Ludum Dare 32
An Unconventional Weapon

Compo Ends in

Jam Ends in

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



Notch says ...

The game didn\\\'t run without zlib1.dll from

Fun game, and very polished. Seems a bit easy once you\\\'ve got the hang of it, though.

Frimkron says ...

Very cool. It took me a few games to really get to grips with how the game worked as the instructions were a little lacking and I think that some of the subtleties of the game rules were still lost on me. The territory borders were a little hard to make out sometimes, especially where the red and green territories were touching - maybe they could be drawn slightly inside the tiles. A way to indicate when a tile can be taken over would be cool as well. The gameplay is deep and strategic and very well thought out. I hope you\'ll consider adding a 2-player mode :)

Hamumu says ...

I'm concerned about your health with the constant ingestion of nothing but toast. But kudos for the bowl of candy. I respect that. I haven't had chocolate in weeks...

I like hexes. I don't know how much the rules work out in practice, mainly because of the random landscape. You either quickly get ahead and surround the enemy and win, or you can't keep up and die. It might be very interesting to see a handmade balanced map (mirror image, towers placed by the mapmaker), and see what kind of strategies and tricks develop then.

matrin says ...

AI need improvement and some graphic enhancements for a better overview, other than that its great.

drZool says ...

Lovely! When I got the hang of blocking the opponent it became really fun. As Frimkron says it would have helped with a little more visual guide on what land is whos. Now add music and multiplayer support!

Tenoch says ...

I actually found myself playing new games without realising. As I told you in the IRC can, taking over ennemy crossroads is a lot of fun. The game is quite complete, in fact, since it requires strategy and learning, and not just random clicking.

Endurion says ...

Very polished. Also nice that a game is basically a quick match, but still challenging.
Please make a more complete version (sound!).

nilsf says ...

Really fun game. Like others, I think the borders aren't very clear, perhaps they should be thicker.

Wiering says ...

Nice game, it took me a few plays to get it. The ai could be better (sometimes the computer chooses to start on a tiny island, which makes it very easy). The map seems to continue at the bottom of the screen but doesn't fit. The lines are hard to see sometimes.

Papper says ...

Didn't run, getting some divide by zero error.

pansapiens says ...

Nice work on the hexatile engine ... +tech points. Can't really score the graphics too high if they were placeholder graphics ... no sound ? Worked pretty well ... did require some strategy to beat the AI (I lost the first time, until I understood that it was about encircling and cutting off from resources). You appeared to live almost entirely on toast for 48 hours. Good job !

Codexus says ...

Nice mini-civilization. It takes a few tries to get the game mechanics and then its mostly just about selecting the right place for your tower. Too bad there aren't more elements to keep the game interesting beyond that point.

Deepflame says ...

The game crashes and wont start, even though I have zlib1.dll and everything. :(

wonderwhy-er says ...

Very cool game :) Not too simple and not too complex. Plays fast and very addictive :D I just seriously killed hour of my life :D I don't want to stop but need to continue checking other entries.

Morre says ...

This does look pretty awesome. I'm sorry to report that it doesn't start for me, nor does it give me any sort of useful error message. It just pops up a frame and then crashes. In fact, the only message I did get was from my crash catch tool, and it contains naught but seemingly random memory addresses. And yes, I have the zlib1.dll :/

Thus, I'll judge the journal and food categories and put n/a for the rest. I would have liked to try it though - from the screenshots it was one of the games I was really looking forward to playing!

EDIT: Works on my laptop. It's pretty cool - I couldn't find a way to scroll over the map though, which bothered me - especially since the game's resolution is the same as the one on my laptop screen (would've worked better in fullscreen). Graphics are nice, as is gameplay.

Good stuff!

Archive for the ‘LD #12 – The Tower – 2008’ Category

The Tower of You – Postmortem

Posted by
Tuesday, August 12th, 2008 12:32 pm

For like half of the LDs I’ve participated in I’ve said or thought that I would do a postmortem. But I never got around to it. Thought I’d do a postmortem this time to make up for it. And this time is one of those times that are perfect for postmortems, for several reasons. Like, I almost failed but didn’t. That’s great postmortem material, you know. But still, I’m lazy, so I’ll do the standard postmortem procedure of The Good, The Bad and The Other.

