About jolle


jolle's Trophies

LHC Trophy of Particle Physics Win
Awarded by Jacob
on September 12, 2009
Relaxing Audio Award
Awarded by Cthulhu32
on February 25, 2008
The Most Unexpected Game Award
Awarded by pymike
on February 25, 2008
Unintentional Excellence Star
Awarded by Hamumu
on December 3, 2007

jolle's Archive

Final + mini postmortem

Posted by
Sunday, April 28th, 2013 1:31 pm

I’ve submitted my entry. Here’s a screenshot, because screenshots are nice:


Postmortem, sorta

I’m still bummed because I didn’t get cars driving around, especially since every single inhabitant have spent precious CPU cycles to find a route to a job, so adding cars would mostly be a visual thing (although they would need to check vs each other to look good). Not that it was a waste of time, traffic was important for the simulation anyway.

Another thing related to this that didn’t get done was removing building/changing desirability based on job access. So now, if you have some houses on a road that goes nowhere, they don’t have a job, but they stay around, and mostly stops the demand from rising. The player can easily fix this by connecting the road or removing it, but it looks a bit stupid.

In hindsight, zoning would probably have been a good idea, apart from it not being minimal. This would have given the player more control as well as simplifying the simulation. At least it fits the theme well now.

I never got building upgrades to work well. Most of the times when it appears like a building was replaced by another, it’s because the previous one was removed for other reasons, such as too low desirability. This thankfully happens pretty often with small building that get tired of traffic, and actually makes things work sorta ok (larger densities have a greater allowance for traffic).

It’s been pretty fun to make, except got stuck trying to balance things for hours.

I personally feel it’s pretty fun to play with, but it’s borderline not a game. The simulation still feels slightly off, which is a bit sad.

It’s written in D and uses OpenGL.

Thinking about calling it done

Posted by
Sunday, April 28th, 2013 11:03 am

Spent literally hours trying to balance things, and it’s certainly not easy. I’ve reached a point where I’m fairly happen with the simulation, although it can use tons of improvements — but it’s just taking too long.┬áThe growth behavior doesn’t always make sense, but it’s sort of a fun toy (if not game). So I’m thinking about calling this done. I would like to add cars, but performance is already a problem, so sadly, I’ll probably skip that. Here’s a picture:


It looks a tiny bit more chaotic than I would like, which has to do with commercial infiltrating other zones. I tried to make them more strongly keep to themselves, but that had a negative impact on the growth, so I stuck with it. As you can also see, I’ve made commercial more prominent, because I felt that made more sense.

More residential buildings

Posted by
Sunday, April 28th, 2013 4:22 am

I’ve been working on improving decision making for building new buildings and have added more residential buildings:


It’s really tricky to get a good balance for when buildings should upgrade. In fact, it’s pretty tricky to get all balancing right. At least it’s sorta pretty.

Better desirability functions

Posted by
Sunday, April 28th, 2013 1:55 am

I’ve improved the desirability functions for each kind of building to make the city appear more natural:


As you can see, residential and industry doesn’t like each other, residential doesn’t like traffic, and commercial likes residential and traffic.

The most important thing left is building upgrades, so that naturally over time we get high rises and stuff. Could be tricky.

Job/traffic simulation

Posted by
Saturday, April 27th, 2013 2:55 pm

I have managed to write code that distributes jobs and calculates the routes everyone goes. There’s no very clever path-finding with load balancing or so, but it seems to work ok. Here’s the traffic view:


Looks like there’s a bottleneck!

Hopefully I can add some actors which can go the routes calculated so it looks cool.

Color coding, UI

Posted by
Saturday, April 27th, 2013 11:46 am

Haven’t really improved the simulation any yet, but I’ve added color coding and basically all of the UI:


I’ve added some other views also, but they’re really not final yet, here’s one:


(As you can see, the desirability for industrial doesn’t make sense yet)

First progress

Posted by
Saturday, April 27th, 2013 9:25 am

I am writing on a minimalistic city sim game, in which you only build roads. Just done with creating basic buildings, so here’s a first screenshot:


Been a while…

Posted by
Friday, April 26th, 2013 10:45 am

Thinking I might give it a shot, it’s been a while since last time I submitted anything. I’ll be busy half of Saturday, but should still be enough for a small game, hopefully.

I’ll use the old usual, some text editor, D, sfxr and Photoshop. Maybe Audacity. Maybe some music program (unlikely).

Here’s my tiny D framework that I usually use, which I’ve posted earlier before compos: stdf.7z

It basically only contains a few helper functions for OpenGL, simple sound wrapper for fmodex, and font rendering code that uses FreeType and OpenGL. The whole thing uses Derelict2 for library and OpenGL loading, as well as GLFW. I might use some setup code from earlier entries.

I had to update it yesterday to work with D2, but it’s basically nothing beyond search and replace ‘const’ with ‘immutable’ (or ‘auto’). I even had to prod a bit at the GLFW and fmod files, replacing some char* lines with immutable(char)*.

Mr Head and the Journey of Discoveries completed

Posted by
Sunday, December 19th, 2010 1:55 pm

Mr Head and the Journey of Discoveries has been completed. See the entry page.

Windows binaries | Source | Low framerate Timelapse (spoiler warning)

Controls are Arrow Keys and X.

Made in 8 hours, and written in D and uses OpenGL, GLFW and FMod. Sound effects (the few there is) from sfxr.

There was supposed to be some voice “acting” in there, but my microphone was really, really bad, so you managed to escape that. Sadly also lacking music. Would have been great with some light music, I think.

Main sprite is technically an old asset, but to match the last Mr Head game it had to be identical (see Mr Head and the Cow Drowning). I believe my entry is within the spirit of the rules.

