10 Second Germification
The game is a variant of Conway’s Game of Life, where you can try and win victory for your germs (the pinky/purple dudes). Its a turn based game, where you can move your units (Queen, Farmer and Slimer) around via mouse (click on the unit and then where you want to go), Queens and Farmers can settle down and then breed germs and try to influence the rules of Game of Life. Queens breed 8 purple germs, whereas farms breed some red, green or blue germs (for food).
Every 10 seconds a breed cycle occurs, whereas the board evolves every second.
Thats pretty much all there is to it, but its quite hypotic and damn hard to win (there is no formal win condition, just controlling most of the board).
I pretty much sure that no-one will know how to play it, its more of a Game Of Life Toy than a game but anyway its done and submitted!
A quick summary I did for a friend was pretty much
“You start with a queen, settle her down (click on her and menu will appear to the right) when she has enough food, breed farmers or slimers or another queen see if you can make it more purple than red, green or blue”
I’m pretty happy with the mechanics now, so I’m now going to pretty it up and tune it (though likely I then want to change some of the rules…)
I dropped the fog of war it didn’t add anything and make it much more random feeling than actually strategy.
For anybody who wants to play right now its at LD27 – 10 Second Alpha, be warned that without me writing up the rules its doesn’t make much sense and before I write then up I need to fix a few thing.
It’s Sunday Morning here in the UK and I’ve been up and getting some mechanics in for a little while today.
The game is fleshing out nicely, the plot and complex storyline is that you are germ (the white ones) and you want to take over your little world. There are EVIL red, green and blue germs that are polluting the world and must be destroying (and eaten). A variant of Conway’s Game of Life runs the world (its a slightly modified QuadLife colour variant to be precise), but where your user controlled units don’t nessecarily follow the normal rules, allowing you (in theory) to control the board and win the game.
There isn’t actually a win condition, I leave it to the player to decide when its white enough to claim victory (due to Game of Life rules, its never static or fully white, so complex to decide in many cases…)
The 10 seconds refers to the spawn time, where a colony (a settled settler) an emit a new unit, if its had enough food, this is the next thing to TODO.
Twitch is http://www.twitch.tv/deanocalver
And screenshoot is below (more interesting in motion + needs some sprites…)
Things are going well,
The 10 second turn system is in place, and you have that long to use each Units movement / turn points before they reset.
Have two units, but the settler has a lot of work TODO, the explorer is fundamentally working. It can move 2 squares per turn and sees an equal amount through the fog of war. Terrain doesn’t bother him so far. Settler is slower and see less but can settle a colony that will be the main focus of the game.
The basic fog of war system is working, though there is an off by half issue with the bottom right at the moment.
Even though feeling ill, really enjoying LD this time :O
Piccy of progress so far
Got Twitch set up, for those who like to see code appearing. http://www.twitch.tv/deanocalver
Gamewise, have a basic tile system, currently just with a simple checkerboard of tree and grass.
Implemented a basic selection system, letting you click on a tile, so now to so all stuff to do.
Ill and with lots to do, but the theme has planted a idea I want to try, so I’m in.
Its going to be a semi-turn based Civ like game, where things are done in 10 seconds slots.
To keep it small, Haxe using HTML5 will be the platform, as i’ve used it in previous Ludum Dare.
I’ll probably start twitching once i’m a bit more on the ball.
I’ve got some things to do Saturday, so that won’t leave much time but I think it would do me good to finish something small for this Ludum Dare, due to not finishing the last few times (since ages since I actually finished something for Ludum).
Not sure what to do it in, depends on the theme and game ideas but the current slightly weird one is to use Doom III engine.
I’m pretty familar with it, as it was the ancestor of Brink engine which I was Lead on for several years and its fully GPL now so open sourced. Full 3D engine, SWF/Flash UI and battle hardened…
Of course sounds bit more of a MOD than a full game, but with full source access, it should be possible to be as different as I like…
Though still not sure if a good idea TBH maybe too big an engine for a short project… grrr some many choices
In the exciting development of ”Kitty vs the Pigeons” we now have a basic background and kitty can move left and right.
Next drop I will provide a first ‘playable’, though likely will just be very badly playable.
Hmmm wasn’t what I was expecting, but I’m going to use minimalism as an excuse to go back to a simpler age of games, where the plots (as such as they were) were minimal and so were the controls but the fun factor was still fun.
Let loose the dogs of Ludum Dare!
Higher quality timelapse: http://youtu.be/F5NzjTvu7YY
Weird res, due to sometimes on desktop + air device to an iPad and sometimes on a laptop RDP’ed into the desktop.
Man its seemed longer!
