Lockdown Protocol is a sci-fi themed platformer style third person shooter game with built-in level editor. It features a classic platformer style single player game where you must fight your way to exit collecting power cells on the way as well as multiplayer mode where you can fight against your friends over internet or LAN. The game is available for Windows and Linux PCs.
This game is currently under development in a public alpha phase. This means that the game has been released for public testing, but it is not yet a finished product.
The game is available in two different versions: Free playable demo and full version. By pre-purchasing the full version now you support its development and get early access to the full version content as it is added. You also get a 40% discount!
Here is an in-game video from public alpha version 0.15.0:
And another video demonstrating built-in level editor in public alpha version 0.10.0 (the game was called by its working title The Platform Shooter at the time):
Following features/content is already available in latest version:
- 22 single player levels (8 available in demo, rest can be previewed).
- 4 multiplayer levels (one available in demo, rest can be previewed).
- Fully working level editor.
- 8 different weapons.
- 4 different enemy types (+ enemy items).
Here are the most important planned features for coming versions:
- More levels.
- More weapons.
- More enemies.
I have also a very long list of miscellaneous ideas, improvements and changes. Many of them require some experimentation and might never end up in the game. Here are the ones that you are most likely to see:
- Smoother multiplayer client side motion.
- More intelligent sentry gun (aiming at targets in wider range).
- Prevent explosion damage through walls.
- Miscellaneous improvements to graphics and sounds.
Following major bugs are known to exist in latest released version:
- Multiplayer matches require LAN or a good internet connection for smooth client side movement.
Note: Online match browser no longer works in versions older than 0.15.0.
These files are also available at IndieDB.
The demo version lets you play the first eight single player levels and one multiplayer level, rest of the levels can be previewed withing time limitation. Level editor is fully enabled. The demo version can be upgraded to full unlimited version.
Frequently asked questions
How do I install the game?
The easiest way is to get the game from Desura digital distribution service.
There are currently no installers available for the direct downloads. Just download the release package for your operating system, extract package contents to a directory of your choise and run the game from there.
In Windows you must have Microsoft Visual C++ 2008 runtime installed.
Linux packages are known to work in latest stable releases of Ubuntu, Debian, OpenSUSE and Fedora distributions, but the game should work in many other distributions too. In some Linux distributions (for example Fedora) you may need to install libXaw and/or libGLU packages from package manager.
What are the system requirements?
I don't know the exact requirements, but I think any fairly recent laptop or a gaming desktop PC less than four years old should be enough to run the game using default settings.
Wait.. a product key, isn't that DRM?
No. I sell product keys for turning the demo version into full version, but despite the evil-sounding term, this is no DRM. There are absolutely no technical limitations on using, copying or moving the full version or the product key itself. Once you buy the key you are free to use it as many times as you please.
Why are there no multiplayer matches?
First of all, there are no central/dedicated game servers. Any player can host a game and it will appear in the match list so that other players can join the match. Note that you must enter an online name for the match, otherwise it is assumed to be a local match and is not listed online. Unfortunately the user base is currently so small that there are rarely any matches to join.
The solution is to host your own match and ask your friends to join.
Why can't other players join my hosted multiplayer match?
If the match is visible to others, but connecting to it timeouts, the most common reason is network address translation (NAT) done by your router/modem. If the computer acting as server is behind a NAT (not directly connected to internet), the router might be blocking access to server. There are four standard types of NAT and the game should be able to deal with three of those by using so called NAT punch-through.
If your router happens to implement the fourth type, symmetric NAT, then only option is to change your router settings. Router's port forwarding must be configured so that the UDP port used for server (26001 by default) is accessible from the internet.
If you are trying to set up a match with your friends, you can always try hosting the game on someone else's computer.
How can I share a level that I created?
The easiest way is to use the built-in level sharing mechanism. From Manage levels menu you can upload your levels online and browse levels uploaded by others. When uploading a level you can give a password, which allows you to update the shared level later on.
The levels can be copied manually too. All user created levels are stored in levels -subdirectory inside the game data directory. If you want to give a level named foobar to your friend, you need to send him/her foobar.xml file from the levels -directory. Any new level files copied to levels -directory will automatically show up in the game next time the game is run.
The location of user data directory depends on the operating system, it is typically one of these (Linux, Windows XP and Windows Vista/7 respectively):
C:\Documents and Settings\<username>\Application Data\lockdownprotocol
If the level to be shared is a multiplayer level, there is one more option. If you host a multiplayer match with that level and your friend joins the match, the level will be automatically transferred.
Will there be a version for OSX?
Most of the game code is platform independent and all dependencies are available for OSX too so it could be done, but currently I haven't got the hardware or enough time to set up and maintain yet another platform version.
Fortunately the Windows version has been reported to work well on OSX using Wine. Just make sure you choose the OpenGL renderer from the configuration dialog, not Direct3D. You will also need Microsoft Visual C++ 2008 installed.