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Girl with a laser Cannon

A procedurally generated top down shooter.

Girl with a laser cannon

Girl with a laser cannon is a randomly generated top-down shooter, with a compelling singleplayer story, and plenty of engaging multiplayer modes. A blend of familiar twin-stick shooter gameplay with physics puzzles, deformable terrain, millions of weapons and a unique mode for Android+iOS devices.

In the campaign, you play as the aforementioned Girl with a laser cannon, crashed on an alien world, you persist through waves of enemies in various environments in order to find a way off this planet. During the crash, you lose an arm, which the malfunctioning ships medic replaces with a goddamn laser cannon. 



In the multiplayer, you play as a pawn in a large game of chess. A piece to be sacrificed at no real cost in a war so unimaginably large that your tiny mind cannot comprehend it. There are many varieties of game modes, from the standard shooter fare of Capture the flag and Defend the hill, to some of the more unique modes, involving brainwashing your enemy, or assembling parts to a super-mecha before the enemy team. There is a 4-class system saved to your profile, with the ability to edit your classes on a free mobile app. As you kill more enemies, you gain more parts to build your own unique weapons. With hundreds of parts, the combinations are near-endless.

There is a third wave based mode, which puts you and your friends against endless waves of enemies. However, there is a twist. The waves spawning can be controlled by someone on an Android tablet or iPad in an optional app. Much like tower-defence, but against your friends!Girl with a laser cannon (or GWALC for short), is a game that does not take itself seriously. It's a fun and tast paced game that you'll love playing with your friends. Drop in-out multiplayer means that you never have to struggle through something alone. Does this sound too good to be true? Does this sound like a ludicrous "idea mans idea"? What if I told you a good portion of the work was done?
What if I told you a multiplayer demo will be ready for testing before the end of the campaign? 

Current/Planned features

Current features:

Basic multiplayer code.
Login system.
Main logic thread.
Lighting engine.
Procedural terrain generation.
Simple deathmatch mode.

Planned features:

Campaign mode.
Friends list.
Matchmaking.
Procedural weapons gen.
Player customization.
Various multiplayer modes.
Online scoreboard/stats.
Mobile apps.

What We Need & What You'll Get

To make this game perfect, I need a few things. I crunched the numbers, and came up with the goal of $35,000. Now, I can (and will) make the game, no matter what it raises, but should I achieve this goal, I'll be able to increase the quality of everything, Including ports to other platforms.

As it stands, I can guarantee it'll be on Windows + Android regardless of what it makes.

Here's a list of what I need (and why)

  • Music - I have a musician onboard. You can listen to some of his work here. I'll need him for 4 months minimum, and I'd like him to be able to eat in that time! You can follow him on twitter @LukeThomasMusic
  • Art - I have a wonderful artist. You can see some of her work  here, and follow her on twitter too! @Sara_Coisa
  • Code - Most programmers are fueled by coffee. I'm no exception, so I would appreciate some caffiene and the occasional pizza. I'll be living off as little as I can. Working 24/7 8-10 hours a day. I have savings, but they can only go so far!
  • Macbook Air - I need a mac of some kind for iOS development, and to test the mac build of the game. I chose the air because it's small, portable and (relatively) cheap for a mac.
  • used iPhone 4 - I'm trying to be cheap here! I have a 4th gen iPod touch, and I feel I'll need an iPhone to test latency over a mobile connection. I'll be supporting iPhone 4 upwards.
  • iPad mini - iPad mini is the same resolution as the 2nd gen iPad, but smaller and cheaper. Again, another development device.
  • Nexus 7 - Small Android tablet. I need the 3G version for the same reason I need an iPhone 4. I need to test the tower defence style app over a mobile connection.
  • iOS dev license - This is fairly cheap, but needed to publish apps to the store. I already have an account on the Play Store.
  • Greenlight fee - It costs money to put your game up for greenlight. Part of the money raised for this will be used for that. Don't forget to vote when it's on there!
  • Perk costs - The perks cost money! There's printing costs, shipping, ninja dispatching fees, etc.
  • Expenses - There are other expenses associated with game development. I can't account for everything. I'd like to keep a buffer of about 1,000USD for various expenses. This is travel to events, booths, web hosting fees, equipment failure. Basically a small insurance buffer. The last thing we'd need is for the artist's tablet to break, or my harddrive to die and halt the project.

Despite being British, I chose dollars as the currency for a number of reasons. To dispel any confusion. It's the most common currency for online transactions, and most non-US people are familiar with its value more than they are with the British Pound.

I also want to be completely open through the entire development process. I'm choosing flexible funding for many reasons. Mostly because I want to get this game out in one form or another regardless of the money. Not hitting the goal will delay it, I may have to remove features, we may get less art, less music etc. But I do want it done. Without any funding, I estimate 18 months of development, with funding, we'll aim for a november release.

The Impact

By funding, you'll get many things.

  • The eternal gratitude of myself, and the people on my team. 
  • Depending on the perk, a copy of the game.
  • Weekly updates through IndieGoGo.
  • A sense of satisfaction for supporting this awesome game!

Other Ways You Can Help

Some people just can’t contribute, but that doesn’t mean you can’t help!:

Risks and challenges

There are some minor risks in this project. The biggest risk any project faces it not being completed. You have my word that this is not the case. I've been making games since I was 8 years old. I have an android game out on the play store with 8,000 downloads, and 17,000 plays since November. I've worked with a company to port their iOS app to Windows 8, and my last job was coding Near-Field communication technology in Java and C#.
With all of this experience, and the sheer amount of enthusiasm I have for this project means I will complete this game. 

As I outlined earlier, regardless of the amount this campaign makes, we will make this game. But we really do need this goal to truly make the game we want.

The other risks are equipment failure, or if the artist/musician become unavailable for whatever reason. Equipment failure is accounted for in the funds, and due to OmNomCom being a registered Ltd company, were we to unfortunately lose any team member, it would be a fairly simple process to recruit someone new. Each member (including myself) will be paid a monthly wage from the company. All funds will go through that to not only protect the company, but also the interests of all the backers.

If you have any questions regarding the risks/challenges, please tweet!

 

Stretch goals

Everything we get above the requested amount just goes towards making the game even better.

  • $40,000 and above : Modding support. Create your own weapons, mod the code with an API and host your own modded servers.
  • $50,000 and above : More content, more enemies, more weapons, more game modes. 
  • $75,000 and above : Level editor in the free app. Create levels, share them with the community!
  • $100,000 and above : I'll look at porting to consoles. This will be cross-compatible. Will require a rewrite of the server, so I'd hire a server developer
  • $200,000 and above : The game will make a shift to 3D, allowing for new gameplay and much higher quality graphics. 

Team on This Campaign: