Boid Feeder 9 Billion - 3d fps survival shooter about feeding the birds

Boid Feeder 9 Billion is a first person shooter about feeding a lot of bird-oids very quickly. See how long you can feed birds for until the birds eat you instead!

Controls:
Shooting is automatic
D-Pad is entirely lateral movement, you can strafe left and right
Crank controls your aim
A is bunny hop
B stops shooting and allows you to build a shotgun blast

This is still a work in progress but the primary gameplay is done, the rest is polish (menus, a scoreboard, improving the sound effects, etc)

Here's a video of it running pretty well on actual hardware

It's capable of getting ~30fps until there's roughly 100 enemies on screen, at which point there's some slowdown.

To get this to work I implemented a rudimentary 3D engine capable of handling prerendered sprites and unshaded polygons in C. It uses the painters algorithm for the actual rendering since there's no depth buffer. I used the single header library gb_math.h to handle a lot of the basic linear algebra code. The enemies themselves are a boid simulation, hence the game name, and the gameplay itself is heavily inspired by devil daggers (though very simplified). I decided to keep the gameplay graphics as simple as I could for visual clarity reasons, after messing around with dithering on the prerendered sprites.

I intend to sell the final game on Itch after another round of polishing and segfault removal

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interresting - I did a Devil's Daggers demake for Pico8!

isn't autofire a bit killing part of the mob control aspect of the OG game?
what is the crank used for? not clear in the video (some up/down or just rotation)?

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The crank is used for aiming, DPAD left and right are strafe, A is a bunny hop, B stops shooting and allows you to build up a shotgun blast. Devil Daggers doesn't have autofire per se, you have to hold down the left mouse / tap and release for shotgun

so in your version you have to loose control to get shotgun? - bold choice :+1:

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It was a trade off for sure. I didn't want the A/B buttons to be gameplay critical (pressing b to shoot would be terrible, for example), since the crank is gameplay critical, but I didn't want to leave them unused, so A jumps and B stops shooting to build up backpressure. Neither of those actions are ever necessary but they add a decent amount of expressiveness to the gameplay, they just feel good to have