Lockdown Protocol is a sci-fi themed platformer-style third person shooter game with built-in level editor. You are a lone scientist in a research facility on lockdown. Something must have gone horribly wrong since everyone and everything is trying to kill you. You must fight your way through individual levels, collecting items and bigger weapons along the way, and finally reaching exit. Perfect your gameplay to reach the highest scores! There is also an experimental multiplayer mode where you can challenge your friends to a deathmatch over the Internet or LAN. The game is currently under development in public alpha phase.
A new public alpha test version of the game has been released. Downloads are available for Windows and Linux (both 32 and 64 bit) as usual.
Posted by fractilegames on Apr 9th, 2012
It's time for another alpha release! After almost two months since last release I had to drop out some of the stuff that I had originally planned for this release to keep my "more frequent updates" promise. Having said that, there's definitely enough improvements to justify a release.
The most visible change is crouching support. Player can now hide and take cover behind objects. A new more suitably sized container type has been added to be used as cover and some of the existing levels have been fine tuned to offer more places for hiding.
There are also quite a lot of small visual changes. Glow effect has been improved and some textures updated for more detailed glow. Explosions have received multiple sound variants and support for fragments. The latter feature has been utilized in human explosion, which now creates gibs that bounce around smudging the walls.
One less visible but very important change has been made to level handling. Levels are now automatically downloaded from server when entering a multiplayer match with level not found on client and level light maps are automatically generated if not found. This allows hosting a multiplayer game using a new level you have created without manually sending the level to other people. Currently this will never overwrite levels on client so if the level has been edited on server the connection will fail due to checksum mismatch. I will later add some sort of pop-up asking whether to overwrite existing level or not. For now you will have manually delete the level on client to connect when this happens.
Here's a list of changes since 0.3.0 alpha release:
I have also created a twitter feed for more frequent and informal updates on development progress: