About Doches

Entries

Doches's Trophies

Tastiest Sammich Medal
Awarded by Tyler
on August 21, 2010
The Scrabble Tile for Success in Alphabetical Sorting Position
Awarded by Sivart13
on December 14, 2009
The NP-Complete Award
Awarded by midwinter
on December 6, 2008

Ratings

OveFunInnThePolGraAudHumTecFooJouTow
334544444
433433423
323443
4355545143
44455453
4435335442
4215424454
2235444434
3235435443
3344434343
434543335
2124323131
334434314
4214433234
44454421414
333532445
3.382.753.194.633.813.193.872.003.79-3.802.83

HybridMind says ...

Found this too tough to play with similar criticisms others have brought up. Mainly not being able to tell what a city buys / sells before hand (especially as first move of game asks you to pick blind) Loved the music and graphics and style. I typically do like these trade sims so I wanted to really like this but alas the UI / information display is currently to obtrusive to me at least. I too am impressed with what you pulled off though in 48 hours, nice work on that! I'll definitely check out any further version you may post.

dertom says ...

He a nice one! Really like that genre and wonder why I didnt had the same idea as I was chatting with someone about railroad-tycoon the week before LD! Sid Meyer would be proud of you! Very good job!

MrPhil says ...

This game has lots of potential. The game would be more fun if it was easier to see what the cities sell/buy items when creating the route. Don't stop now! Take this game all the way!

Hamumu says ...

I like the concept and all, and great music... but it's really hard to actually play! I'm not sure how it should be done differently, but there just really needs to be a simple clear way to compare prices between places and know what you can sell places and all that. More messages when the trucks actually do things would help, like instead of "Truck arrived for $413", "Truck sold 10 produce for a profit of $413" (not sure how much space the trucks have, it's obviously not 'one unit'... are different products different sizes too? Lots of info that's hard to get). Definitely my kind of game if it can be made very transparent.

Devon says ...

nice! well-developed sim for 48h, sound effects and music really help.

demonpants says ...

Pretty cool, but the prices all seemed like guesswork, and pre-computing trips doesn't seem like the best idea, at least at first. I think a good way to start would be with 1 truck and only having like 5 places (a zoomed in map), and each time a truck arrives at a location you give it a new one. When it arrives at a place it shows how much each resource costs, and so you can choose what to buy. Feedback like "very high" or "low" for each price would be good. The number of resources should also start at around 3. Then when you reach a certain profit (or maybe when you get a second truck?) the map expands to include more locales. Having the option of queuing routes and resources to purchase will become important at that point, but you should always have the option to follow a truck along and make choices as it goes. Similarly I think giving each resource at a location a likelihood to fluctuate (like "risky," "conservative," "solid," etc.) which will affect how likely it is for a price to change would be good. Then ones that change more often have a higher chance of having very extreme prices (like very high and very low), so you can play the whole game sticking with sure bets but making small profit or you can go for gambles.

In the end, really, I think it needs to be important for the player to memorize what resources are at what location and what the best routes are to take. That means less locations, more hands-on approach with each truck, and more feedback on prices and fluctuation.

crc says ...

I liked: Idea, audio, extent

Could be improved: build-up, explanation, simulation speed (building bigger routes means watching the truck crouching slowly along). Are you supposed to build longer routes (in order to do that you have to memorize the prices)?. Maybe I am playing it "wrong". I think a simulation like this needs to have strong explanation and some restriction at the beginning (e.g. max. 3 cities on a route) and then let the complexity rise on the player.

Definetely a feat doing all this within 48 hours.

ondrew says ...

Very nice simulation indeed. Graphics/music/sounds are top notch.

I'm missing some overview of the prices, which would let me compare cities easily.

Btw my master thesis was program for solving multicriteria traveling salesman problem, so that's a big plus from me :).

negativegeforce says ...

A very complicated game for being created in 48hr. It definitely feels like alot of tycoon trading games. The graphics and sounds make the game feel very polished.

I found it wasn't very easy to compare two cities prices together. It would be nice to have a button that displays all the cities prices OR in each city display the price differences between the connected cities.

swergas says ...

"./interstate_trucking_linux" says :
/home/quentin/.eee/eee.interstate_trucking_linux.2/bin/ruby: 5: Syntax error: "(" unexpected

and in the source version "ruby init.rb" says :
/usr/lib/ruby/1.8/rubygems/custom_require.rb:27:in `gem_original_require': no such file to load -- rubygame (LoadError)
from /usr/lib/ruby/1.8/rubygems/custom_require.rb:27:in `require'
from ./lib/core.rb:2
from init.rb:2:in `require'
from init.rb:2

=> sorry i could'nt play your game

erik says ...

It's a nice idea, and it's quite polished, but it's hard to play. Things move too slow, and managing routes is too complex. I liked the music.

Gilvado says ...

Very cool, and impressive polish for a 48 hour game. It was fairly slow and difficult to manage, could do with better UI. Still, this has the core of a great game in it!

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

Interstate Trucking, updated.

Posted by
Tuesday, December 9th, 2008 10:51 am

So I just can’t let this go — I had so much fun during LD #13 that I really don’t want to stop working on this project. I’ve posted an updated version of Interstate Trucking, with multiple difficulty levels, a dynamic economy, more random events, and several crash-averting bugfixes. If you’re interested, or thought that the contest version had even the slightest potential, please check it out! Hooray!

The contest version, of course, is still available for download at the same site. Just be sure to get the ‘Ludum Dare’ version, and not the updated one!