I have Decided to Participate and Offers You a Screenshot

Posted by
Sunday, December 19th, 2010 8:56 am

Having done nothing yesterday (thing got in the way, like Doodle God and various other activities), I have today a few hours ago decided to actually do something. It won’t be a very long or serious game, given that I only have maybe 8 hours in total, but it might be interesting.

The idea is you walk around and discover new things. Which sounds extremely generic, but I don’t want to spoil it too much. The guy walking around is Mr Head, which some of you might know from Mr Head and the Cow Drowning, a mini LD game from some time back. Anyway, here’s a screenshot of the current progress.

It pretty much got the look of the game down as it is. Dunno about sounds yet.

Some Progress

Posted by
Saturday, August 21st, 2010 7:20 am

I’ve wasted lots of time, but at least here’s something. I’ll try to stick to actual game code from now on and try better graphics later if there’s time.



Posted by
Saturday, August 21st, 2010 2:33 am

Having spent the morning thinking of ideas, eating breakfast, thinking of ideas, playing UT3, thinking of ideas, I think I’ve finally come up with something.

The idea
There’s a city (“enemy” city). It’s full of people (and buildings). Things are drawn in abstract glowy lines style, or something, as if you’re watching it through some sort of special vision (which you are). Most of the buildings have no real function, other than that there’s some people in them. Some are more special, like police station, hospital, psych hospital, gun store, liquor store. Something like that.

Now, you have some sort of mind control weapon which you can use on citizens to convert them into your weapons. When they are converted, they will simply fight for you automatically, including trying to fetch guns etc. Of course, other people will probably defend themselves, and it will also attract police and, later, army. Police is more difficult to convert, and army are even more difficult.

Goal is to take over or destroy the city (haven’t decided yet). You only have a limited energy for your mind control device, so you must use it strategically, but luckily it will recharge faster when fighting is going on. I think it could be fun.

Work wise, it needs to generate cities (should be easy enough), then write the rendering code (probably easy), then there’s the actor stuff which will probably be the hard part, followed by balancing. Graphic wise, I will need representation of people. Currently I’m thinking just a vertical line + and icon if they are of a special type (police etc).

Not yet sure if army/police/normal people will have vehicles. Also not sure if I’ll make several custom designed levels, or I’ll just let people specify the variables for the generation. We’ll see (hopefully).

The ideas
Here’s the more general ideas I had before I came up with this idea:

  1. Scroller/overhead walk around, catch and throw enemies at other enemies, allow for chain reactions, preferably more abstract representation of things. There should also be coins to collect, of course!
  2. Sort of psychological propaganda game, you convince the enemies to destroy the other enemies.
  3. Some sort of commerce/trading game where you must make deals that are better for you than for the enemies (probably doesn’t fit).
  4. Some more lighthearted idea would be nice… INSERT IDEA HERE.
  5. Variant on 1, more of a puzzle game, you can capture certain kind of enemies, and then throw/fire them like a weapon of something on other enemies, over distance or over barriers etc. Stunned ones can then be used as weapons.
  6. Ultra Fleet.. oh wait, already did that.
  7. Maybe also a variant of 1/5, but instead of capture throw/fire, we mind control the enemies directly, and then control them while they go on rampage, or just hit switches, or whatever.
  8. Or there could be a shooter where the weapons are named of LD participants.
  9. Or taking 8 further, the game can be a series of boss battles, where each boss is an LD guy, and they attack with something from one of their game, then when you win over them, you get them as a weapon. Sort of fun, but might create some legal issues since I’d want to use some iconic object from some of their previous games.

    Disregarding the enemies as weapons, this could be a fun idea to try make as an slightly bigger project, outside a compo. Then there could be complete levels, with enemies of their previous games, building up to fighting them as a boss.


Montage, or, Everyone Else Did It

Posted by
Friday, August 20th, 2010 10:59 am

I’m not sure how this started, or why exactly it is going on, but making montages of previous entries does seem fun. If it is because you get to show off or some other more noble reason I cannot say. But here goes.


Base code etc

Posted by
Thursday, August 19th, 2010 10:29 am

I’m not yet sure I’ll participate, but in the event that I do so, I will probably use some helper code I’ve written earlier, the most exciting being freetype OpenGL font rendering. Here’s a zip of it all. It’s written in D.

In addition, I’ll probably use the init/main loop code from one of my earlier entries. For example, here’s my source from MiniLD #19.

Mini LD #19 Results

Posted by
Monday, June 21st, 2010 1:05 pm

Mini LD #19 voting is now over.

Here are the results. For a description of the categories, see the Mini LD #19 Voting post

Congratulations to the winners!

I hope you all had a good time (I know I did).

Mini LD #19 Voting

Posted by
Monday, June 14th, 2010 10:45 am

Mini LD #19 is now over and submissions are closed (if someone was left out, please make yourself heard). Does that mean it’s now entirely over? Of course not.

Voting is now open. It’ll run for a week and differs a bit from regular LDs in that there’s just two categories: Gameplay and Presentation. I believe it should be straightforward, but here’s some help if it’s unclear what they mean:

Gameplay focuses on the actual game and game idea, its innovation, how well it plays etc. Fun belongs too a large part to it.

Presentation is more to do with the package the game comes in: graphics and sounds, user interfaces, polish and humor, and things like that. Fun can of course be affected by this.

As usual, only people who submitted an entry can vote, but anyone can of course check the games out. I think it’s been a great mini so far, and I hope you’ve enjoyed it and like the entries. See you with the results in a week.

Update, June 21: Voting is over and the results are in.

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