It’s long though, so be warned! Slightly updated 15th, new text at end.


The Tower of You

Posted by
Sunday, August 10th, 2008 3:03 pm

I’m finally finished with a version that both runs and could be classified as a game. So here it is. All important information is available in the game, really, if you just pay a bit of attention. I might include play information here later when I don’t need to sleep so much.

If you want another screenshot, here’s after having won.

The Tower of You, Windows binary download + D source.

Update after deadline: I’ve updated the above link to include zlib1.dll which was missing. The original package is still available.

An entry, there will probably be one

Posted by
Sunday, August 10th, 2008 1:10 pm

I’ve managed to get some game stuff into the game. So it’s possible to play it, and it’s possible to win or lose (only there’s not check for it yet). It’s not overly exciting. Or intriguing. There’s an AI that plays decently if it’s lucky, but almost never wins except if you’re stupid. But it’s something.

What’s left is to fix a few known bugs, add some kinds of instructions, and end of game check, and pack it up. Exciting, huh? I’m quite tired, so I don’t really jump around in joy, but maybe I would have been. Probably would have been more had this game turned out better.

I’ll write about how you actually play in the submission post.

And I forgot to post my lunch photo from earlier. It was lasagna.

And then I just had supper. It was toast.

And no, I did not take a lot of photos of the same toast and use them to post multiple times during the course of this compo. It really was different instances all of them!

Progress in progress

Posted by
Sunday, August 10th, 2008 9:11 am

I’ve thrown out a lot of code and streamlined (simplified) gameplay. It’s still fairly pointless, but it’s pointless in a much more easygoing and fun way. Which is important.

I just need to figure out some restriction/bonus given by the tower height. And introduce an AI player. And fix some way to solve conflicts. And come up with a goal. I mean a single actual coded goal. I can think of lots of different other ones, like reach certain height in as low number of turns possible, or be the one with highest tower when resources are all out etc.

Anyway, here’s a screenshot. It looks kind of like before.


Posted by
Sunday, August 10th, 2008 7:00 am

The game doesn’t work as it is. Needs to figure out a design that does. At first I thought (as I wrote) I just needed an slight control change (or a bigger one, but I went for the small). The actual game rules were the same, only this showed that the game was fairly pointless (when didn’t have to set workers every round). One just had to set them up and let the turns pass. Might have been better with an opponent, as then you’d have to figure out most optimal route, but that still wasn’t much work. And the bothersome thing left was to manually build the tower. Tested to remove that too. Made it less bothersome, but even more pointless. So I need to figure something out.

Oh, right, at least I had some candy.

UI redesign?

Posted by
Sunday, August 10th, 2008 4:40 am

I’m trying to figure out whether I’m to change the control scheme. The current one is a bit of a bother at lower levels and will be a lot of a bother at higher, or so I suspect. Just feels there’s a lot to rewrite, and I’m not sure how I should adjust the tower building. Most this probably doesn’t mean anything yet to you guys as you haven’t even played it. But just so you know I’m pondering.

Icons & Fancier Roads

Posted by
Sunday, August 10th, 2008 3:52 am

I’ve added small icons so one can see directly where things have been ordered and where things can be done. Also improved the roads. It looks more promising than it plays though, so not sure I’ll get this stuff to be fun or not. It really needs an opponent to make any sense as it is.


Posted by
Sunday, August 10th, 2008 1:50 am

I’m having breakfast.

It’s toast AND A DONUT.  It’s like the most awesome breakfast in weeks! For me.

Morning folks

Posted by
Sunday, August 10th, 2008 12:57 am

I’m up and and working again. Have continued on the roads stuff so that now you can assign workers beyond influence level if it has road connection. Things missing at the moment are building fundament and expanding level of influence. And, like, and AI, decent graphics, multi-player mode etc etc.

I’ve noted that the way worker assignment is currently done is quite bothersome. Not sure how it should be instead. Thinking either that workers stay assigned and can be unassigned, or that one can just select what resources to buy for the remaining workers after having built etc. Currently it works that you select action for each hex during a road, including assigning workers. Then on next round those things are reset.

And now I need to go out in the rain on a quest to buy breakfast stuff.

