April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Battle For Tiny Space - Routing Edition - thynnmas - 48 Hour Compo Entry
You select things, and attempt to guide them to their corresponding things. The small, moving things are selectable, and should be guided to their corresponding large stationary thing. Colors code where they go, as well as their shape (the ones with holes go to the ones with holes, etc.). The faster you get them there, the more points, but any thing that leaves the world, or hits a non-corresponding large thing is lost.
There are two game modes:
-Time attack mode, where you must collect as many points as possible in 2 minutes, disregarding lost things entirely
-Score attack mode, where you die when you've lost 200 things.
It seems the gameplay here is quite confusing, as even my brother upon vocal explanation and demonstration took two rounds to get it, so instead, I'll now go into excruciating detail. You're adviced to keep an eye on the screenshot as you read along.
In the middle of the screenshot there are two large circles (purble and red) that are filled. We call these two for "Nodes". The four large circles with dark spots
(toruses) in the corners we call "Warps". All of these spawn, at fixed intervals, the smaller versions of each other we call "Particles". Nodes spawn paricles that correspond to warps, meaning they look the same, in the same color as the warp they correspond to. Warps spawn particles corresponding to either nodes or other waprs. Thus, something coming out of the center circles corresponds to one of the corners, but something coming out of the conrner may correspond to other corners as well as center circles.
You are in charge of uniting corresponding particles and nodes _and_ corresponding particles and warps. Any particle that appears it is your mission to get to the corresponsing Node or Warp. Keeping on top of that task is the game...
You do this task by "boxing" a set og particles (with LMB) and then routing them somewhere (with RMB). This alone will only get you so far though, as there are tricks to be employed. Once you have given a particle the order to go to it's corresponding node / warp it will speed up.
The rest of this section will describe one such trick:
The speed-up, coupled with the (Shift + RMB) "append command" functionality ( by holding down shift, and giving a series of points to visit, the particles will visit them in order all the way to the last one) allows you to group units together, string them around the world and towards one node/warp, at which point some of them will speed up, and the rest can be taken off crash course in time.
-Left mouse button : Selects things by DRAGGING THE SELECTION BOX OVER THEM, clicking will not work!
-Right mouse buttons : Gives move-commands
-Shift : Modifies the above as such:
LMB now extends the old selection with the new one
RMB adds that move-command after the last previous one given to that unit (used to create zig-zag routes)
-Crtl + [0-9], Ctrl + [Num 0-9] / Ctrl + F1-F10 : Creates control group with selected things
-0-9, Num 0-9, F1-F10 : Selects the corresponding control group
-Space or P : Pauses/Unpauses the game
-Escape : Closes the game from the menu, returns to manu from ingame
The following two are bugged, and should NOT be used (or be nescessary):
-Mouse Wheel : Zoom
-Mouse Wheel pressed + drag : Moves view
Once a thing has been routed to it's correct destination, it will become slightly darker and speed up. This is so things don't get cluttered; you can still give it new orders.
Alas, the (back)story fits neatly to an RTS game, not so much to this. But how is it related to "Tiny world" then, you say? Well, the universe is vast, size is perspective, and we only see a few objects somewhere in space, with nothing to relate their size to. For now, let's just assume they are tiny ;)
See next post...
There was a massive bug in the first version, but this has now been fixed.
See readme included in tarball. Only 64-bit for now.
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