective shooting technique.
GUI: There is a lot of information the player needs to see at any one moment, we have tried to make all of it as easily readable as possible.
Objectives: The primary objective of the game is to defend the home space station from hostile enemy activity. At the beginning the player must use the hero craft to do so, but as the game progresses he also gains access to defense turrets, upgrades (which won't just make the stats better, but also deliver special abilities), tactical structures and allied crafts.
Economy: Upgrades and assets can be purchased for credits which are earned by eliminating the enemy crafts. In the current demo version the credit is given by simply destroying the enemy craft, but for the final version a more intricate system is planned - after destroying the enemy craft, it's debris would be left floating in the space, to earn the credits one of the pieces would have to be scanned close by for verification. The player has to act fast though before the debris float too far and are lost forever. The pieces can be scanned by the hero craft or the allied crafts, so the allied crafts would also act as kind of "harvesters".
Enemies: The game would feature many different kinds of hostile vessels all with different abilities and characteristics. Some crafts rely more on numbers while others on their special abilities. To be successful the player has to learn, adapt and react to each unit differently. Some of the enemies are what we call "puzzle crafts" which the player has to figure out how to defeat (e.g. Teleporter in the current demo). Few enemy crafts examples (copy/paste from drafts file):
- Kamikaze - Fast moving low health craft, doesn't maneuver, only tries to get close to the closest target(allied ship or the spacestation), locks on a target. Shoots the cannon when something is straight on sight. Makes a sound which grows louder when it comes closer. When exploded do damage to both allied and enemy crafts. Think of something like those guys: http://www.youtube.com/watch?v=lpY-cfTqzsI&feature=related
- Teleporter - Doesn’t use boids, shoots rapidly like 5-6 shots at once, doesn’t teleport away until is shot at. Uses shields. Medium-Hard enemy. Attacks firstly the crafts secondarily the space station. Does not teleport on top of the space station.
- EMP generator - Has very strong shields which are down only when it is charging up for next pulse. When getting hit by EMP all electronics go down, player can’t move the ship, the radar screen goes black, the buying menu disappears, no dialogue can happen, even music stops. There is a sound of engine powering down - DŽIJUUuUuUuuuu. When the EMP power is restored the engine powering up sound is played.
Allies: Like mentioned above the player can purchase defense turrets and allied crafts to help defend the space station. Unlike traditional RTS games in ljis17 the allied units aren't really controlled by the player, they act on their own, leaving the player free to fight with it's own craft. As with enemy units there are a variety of allied units, all with different characteristics and abilities. Some turrets are good for taking down enemies from afar while some are good against stronger enemies which get closer to the base. Same with allied crafts some are good for offensive maneuvers while others stay back and defend the base.
Summary: We want to put the player into situations where he first feels helplessness and desperation, but after figuring things out he'd feel rewarded.To get there he would have to use his reflexes, strategic planning abilities and observation skills.
Soon after leaving Earth in the 26th century, mankind encountered an intelligent space-faring species much like themselves. Through the technology exchange programs between the two races many new breakthroughs in science were made, most notable being the discovery of quantum teleportation. Born from the cooperation of the most brilliant minds from both sides it was as if filling the gaps one couldn't alone. Soon after the discovery, the speed of space colonization took to another level.
The teleportation devices could teleport matter to anywhere in the universe, but the procedure had a mystery no-one could solve or even explain. A cruel teleportation law applied to all living beings, for anyone alive going in from one end arrived brain-dead the other. Even sending insects or plants resulted in failure because the process corrupted the DNA sequences beyond repair. This limited the possible colonization distance since everything living would still have to use classical means of transportation. Even so, soon all nearest habitable planets were colonized by both races.
The increasing live matter trade between the colonies eventually lead to the rise of interstellar rocket fuel prices. Latter being a limited resource only found and mined on handful of planets. The at first subtle political fights for control over those planets coupled with greed, corruption and race pride eventually lead to an all out galactic war between the two races.
For a decade a short period of peace was established, but the ever decreasing fuel supplies eventually lead to the break out of the Second Fuel War, this time without remorse, both sides going for complete control of another.
100 years into that war, after a large scale attack on humanities greatest war ships, fighter craft pilot Ryder finds himself stranded alone, without communications, on an abandoned space station from the last peace period. However, soon after the arrival he discovers that he isn't as alone as he thought - the station is controlled and regulated by an advanced neural network AI 'Johnny'.
Ryder finds out that Johnny was created to simulate and control the integrate climate system of the rainforest on board the space station, he also learns that Johnny has been cut off from civilization since the war started again 100 years ago. Together they try to work out ways to contact the outside galaxy. Months after Ryder's arrival the station is found by the enemy fleet, they then have only each other to rely on in order to survive the hostile assault.
The story is told trough in-game dialogue and graphic novel style story scenes.
Primary goal of $5000 adds to the pot of finances we have already put aside ourselves and buys us time to create the base game and do the following before this year ends:
- Add sound effects (This is one of the few things we don't have the skill for and we'll need to hire someone for that).
