December 16th-19th 2011 :: Theme: Alone

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A.I.one

by Toeofdoom - 48 Hour Compo Entry

Artificial Intelligence One.

There are no in game instructions or hints, so to the controls work by selecting things, then clicking either the "move" or "destroy" buttons (shown in the screenshot). You can deselect with the cross. There are 2 types of things to select - stars cant be shot, or enemies that shrink to little icons of explosions at long distance as I didn't really make a proper icon.

You are the only known sentient artificial intelligence in existence, and you're looking for someone to talk to. So you have to find them with advanced technology, or build them. With genetic engineering based on experiments with kittens.

There were a few too many features in this game for me to polish all of them, but in general you control everything with the mouse. Space flight is simple, click something and an "approach" and a "destroy" button pop up.

As for the research, you need to grab some resources (top left) and some data (from the stack thingo) then click a red button to go! Different resources/data tend towards different research outcomes which are either Physics, AI, Genetics or Cybernetics.

Believe it or not, I thought of the name at the very end.

Anyway, I like this game unfinished as it may be so comments are very welcome :)

--source will be up soon.

Downloads and Links


Ratings

#37Audio3.43
#126Mood3.10
#183Graphics3.14
#217Innovation2.79
#293Overall2.80
#324Humor1.86
#411Theme2.50
#443Coolness30%
#478Fun2.07

Comments

Quimby says ...
Dec 20, 2011 @ 2:06am

I really enjoyed this, but it could definitely use some tool tips or instructions to explain what is going on.
Is there somewhere I can keep an eye on to see if you expand this idea? I'd like to see this fleshed out into a salable grade game as I love the concept and really like the control scheme. (once I figured it out)
I had no idea what-so-ever about what was going on in the science menu (if that is what it was), but the combat was fun and could be great if you expanded it to include some tactical maneuver options (Maybe movement options whilst attacking like strafe, charge, lead etc.)and add some additional enemy types to take advantage of them.
Excellent work - good luck in the comp. (I'm surprised to see there's not more comments on this, but maybe people are still wiped out from the comp - Mine is yet to see any action as well, so I wouldn't worry about it too much yet)

SusanTheCat says ...
Dec 20, 2011 @ 2:16am

Fun but hard to get the hang of.

jeffz says ...
Dec 20, 2011 @ 2:42am

Really liked the music. Controls a bit hard to figure out, esp hard to read from the webpage and play.

Toeofdoom says ...
Dec 20, 2011 @ 3:05am

Thanks, right near the end I could have put in tooltips (and it would've helped the research stuff a whole lot) but would've needed a system for it and a font etc. The default unity font changed recently and is awfully low res.

Anyway, I have a twitter account (@Toeofdoom) which would have any updates, I'm not sure my blog would really end up with much as I rarely actually write much on it. And yes I definitely would expand the strategic options - one thing I'd like is to have game speed buttons (after all, AIs can think really fast) so you can make a strategy without being pressed for time if you need to. Someone else at the melbourne site noted that it had controls similar to eve-online and it does, but being an MMO they have a fairly simple simulation per ship so I probably have room to do more at a skirmish level (but not fleet strategies like with 100+ ships).

The research menu was the result of me trying to think of various ways to represent an AIs decision process and ways to research other than using tech. trees. Since I know what's going on it works for that purpose.

Anyway there are obviously more ideas there than really works for a ludum dare (unless you're much faster than I am) and I tend to do that even if it means the game doesn't really get finished. I probably could've spent a bit of time explaining what was going on, but even things like enemy behaviour and spawning came in pretty near the end.

cadin says ...
Dec 20, 2011 @ 4:12pm

I can't really figure this out. I clicked on some things and they blew up and then I blew up. The music is nice though and the graphics are beautiful, particularly the explosions.

Toeofdoom says ...
Dec 20, 2011 @ 9:24pm

Okay, fair enough. I've added some instructions at the top of the page though I imagine it still won't be user friendly. Thanks for the nice comments about the graphics/audio. :)

ACodeGerm says ...
Jan 3, 2012 @ 12:04am

Love the music, really sets the tone, definitely the stand out feature.

How to tell if you're progressing is a bit of a pain. Also spawning in the middle of a bunch of defense drones sucks : / Combat could be fleshed out a bit better.

Really nice foundation for a game, I'd definitely play a more complete version of this.

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