Nightly status update

Posted by
Saturday, August 9th, 2008 2:53 pm

Just thought I’d give some word on my progress before I go and get some sleep.

It’s now possible to expand the tower. It’s also possible to build roads. Those are perhaps the only different game changes. I’m not posting a screenshot because the roads are just lines at the moment.

Night all.

Humble progress

Posted by
Saturday, August 9th, 2008 11:59 am

I don’t really now where all the time went, but at least there has been some progress. Added drawing of the tower with variable number of levels. And initial building of it. And getting and assigning workers to resources. And getting resources. And a bit of ending turn. And simple UI. … Well, so I guess I’ve done more than I remembered at first, but it’s still not a game, far from it. Here’s a screenshot.

And I’ve just had supper. What do you think it was?

That’s right. The toast subclass of bread. With a little butter. It’s really supposed to be a lot of butter, but I ran out of it, and wasn’t clever enough to buy more earlier when I was shopping. So now I have something fun to do before breakfast tomorrow! Yay!

Picking donuts

Posted by
Saturday, August 9th, 2008 7:09 am

I have written hex picking code, so now I could add some kind of interaction. Might be fun. Also been to the store and bought some microwave food for tomorrow. I really should have prepared yesterday, but you know what they say: “If you work all day and play all night you don’t have much time to prepare for LD48″.

Also bought some cheap low quality donuts.

Lunch and Crappy World Generation (TM)

Posted by
Saturday, August 9th, 2008 5:28 am

I have spent way too much to create a rather crude world generator. Well, maybe not so bad really, but the output does not always seem to make any sense. Guess I can improve Mr Parameters when I got a game.

I’ve finished with the laundry, and also had a bit of lunch. The famous Salmon and Stuff dish.

Initial design thoughts

Posted by
Saturday, August 9th, 2008 2:21 am

Except for doing such unproductive stuff as showering and doing laundry, I’ve drafted out the intial idea. Thought I’d share it with you.

Base tile types:
Clay – together with water and a worker gives bricks
Moutains – together with two workers gives stone
Forest – together with a worker gives wood
Field – together with a worker and water gives food
Water – nothing, but provides water to nearby hexes
Sea – together with a worker gives food

Created tile types:
Fundament – created from stone, allows for building tower, on rock it doesn’t require stone, on water it requires two rocks, and on sea three.

The tower:
Building new levels costs a bricks or stone and half that in wood per level already built, plus food for each worker, and as many workers as levels are also needed.

You gain workers by area of influance. Area of influence is decided per tower level. 1-5: radius 1 (up to 6 workers), 6-10: radius 2: up to 6+13 workers. And so on.

Workers actions:
Workers can either build, produce or do nothing. Building costs food. Produce costs nothing.

Roads and channels:
Channels gives water to distant hexes. Roads makes it possible to transport goods. Costs nothing but a build action per hex. Can be built beyond influence point.

Ships: Allows fishing further away.

Alt. 2: Must build quarry, lumbermill, farm, brickmaker etc before getting resources from them. Or else have them as optional bonus givers? Could also build/work beyond influence, but at half speed?

Perhaps a bit too much stuff, but it’s just so I have where to aim.

Breakfast and first screenshot

Posted by
Saturday, August 9th, 2008 12:51 am

First I had breakfast.

It was toast with butter and water.  Yum yum! Taste like ghostmas.

Then I tried out basic hex rendering.

Here we go

Posted by
Friday, August 8th, 2008 11:38 pm

I’m up an about, and while the theme wasn’t something as good as say ‘pacifist’, it’s still very decent. Compared to the theme of the last LD it has super mega combo greatness. Only drawback I see is that there could be about 50 tower defense games, and 10 x-jumpy games. So I have no interest in making that, at least.

No, instead, the first idea I had was kind of like Civ., but instead of cities there are towers, and all players have only one tower. Then they need to expand the towers influence to gain more land, and then by exploiting the land keep adding levels to the tower. First I thought like these could by 20th century skyscrapers. Then I thought that perhaps it’d be better to set it in older times and make it like the Tower of Babel. First to reach the sky wins. So that’s the idea so far, yes.

For now, I’ll start by writing some hex playing field code, I believe, and do some test art. I think I will use the D programming language this time.

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