- License music.
- Create an animated and interactive tutorial system.
- Optimize our current game engine for better performance.
- Introduce a more intricate economy system.
- Create upgrade system for hero craft, turrets and allied units.
- Create smarter AI with fight-or-flight response.
- Add a variety of different special ability enemy units.
- Add more types of turrets and allied crafts.
- Create multiple difficulty levels.
- Add more boss units.
- Finish drawing the story.
- Add more and nicer particle effects.
$6000 - Bullet time function - this function will allow the player to slow down time to dodge projectiles and aim shots. The bullet time ability has a trade-off though, it uses the same energy resource as the hero craft's shield, so the more player uses bullet time the less shield he has at that moment.
$8000 - Colossal enemy ships - right now only smaller fighter crafts are planned for the game, with this extra support we will be able to introduce larger enemy motherships and dreadnoughts, which will have their own turrets and different abilities like the ability to repair damaged fighter crafts or attack at a really long distance.
$10 000 - Special in-game missions - right now the core gameplay is concentrated on defending the base space station, adding different missions for the player to take part of would surely enrich the overall experience.
$35 000 - Multiplayer with co-op and competitive modes - co-op would enable up to 4 people to play the main campaign. We haven't thought very deeply on what the competitive side would bring, but we certainly won't want to just add a DM mode and be done with it. It would be something more along the lines of Left 4 Dead and Natural Selection with base building and defensive vs offensive sides.
1$ HONOR - Your name (or company) will be added to the honorary list on our website. You can check out the honorary list here: http://ljis17.com/honorary_list/
2$ LOOK AT MY SCREEN - Receive 3 desktop wallpapers + previous tier.
$60 GAME OVER MAN, GAME OVER - Write a witty game over message, which is randomly displayed when the player dies + previous tiers.
$85 I'M COLD - Receive a T-shirt + previous tiers.
$95 LOOK AT MY WALL - Receive 2 posters (sized A2) + all digital tiers ($70 and under).
$125 SLEEP IS FOR BABIES, GAMERS PLAY ALL NIGHT - Receive a set of 4 coffee mugs + all digital tiers ($70 and under).
$400 I'M A FAN - Receive 2 posters (sized A2) and a T-shirt, all signed by the developers + all digital tiers ($70 and under).
$750 I'M AN INDUSTRIAL FAN - Receive a specially made high quality T-shirt featured in the game, 2 posters (sized A2) and the regular (I'M COLD tier) T-shirt, all signed by the developers (if you wish) + all digital tiers ($70 and under).
NOTE: As we haven't printed anything out yet, the final form of the printable rewards above might differ a little from the examples.
Last Jungle In Sector 17 is developed by a a two man international team, Lennart Rikk from Estonia as designer and animator and Tariq Makled from US as programmer.
People often ask me "What do you do?" and at that same frequency I'm out of words for them. I go like "I do design and animation, some advertisement and programming..." and they are like "Oh you are an IT person" and I'm like "Umm, what? ...Am I?".
Thing is, I have a wide range of fields I specialize in and it's hard to put a finger on one specific thing. But I think my unofficial work title would be: "Engineer of dynamic, static and interactive media"
Around 1999 I did my first steps in digital art with Corel Photo-Paint, later came animation, web design, 3D, flash, advertisement, infographics, GUI design and programming.
I'm from Estonia and for the last 5 years I've been working in Estonias biggest news agency doing things described above, before that I worked at an ad agency and before that I actually did some IT related stuff, being a cable and HUB deployer and doing network maintenance.
But my real passion has always been games. I remember the first video game I ever played was Tetris, I must've been like 3 or 4 years old and I didn't understand how to play it, I thought I had to build a house and I have to leave windows in it. Later on, me and my older brother bought the ZX Spectrum, we had lots of games and the games had to be loaded from cassette tapes. I'll never forget the screeching sound it made when loading a game.
You can read more about me and and my rant on video games on ljis17 webpage under the "team" section: http://ljis17.com/team/
I can best be described as a person with many passions and interests, but one of my first passions in life was programming. Throughout my many years of programming, I have created simulations, games, websites and databases. My hobbies and interests include, but are not limited to, gardening, economics, the environment, and engineering projects.
I am a recent graduate of Computer Science, and feel that my education in college has helped me to improve my skills. In the future, preferably near future, I would like to use my skills acquired throughout my life in order to create technology that combines all my passions in order to make the world we live in a more enjoyable and better experience.
Risks and challenges
Our main goal is to get onto Steam Greenlight, which might very well not happen. In that case we would be forced to sell our game to some flash gaming website to cover some of our costs. All backers would still get the DRM free copies.
While working on this project we have learned that predicting something in game development is as hard as predicting the outcome of a coin toss. Unforeseen problems can arise out of thin air - hard to track memory holes, a typo in the code, a 5 minute problem could take a day in the end.Learn about accountability on Kickstarter
- (35 days)