Procedurally-generated Pac-Man maze, based on the size of your screen.
Featuring No-Face. Because of reasons.
Man, time flew this weekend. I added so much to the game. But it’s not enough! There’s no way I’m going to finish by the deadline, so I’m bowing out.
I added income and taxes. People’s income is based on their career. If someone doesn’t have enough money to survive (say, they are a starving artist), their relatives will help them out. If relatives can’t help them out, they could die.
At the start of the game, there are no taxes. Here are some example stats before taxes:
You can have a flat income tax, a progressive income tax, or a negative income tax. After adding a negative income tax, it would look something like:
A negative income tax is a a progressive income tax with a basic income. So the number of rich and superrich shrink, and the number of poor disappear. Hey, it beats taking from the rich and giving to the poor the hard way. It doesn’t fix all problems though – middle class people could still be in poverty if they had several kids.
I also added some more awful, evil things you could do. You could exile all poor people from the island, for example.
But it all just wasn’t enough for a complete game.
It’s fun to watch the people interact over time and build their own personal stories. Like I mentioned in an earlier post, each person was simulated individually, and they had relationships and children.
And it was fun to try to fix poverty problems or exile people you didn’t like (you could exile all corrupt politicians for example). But there were no “win” condition, and “losing” was possible, but unlikely. You could make your own goals, but goals could be reached too easily. And there were no negative consequences for exiling an entire group of people. It needed a lot of gameplay work.
So, it was fun to work on, but I’m out. Maybe next time.
Story and basic commands are coming along. One of these days I’m going to learn to not write like a teenager, but today is not that day.
You can exile people from the island…
There are regular capitalists, and then there are evil capitalists. Here, I exiled the sole evil capitalist from the island.
You can also exile individuals, or broader groups. One time I exiled all males from the island, but there were a couple transgender folks – biological males identifying as female – that weren’t exiled. They had children and decades later the population had rebounded.
You can also do some awful things, like “exile all orphans”. I mean, how evil do you have to be to do that.
What group would you want to exile?
The game gets slow around a population of 5000 or so. This is because the couple-matching algorithm is O(n^2). Luckily the game is going to be a far lower population, so this won’t be a problem.
Next, I plan to give the player more choices, namely tax policy (no tax? flat tax? progressive tax? estate tax?). Plus a few random choices or events, like “Community Chest” in Monopoly. What else should I add? There could be different goals, from being selfish by owning the entire island and controlling wealth, to being benevolent by eliminating poverty or inequality.
Right now it only runs on command line Mac OS X. If I have time, I’ll export to WebGL via Emscripten.
The general idea is that 16 people are castaways on an island. One hundred years later, their decedents connect to the outside world and initiate trade.
Each person is simulated individually, which is fun. Relationships are created by mutual attraction. There’s currently a bug where cousins are hooking up, though (Oops).
I’m not sure what the goal will be. Eliminating poverty on the island, maybe. That’s it for today…
This will be my fourth time (I didn’t finish the last one, so if I finish this one, it will be my third LD game).
This time, I want to do a command-line, text-only game. I’m excited about this. But who knows, maybe I’ll change my mind when the theme is announced.
My main tool will be potato salad.
And I might use C/C++ libraries from my GitHub: https://github.com/brackeen
I’m in. Third time.
Code: Xcode and OkSprites. (OkSprites is my personal C++11 library. It’s missing keyboard input and audio in HTML5, so this should be interesting. Plus, it’s not documented enough for public consumption, so you’ll probably want to avoid it.)
Art: Photoshop CS6
Sounds: GarageBand and SFXR, probably.
Ideas: The obvious choice is a permadeath game, but actually… I have no idea what I’m doing. Good luck, all.
Edit: I’m out. By the first 24 hours, I had a puzzle game working, but it just wasn’t that fun. So I woke up this morning and decided not to spend the last day polishing it. Bowing out.
Progress! One running screenshot. With mutated aliens.
Mutations are working, and it is very fun to mutate the aliens. Alien movement works well, too. But I still need to do firing, the spaceship, and a real UI for mutations. And sounds. And a title screen. And probably a million other things. Hopefully I can get it all done tomorrow.
This is my second time, and I’m probably going to use the same setup as last time: NetBeans, PlayN, and Photoshop. Last time my game didn’t have sound, but maybe I can actually get around to adding it this time, eh?
Also, I’m going to eat a lot of burritos.
BUGS BUGS BUGS!
The game is playable here: http://pulp.io/hungrybugs/
I’m really happy with how it turned out! You start out with eight bugs that roam around, and you take care of them by giving them access to water and food (they eat plants). The game is over when all the bugs die. Also, it’s a fun fluid / sandbox experiment, and it’s fun to watch the bugs jump.
I really ran out of time at the end. Mainly, there is no sound, and I put the title and instructions on the web page rather than inside the game. Also, I had to reduce the cell size at the last minute – I was testing with 160×110 cells during development, but this was too slow for the HTML5 export, so I reduced it to 80×55. To add to that, the HTML5 version has a bug where the bugs’ thought balloons wouldn’t appear, but I was able to fix it. Really, I should have been testing the HTML5 export way earlier.
Altogether, it was crazy fun to make this. Glad I participated in #LD48 for once, and I definitely want to do it again.