Bugfix

Posted by
Monday, December 8th, 2008 4:24 am

Just wanted to point out to all who tried to play Interstate Trucking last night that I’ve fixed a major bug, and the game is now much less crash-tastic. I know, I know — I should really write the exception handling code during the contest, but in my defense, I introduced this bug while hacking together the last-minute Windows port, not in the original Linux version. Also, the source code is now online as well.

Please download the Windows or Linux version and give Interstate Trucking a try!

Interstate Trucking – Final

Posted by
Sunday, December 7th, 2008 7:07 pm

I’m done, it’s finished. At least, it’s finished enough. Interstate Trucking is a business simulation game, where you take the helm of a small shipping company. Buy new trucks, expand your shipping routes, and try to keep your balance in the green in face of a changing economy, fluctuating gas prices, and a younger brother who simply cannot stay married.

Interstate Trucking final screenshot

Download Interstate Trucking for Windows.

This was my first time participating in Ludum Dare, and I’m quite proud to have come up with an entry. I fully expected to be one of those folks who gave up halfway through Saturday night. Next time around I will almost certainly be back!

If I’d had more time I’d have improved the economy — right now nothing the player does has any effect on the world. It would be nicer if prices increased steadily in general, but decreased each time you delivered a particular good, forcing players to constantly adapt to the changing economy. Beyond that, I really wanted a second, competing shipping company, but it was simply too much to do in time. Instead, I chose to polish what I had, and I’m quite pleased with the outcome. I’m not going to win (who even likes business sims anymore?) but I do feel like Interstate Trucking is at least a decent first effort. Next time, folks. Next time.

The game is written in Ruby, on Linux, using Rubygame/SDL. The Windows exe is courtesy of the excellent tar2rubyscript and rubyscript2exe tools (I’ll package up Linux and possibly Mac builds tomorrow). I used Photoshop, The GIMP, and Inkscape for the graphics (again, such as they are) and GarageBand (along with Audacity) for the music and (single) sound effect.

Gargh! But also Yay!

Posted by
Sunday, December 7th, 2008 3:46 pm

I am now officially spending more time playing than working. Maybe this is a good sign, since I do in fact have something to play, but I feel like I ought to be spending this time better. I am finding and fixing bugs, which is nice — but the bugs are really annoying me, because every time I fix one I have to start my game over.

Prices now change intermittenly, and random events (mostly dealing with the actions of your redneck brother) occur every 1-3 game days. I still need some sort of ratings screen for when you retire (and, probably, a better way to retire other than pressing ESC) so that it feels like you’re achieving something. Otherwise, it really is just playing around in a big sandbox with a lousy economy.

My music is really starting to get on my nerves, too. I’m not sure if making more is the solution, though. I mean, I made this stuff, and it’s really starting to irk me. I think I just fundamentally hate the artist.

Also, I am so not making a business sim for the next LD. Maybe a puzzle game, or something arcade-y. Nothing with this many internal mechanics, that’s for sure.

Polish-time!

Posted by
Sunday, December 7th, 2008 1:48 pm

No, it isn’t time for sausage — it’s time to celebrate, because I’ve got all the essentials for the game. You can add and modify truck routes, trucks do their own pathfinding to determine the cheapest route between cities, the player gets a notification every time a profit is made or lost. I still wish my damn roads weren’t straight (it’s like playing the game on some sort of ideal atlas, which isn’t quite what I was going for. Oh well. Starting the game takes you through a logical series of windows (splash screen, text introduction, main screen) and clicking widgets does pretty much what you’d expect. Hooray!

Also, there’s music now — four short tracks I mixed together in GarageBand. Before 6:13pm today I’d never even opened GarageBand. This is a testament to the easy-to-use Apple philosophy, I guess. Now if I only had any hope of porting my RubyGame/SDL app onto OS X. Yeah, right.

Forward, march…

Posted by
Saturday, December 6th, 2008 1:04 pm

A progress report, full of blood, glory, and beautiful trigonometry. I now have some semblance of game state; the game keeps track of how much cash the player has, and you can buy new trucks (if you have the cash) and set up routes between cities. And, after much wailing and gnashing of teeth, the trucks will actually point the right way as they travel. Grr.

I’m starting to worry about the game idea, though. It won’t be fun unless it’s precisely balanced, and I almost certainly don’t have time to do that here. Oh well, no time left to start over (again)!

Also, I’m really digging the sheer variety of games, designs, and skill levels that’s already emerging in people’s screenshots and status reports. This is fantastic, and really, really exciting. Way more so than I expected.

Woohoo!

Posted by
Saturday, December 6th, 2008 6:48 am

Finally, dynamic map generation + clickable objects. The final game is (hopefully) going to be a business/trading sim, where you control a trucking company — the interface is supposed to be a road atlas. Maybe tomorrow I’ll figure out how to make more squiggly roads. Right now, though, it generates a map with random cities & roads, and lets you click on cities to find out what they produce & demand. Screenshot (!):

Screenshot 1

Whoa. Yeah. Whoa.

Posted by
Saturday, December 6th, 2008 1:10 am

So, an admission: I first heard about this contest yesterday. Or rather, at about 4am this morning. I don’t see this as a problem, really — just think of me as sort of fresh. Anyway, I made a deal with myself: if I woke up this morning and the theme looked good, I’d do it. I mean…why not?

I awoke; the theme is roads. I am in.

Pending unprecedented tool failure or attack by giant anti-Japanese robots I’ll be using Ruby, RubyGame, and SDL. Design-wise, 2D is definitely a possibility. In fact, it’s the only possibility.

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