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demonpants says ...

The look is awesome, the idea is really cool, and the collision feedback is spot on. Unfortunately, turning the car was like insane. If I even tapped the key it would flip around like crazy, and that made it really difficult for me to get the hang of it.

Oh, you used Box2D, no wonder. :-) I personally find that using physics simulators for most games makes it look totally awesome but way hard to control. In your case that seems to be what happened.

Doches says ...

This is...surprisingly good. Like classic GTA, only as played by the Gibson mainframe in Hackers. Maybe it's just me, but I can't finish Level 5 -- but I spent like 10 minutes trying, which ought to tell you something.

Sophie Houlden says ...

really cool, you managed to do lots of stuff I wish I could have done. as for driving the truck into pile-ups, thats awesome :D

HybridMind says ...

i didn't mind the controls as much as it seems most people did. I agree they could use a little tweaking though at higher speeds. Loved the vector look and it was refreshing to play a compo driving game with good collision detection. It was really fun to ram other cars and muscle way through. Loved the nice touch of getting the trailer attached mission. Gave up on level 5 though. I think there is a lot of promise for more fun if a few more elements were added. As is, it is still a bit in tech demo realm even with the missions. Good things that would help would be more interactions with the other populace / cars and maybe some more antogonistic elements. Great job though for an LD game!

Jonathan Whiting says ...

I adore the look of this game. The world in general (streets AI etc.) is all superb too, and the game is pretty fun to play too.

I did however find the car controls almost unbearably twitchy, not sure if I was doing something wrong.. Even so, a sweet, impressive game.

dertom says ...

This one I realy liked! It was fun to have to switch on a different vehicles. Although I couldnt finish the 5th level (took all yellow-point but couldnt activated the red one!?) it was real fun! Good job!

ondrew says ...

Extremely good, I fell love with the looks the moment I saw it in motion.

When I got the chance to play as the truck, I was like "yeeeey". Nice game indeed.

MrPhil says ...

Nice! I particularly like how the truck can jackknife itself into the streets.

Hamumu says ...

I got stuck on level 5 like everyone else. I kind of wonder if it was backwards - did I need to get red before I got yellow? I thought that was how other missions were, but since it said "get all the data and deliver it", it seemed like yellow was the data, since there was a lot of it.

Really cool in every way except the controls. INSANE steering. If the steering was about 1/4 as fast, it would be a lot more fun. Of course, it would also help if there were some way to fail (I imagine the timed mission can be failed, I didn't want to find out!), but it was nice to just jam through cars with no repercussions, too... really cool all around.

erik says ...

I really liked the collision detection and response. Crashing through traffic was great. The visuals worked quite well with this. The controls worked well at low speeds, but got really out of hand at high speeds. Maybe it would help to scale the steering sensitivity down as the speed goes up.

The perspective was... odd. I'm not sure if I liked it or not.

Pushing other cars around was fun, and the trailer was a nice touch, but beyond that the goals weren't quite enough to hold my interest.

On level 5 the level wouldn't end no matter how many times I drove over the red target.

crc says ...

I liked: style, experience

Could be improved: Collision detection at the "stations" didn't work for me

Devon says ...

stuck on level 5

matrin says ...

I loved how the car whent out of control at high speeds.:D Lovely game.

Gilvado says ...

Really cool graphic style, worked really well. Interesting game, though the controls were really tough to get a hand of, just way too tight.

caturday says ...

Overall, quite complete. Drive control frustrated me - I was hoping to really get on a roll/momentum. Still, really cool old school/classic style.

Archive for the ‘LD #13 – Roads – 2008’ Category

Digital Road Jam – Post Mortem

Posted by
Friday, December 26th, 2008 3:50 pm

12th in Overall and 5th in Innovation. Not to bad for a bugged game I guess. It sucks bigtime that I bugged mission 5, which means nobody got to play the “speed” mission.

The good

The graphics where not great, but people liked them. I’m so glad that I went with the simplistic line style. It saved me time doing graphics and I did not have to load any resources. I only spend like 30 minutes on the car graphics and the line drawn font.

Box2D did a nice job, while I could have tweaked the controls better, the engine acted fine on large load. My biggest fear was that the large amount of ‘objects’ that I created would slow the engine to it’s knees. Special thanks to Erin Catto (creator of Box2D) I think I scored points just because I used this engine.

Time, I never thought I could finish a game in 24 hours (I noticed to late that LD13 was that weekend, and had other plans made already) but with cutting some corners I did finish something. I’m surely back next time. (with food photo!)

The Bad

I should have taken the time to add some sound, and test everything. I broke mission 5 just before my final compile, and I forgot to add the frame limiter (if you run the game at 120Hz the game runs twice as fast as on 60Hz) a few simple tests could have catched this.

Controls, I never got the high speed stearing right. Not sure how to fix it, might need to change the stearing angle depending on the speed. Or ‘fade’ the stearing from zero to max-stearing when you hold the button, instead of giving max-stearing instantly.

The map generator has some issues. The AI paths generated are fine 95% of the time. But sometimes they where just plain wrong. As I spend most time on the map generator I still had to make a game after that.

The AI was stupid, too stupid. They piled up so easy, there is some “teleport yourself away when stuck and not seen” code just to keep everything moving, but that didn’t prevent jams, it just solved them when you where away. I made up the game name later to make up for it a bit.

Also the lack of chooses for the player made the replay value low. After you got to mission 5 there is not much left to do. And if that one worked you got 1 more mission and just random old missions after that. You don’t upgrade anything, surroundings never change, and you never get to shoot anyone. I got the feeling that I could do a lot more in 48 hours next time.

And it’s a wrap… I guess.

Posted by
Sunday, December 7th, 2008 4:43 pm

Now here it is. My final version, it lacks sounds, music, menus. But it was fun to try.

It’s a game where you cruise the digital roads to deliver data packets. Or as fry said it “YAY, I’m a delivery boy!”, there are 6 different missions. But the game should get boring after some time… if only I didn’t need sleep.

You can download it here source code and windows binaries included. Should compile for Linux (and maybe Mac) without much fuss, but didn’t include makefiles for that.

First playable test version.

Posted by
Sunday, December 7th, 2008 8:29 am

Because not everyone is on IRC, I’ll just make a quick post here. I showed a preview of what I have right now:

http://daid.mine.nu/pub/LD13_DigitalRoadJam.zip

Feel free to leave comments.  I know the AI has a tendency to make roadblocks. I hope to get a few more hours into it later. But now I have other obligations…

Let there be roadmap!

Posted by
Sunday, December 7th, 2008 5:23 am

Sleep is good. After a good night sleep I managed to think up the random roadmap generation, without any title maps.

Also got some stupid car AI working, which has a tendency to pile up as soon as multiple cars get stuck on the same road. Not much I can do about that now, that will take to much time. Guess I’ll just recover stuck cars when they are offscreen long enough.

So, I got a city simulator now… guess I need to add some game logic now.

Here is a screenshot of a random generated city, with cars. White dots are cars, blue lines are paths, green stuff are walls (box2d users will know the color ;))

2 hours down…

Posted by
Saturday, December 6th, 2008 3:42 pm

I started late, still I’m only working on something for two hours and nothing has failed disastrous yet. So I have not lost hope yet.

Pulled in some libraries and with some handy dandy box2d work I got cars with reasonable realistic stearing working. So now I just need roads, AI, and all other game logic… oh and sounds effects. Did I mention not losing hope yet? Scrap that…

Well, here a screenshot for your enjoyment: It’s not much, but it’s something. Road generation is up next…

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