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The Shopkeeper Vs. Demon Award for Making Me Swear At My Screen
Awarded by 5parrowhawk
on April 26, 2009

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The Triumph of Time 2.0

Posted by
Thursday, May 21st, 2009 8:29 am

Just a quick note to let people know that I’ve finished the post-compo version of The Triumph of Time from LD14. It has many more levels, a tutorial and a level editor, and hopefully a more forgiving difficulty curve. I’ve also implemented many of the suggestions people have been making.

It’s up on my web page, where I’ll also be posting updates to it.

A few strategy hints

Posted by
Tuesday, May 5th, 2009 8:02 am

UPDATE: Now with (spoilerific) screenshots after the break.

Since several people seemed to find The Triumph of Time pretty hard, I decided to give some pointers as to how to best play the game.

Let me describe the core mechanics of the game. As soon as you have built a pylon next to a star, it will extract particles from it at a fixed rate. The larger the star is, the more particles are extracted per time unit. Building several pylons next to a star will not increase this rate, the particles will just be randomly distributed over all pylons. The particles will then go on to more or less randomly distribute themselves along all barriers which extend from their current pylon.

At a fixed time interval (every two seconds, if I recall correctly), the cloud of antimatter will expand in every direction. It can only be blocked by having a barrier which is powered by particles in its way. However, for every grid cell along the barrier which the cloud tries to enter, one particle on this barrier will be destroyed; when all particles are destroyed, the barrier falls.

So here are some rules of thumb for successful play:

  • Try to tap each star at your disposal as early as possible, especially the large ones.
  • Try not to lose any stars to the cloud as that will severely cut your particle budget.
  • Do not build any superfluous barriers within your territory. Every particle that swirls around on a barrier which is not at the frontier does not contribute to your defenses and is essentially useless. So, try to keep the paths which transport particles to the frontier as efficient and short as possible.
  • Keep the frontier as small as possible. Every frontier tile (i.e., a cell on a barrier which delimits your territory from the cloud) will cost you a particle every two seconds, so minimize your surface. PRO TIP: It’s well known that the shape with the smallest ratio of circumference to area is a circle. It may help to keep your territory roughly circular.
  • I’ve found that once a critical barrier has fallen, it’s often very difficult to recover. It’s better to stake out your territory on the conservative side rather than lose it all.

I hope this helps a bit. After the break (SPOILERS): screenshots on how to solve the first four levels.

(more…)

The Triumph of Time

Posted by
Sunday, April 19th, 2009 12:43 pm

NOTE: This is the competition version of the game. If you just stumbled upon this, you’ll most probably want to be playing the greatly expanded post-competition version.

I’m done. And tired. (The game’s title is quite ironic when applied to the compo, huh…)

The Triumph of Time

Please read the readme if you have troubles, I don’t know how obvious the gameplay is. Also, fullscreen can be disabled in the config.ini file. So far, I only have a Windows build.

Quick instructions for the impatient:

  • left mouse button places pylons,
  • right mouse button scrolls,
  • mouse wheel zooms.

Windows binary (2.28 MB)

Source

Mirror

Very tired, but also quite proud right now. I actually made a game in less then 48 hours!

UPDATE: I wrote a post containing a brief strategy guide for those struggling with the game!

Eye candy

Posted by
Sunday, April 19th, 2009 4:37 am

So what we have here:

…is my latest screenshot. I think it actually looks pretty nice by now: we have an actual backdrop (thanks to Universe Image Creator), slightly nicer sun sprite, and scrolling/zooming implemented.

There’s also some more gameplay now, hardy visible in that screenshot though. This may still go somewhere after all; I’m very afraid of time running out though.

For now, I’ll make myself some tortellini though.

Let’s call it a night

Posted by
Saturday, April 18th, 2009 6:15 pm

Yes, that’s what I’ll do. Four in the morning is late enough (early enough? couldn’t even say). Here’s my last screenshot for the day:

Yes, that purple stuff is the wall of doom. What? Yes, I wish I was kidding too.

I’m a bit worried if I can make a finished anything out of this tomorrow. Still, good night everyone.

Reporting back on duty

Posted by
Saturday, April 18th, 2009 4:56 pm

I’m back! Casino was a smashing success (only lost 3€ overall, heh), ’twas nice to meet some people, and I feel moderately refreshed (considering that it’s almost 3 AM here). In fact, I feel good enough to code a little before I go to bed.

Taking a break

Posted by
Saturday, April 18th, 2009 10:05 am

I have to leave for a while (couple of friends want to go to the casino, really couldn’t deny them), but it’s just as well… I’m at a bit of a low point right now, don’t know if my game mechanic will ever work out. It isn’t even worth showing a new screenshot as so little visible has changed.

So, I’ll take my head off it for a while, have a couple of beers probably, and later we’ll see.

Is this going anywhere?

Posted by
Saturday, April 18th, 2009 6:42 am

New progress screenshot. I’m not sure if I’m going anywhere at all with this, but I just have to keep going.

Still no nice graphics and only basic interaction. Hmmmm.

Minor catastrophes

Posted by
Saturday, April 18th, 2009 4:27 am

My music just cut out. I frantically searched for the cause of the problem, tried Winamp instead of Foobar, checked the mixer, all to no avail. In the end I rebooted the PC because there’s no way I can work without music.

Then I realized my speakers’ power plug had come loose. D’oh.

In other news, I’ll probably go for a space theme now since that’s the only way a non-artist like me can make something that doesn’t hurt the eyes.

Hex grids, yummy

Posted by
Saturday, April 18th, 2009 3:10 am

Basic hex grid logic is working. Ahh, don’t you love the old-school strategy flavor that they radiate?

Yeah, it’s fugly. So what.

Now to actually come up with a gameplay idea. This is always the hardest part for me, I hope I won’t fail this time.

Currently making myself some spring rolls for lunch, hopefully they’ll inspire me.

Better late than never

Posted by
Saturday, April 18th, 2009 1:31 am

Hi all! This is my first post. I woke up at about 8:15 AM to check the theme and realized that it didn’t really appeal to me that much. So I slept over it a couple of hours more, it’s now 11:26 AM, and I decided to toss away my high ambitions and just make something for the sake of being able to enter in this frenzy at all. So, a little board game/RTS hybrid is my current crappy idea.

Just made myself a cup of green tea to get me started. My tools:

  • the D programming language
  • SDL
  • OpenGL
  • a couple of homebrew classes I regularly use for game programming; vector math, font rendering, that kind of stuff. No time to post that now, but it’s online in a couple of places, so may link to it later.

First step: read up on hex grids and implement one.

Playing right now: De Stijl by the White Stripes to power me for the day. This is exciting, let’s get started.

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