Another one bites the dust, i’m afraid…
Don’t use untried middleware, I added several peices of the engine recently which I’d never used in anger and its showed, simple AI tooks ages as the new interaction and systems I’d used which should have made it easier, didn’t due to lack of experience and now hit a similar issue with some effects to mark various spells.
Work out how to win/lose early… When I thought up the idea (you have to convert the villagers to worship you, so your not alone) I never really thought to hard on win/lose, the obvious “have another god competing” clearly would need a lot of AI which just wasn’t going to happen. I never quite found a substitute, I added a mechanic that your so hidous that if your followers see you, the laugh and stop following you but thats not enough.
Game design and implementation are a muscle, they need practise. All of us who have entered Ludum Dare are like Olympic athletes, you have to practice, exercise, lose sometime but dust off and go again.
This is my third time, and both this time and the last one I didn’t finish however I can feel I’m getting better at designing at speed to unknown ideas, but still I have to learn to design something I can finish in time.
NEXT TIME Ludum Dare NEXT TIME!
And one (unused action shot!)
Not much progress, as trying to get my AI to do what I want it too, has been erm challenging. Oddly its not the complex stuff, just doing anything, this is large part due to not knowing the AI system at all and it not working the way I expected it too. Still my AI needs are low, so hopefully I can get there.
More worryingly the block in AI, has meant I haven’t got to any influencing spells yets, which is the entire mechanic… ho hum…
Least this isn’t something like a Ludum Dare with only a dozen hours left, right!!
What?! It is?! *PANIC*
Some villagers to convince they should worship you, slightly harder when they are big enough to stamp on you and suish you!
But size doesn’t matter right?
P.S. And no villagers aren’t meant to have rocket lauchers…
The map TBH is too big, too much walking towards your target, but its does invoke the feeling of lonliness, you feel far from the company of the villagers which fits the theme so I’ve decided to leave it in. Means the initial play impact might get some people to switch off before anything happens but a theme is a theme!
Last night I got stuck on a bug, whilst upgrading of my player functions which stopped the player from spawning. After much hours I gave up and slept, to be honest I would have gone to sleep earlier but was watching “To the Devil A Daughter” so keep poking at the bug whilst watching that.
After sleep, 10 minutes and the bug was obvious and easily fixed.
I also did some design scribbles last night, which even trying to be a pared down as possible still seems ALOT. But thats always the way I guess.
I wrote my intro text as well
“Once I ruled worlds, entire dimensions and all my subjects worshipped me as the god I am! But I have been entombed here under the ocean for eons, ALONE with no slaves or worshippers!
A god with out followers is a pitiful creature, barely even alive just like those humans I sometimes sense, if I had even a few worshippers may powers would return and I should subjugate the world and reclaim my rightful place.
Some humans are living near my resting place, they are close enough that my powers just reach, I will make them bow down before me and I shall feed and become strong!”
I suspect some will think the theme link is tenous, but to me it fitted and popped quickly to mind. A lonely old one is a sad old one!
As no interesting pics due to the bug to go with this post, I shall give you a picture of this post, as a picture in this post…
Its a tentacle!, honest its meant to have a few friends but they are stumbingly not showing up to the party, so for now I’m going it alone and on to the main game mechanic, which is Followers, because an elder god, feels lonely without a few friendly sacrifices!
After a couple billion years in the deep sea, even an evil creature from another dimension will stoop to Facebook!
So I’ve knocked up a quick landscape for which some action to happen, not even great but throwing in some stock T3D/AFX textures and skys, bit of sculpting.
Most of the time was getting the sea portion right, the player starts inthe sea and progressing onto land.
Need to read up on T3D ground cover as I managed to do nothing with it for 5 minues + I need to go hunt from some stock textures and/or create some!
I decided to have a go, wasn’t sure originally as I have another thing I want to work on but decided a break to something completely different and small, should be fun and interesting and think I have an idea that fits the theme.
Engine: Torque3D 1.2 + AFX2 + GMK + GuideBot (All available from GarageGames.com)
Art Packages: LW 10.1 + 3DCoat + Daz3D 4 Pro + Photoshop Elements 6 + Paint.NET + iPad photoshop
IDE: Visual Studio 11 Preview + Torsion
Sounds: Not yet decided
Background Music : Spotify and currently Paul Hartnoll – The Ideal Condition
Timelapse : Chronolapse
Main worry is actually finishing something…
Let the fun/pain begin!
I’d like to be in, but not sure I will so I could be out.
Not sure which engine, might use Torque3D, or my own (either my C++ or Haxe one) if I go Jam or might just go from scratch.
So erm, possible the most rubbish I’m In blog post EVAR!.