Posts Tagged ‘incomplete’

Aaaaaand overscoped.

Posted by (twitter: @npaavo)
Sunday, January 12th, 2014 10:33 pm

Whoops.

I would like to take a moment to talk about my MiniLD #28 project and what went wrong though.

screenshot1

Bakery: Make $ome Dough is “lemonade stand” on steroids. Your bakery is a front for a secret drug operation, and the goal is to make $1,000,000 as fast as possible without getting caught.

screenshot2

Each day the player determines how many of each baked good they produce, as well as the number of narcotics. The baked goods sell automatically, and their sale keeps your disguise level high while also providing small profits. The real excitement and core gameplay revolves around drug sales.

screenshot3

The player must sell the narcotics as subtlety as possible without blowing their cover. Asking a few innocent questions is key to separating buyers from normal customers or undercover detectives. Too much questioning, however, and you end up looking suspicious or losing valuable customers.

screenshot4

So that’s the gist of the game. Why didn’t it get finished?

First and foremost, Unity is simultaneously awesome and the absolute worst sometimes. I encountered a bug with the development environment itself that cost me roughly 4 hours of time on the first day. Given this amount of time I could have made the game functioning on a basic level, however that isn’t the primary reason I held off on submitting. The problem was the game in its current state is not all that compelling.

Most of the gameplay revolves around picking up on subtle clues in the customer dialogue and offering the right item as well as monitoring sales to keep the bakery stocked. That’s alright, but it gets really boring after about a day or two. The dialog system isn’t robust enough to support even 10 minutes of interesting gameplay, and this is simply something that needs a lot of timing and writing.

Secondly, the intensity of the game is currently static. There are many planned features, such as a popularity rating that increases the flow of customers (and consequently makes deals that much riskier!) that would have created interesting challenges and intense moments. I spent way too long wrestling with Unity’s GUI system getting it to function properly to implement these features in a satisfying capacity, and there are dozens of other wishlist features that I knew were totally outside the scope but am nonetheless disappointed to lack.

And finally, it is incredibly poorly organized. The script files right now are a mess of nested functions and switches and variables that piled up due to poor planning. The main script file is an absolute nightmare to read at over 1200 lines and counting. Admittedly this is one of my weak spots as a developer and something I will improve on.

What went right then?

I still believe the core concept is very cool and has a lot of potential to be an intense experience. The graphics aren’t all that bad considering the time that went into them, and I learned a lot more about developing in Unity. It is technically playable in its current state, and there are entertaining moments where the dynamic dialogue system generates some interesting scenarios. I will continue to work on the game in my free time, and hopefully one day I can bring it to everyone in proper form.

Thanks for reading.

hide and seek – what I did

Posted by
Sunday, December 19th, 2010 7:33 pm

As expected this participation didnt reach the end with an complete game, but at least I moved forward in some research 😀 was able to create some nice pieces that I believe I will use soon or later :

– store the user location and movement direction in a server
– make the server based on tomcat
– remove the inactive users from the list of current users
– make unity to send the current position and movement direction of an character
– receive on unity the result of http calls using POST

now my next steps will be :
– beased on the list of objects from the server, keep track of the necessary objects to create and show.

good luck all !
cheers

What if they never stopped building IT?

Posted by
Monday, April 20th, 2009 6:58 am

What if they never stopped building IT?

What I learned with this LD is that 12 hours is not enough to develop a game, at least for me. For first day the competition my only progress was that I had the idea for a game in the theme of “Advancing Wall of Doom”.

My toughts during innovation followed path quite similar to this:

  • What is the best known wall of the world? – The wall of china!
  • How it may cause DOOM? – Of course it would have caused DOOM for all mankind if the chinese people hadn’t stopped building it! Sooner or later it would have covered entire face of the earth!
  • The construction material for the “uber wall of china” would come from other human made constructs (cities and protective walls in my game) . The player tries to protect his cities by building his own walls (inferior to “uber wall of china” of course). Too bad that the hard working chinese workers can also use steal protective walls for building material, thus making the construction of their WALL OF DOOM even faster.
  • The gameplay would have been an hybrid between Amiga game Masterblaster (the advancing “spiraly” wall) and the game classic Rampart (building your own walls using wall blocks not entirely different from tetris). The gameplay should be rather hectic and emphasizing on intuition rather than logic.

So what did I manage to complete in 12 hours. A lot, if you look back:

  • I managed to set up dev enviroment on my secondary Ubuntu Jaunty box, consisting of MonoDevelop, SDL.NET, GIMP, Audacity, ffmpeg and others.
  • I got a world with advancing china wall, (for now) invisible chinese workers, dwindling cities and basic wall placement rules.

I’m missing:

  • Protective walls for players and mouse controlled way of placing them in Rampart style.
  • Animated chinese workers who carry bricks from cities and player walls to their own wall.
  • Score counting. Every tick with cities gives you points, when all the bricks from the city have been stolen to the chinese wall, points are no longer gained.
  • Menu, hi-score and some sort of winnablility.

Perhaps I will complete game project later this week. Well see.

Video of the “toy” version of the still incomplete game (not playable or winnable):
http://www.youtube.com/watch?v=fn-EVAtI2xw

Timelapse of my 12h:
http://www.youtube.com/watch?v=80kwKIIYsCk

GlobCombat Windows & ATI Release

Posted by (twitter: @chaotikZA)
Wednesday, December 19th, 2007 11:28 am

After a long struggle to get it working, I finally have py2exe version of my game. This release also includes a bugfix to my library, which lets the game run on ATI hardware (the texture loader wasn’t enforcing power of two texture sizes).

Sorry it took so long, but I didn’t have much time to devote to LudumDare in the 2 days after the deadline and I had a really hard time getting PyOpenGL to work with py2exe (for details on how to make it work see my journal).

Here are links to the new release files:

GlobCombat 0.1.1 for Windows (6MB)

GlobCombat 0.1.1 for Linux (1.5MB)

GlobCombat: Final Entry (incomplete)

Posted by (twitter: @chaotikZA)
Sunday, December 16th, 2007 6:42 pm

Here’s my final entry for LudumDare 10:

GlobCombat-0.1.0 for Linux

This was my first LudumDare and I’m disappointed that I did not finish, but on the other hand I guess I’m also kinda surprised I got as far as I did. Most of the game logic and art is finished, but I didn’t have enough time left to add gameplay and polish stuff like a menu and highscore list. It is possible to run the game to see the artwork and play with the logic a bit (see doc/README for details).

My biggest mistake was spending 9 hours on trying to get A* graph search working (especially with about 2 years gone since the last time I touched that kind of stuff). Should have given up on that path and re-designed after 3 hours instead of 9 – then I might have had a playable entry.

I did learn a lot (and I am going to learn a lot in the coming weeks as I work to finish this game and to improve my library to make things easier for next time). It was fun in spite of the setback.

Here’s a screenshot from just before I started packaging it up for release:

GlobCombat

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