Drug camp is a new dynamic persistent multiplayer game under development by indie developer Rocten. Make sure you check out drugcamp.com too!
The game plays something like a flexible perpetual tower defense game, were you must protect and manage your illegal farm in intense multiplayer top down 2D action.
The game's not available yet but stay tuned! This is our official development blog!Follow @knurf
drugcamp was renamed to farmfortress a couple of months ago.
Check it out farmfortress.com
DRUG CAMP is always progressing somehow, even though I’m pretty bad at updating here. Last week I was kinda sick and had problems focusing on work. Still managed to get most of the GUI for repair/upgrade option running. You will be able to upgrade sentries and stuff pretty soon, but introducing this was more work than I anticipated. So right now, no upgrade scheme is implemented, only the GUI.
The game activity has begun to reduce slightly recent days, but this was pretty much expected. It’s interesting to see that it kept high for this long really, without any email notification system implemented. You will eventually receive optional email notifications when resurrected, attacked or even when the plant harvest reaches some threshold.
Last week I also needed to do some backend stuff that were pretty complicated to test and fix. I think it runs as it should now though, so I will release it discreetly this week and see how it flies. It mainly enables enemy waves to keep running in a camp without any players left. Don’t worry, they wont attack your camp on own initiative, for now. It should also fix quite a few bugs you encounter when trying to coop-defend a camp with other players, or just jumping into a camp with another player already in it. I may use this mechanic to later on trigger scheduled and notified attacks on camps that are very low in activity, basically trying to jump start them.
I’m also very keen on implementing a sentry that fires homing missiles. They will add a new level of fun when trying to raid someones camp.
Along with upgrades for camp defenses, we will implement special damages soon. Think freeze shots and poison shots.
The enemy waves are lacking in variety as well, we need to try and get more enemies in there. We have one big ass beetle and a smaller robot to write up code for, but they are far from finished right now. Producing interesting behavior for them takes a little testing and fiddling (not to mention a whole lot of debugging).
On a final geeky note, the game passed 60 thousand lines of code yesterday. Here’s what it looks like when I assemble it (the majority of this game is written in a custom assembly language for a minimalist virtual machine I invented some time ago):
(debug build) start assembling from src/main.b on 23 Jan, 09:13:03 output image rs/pb.image merging ... 173ms io (105 files 1262 KB src 188 KB inact, 60.0 KLOC) indexing & parsing 52518 entries ... compute offsets ... 565 strings pooled (17783 bytes) @ offset 320966 48528 instructions (@382 Ki/s). 634272 bytes written to rs/pb.image (1ms io) done in 0.47s