Posts Tagged ‘oil’

Oil Co Exploits – opinions sought: final screen conversation

Posted by (twitter: @Arakade)
Sunday, December 16th, 2012 11:55 am

Just adding the final screen.  Working on the messages.  What do you think about the following (*1)…

“The Arctic is gone. Still, the World’s thirst for our products is still growing! There are other places to exploit for profit!”

Two buttons: “Great!” and “But…”.  Hit “Great!” to see following text:

“Right!  Onwards to the next place we can exploit!  Sadly, the rubbish developer only did the Arctic during #LD48.  Why don’t you see whether you could have made more money if you could do over!  For profit!!!”
…and the game restarts.

If you hit “But…”, you see the following:

“But <player name>, you asked for cheap fuel, electricity, plastic, etc.  I was just trying to make you happy!  Aren’t… *YOU* the villain?”

Buttons for this point?

(*1): Do blog replies notify the poster?  If not, please tweet me @Arakade — thanks!

Oil Co Exploits – P.s. tomorrow time

Posted by (twitter: @Arakade)
Saturday, December 15th, 2012 9:11 pm

Regarding time tomorrow… I expect 2+ hours of graphics (draw 1 version of everything in Inkscape and export art at 1 resolution), 1 hours of sounds (learn bxfr, generate sounds) & 2 of music (find & learn music program, write music – would be much easier if I had any working midi solution!), 4+ hours more code + faff. So that’s 9++ hours.

Today I lost time to cooking, wanting to do some nappy changes, the neighbourhood water going out directly after a messy one, learning (common intra-jam mistake) and chatting (wife & neighbours).

I’d estimate 10 optimal hours tomorrow but for safety, I reckon in order, I ought to allow 2 code, 1-2 graphics, all the sound and music then come back to code & extra art. Also check the rubric to ensure I’m maximizing what I have – probably before ought else!

Right, night, take 2!

Oil Co Exploits – Saturday daytime progress, screenshot and balancing

Posted by (twitter: @Arakade)
Saturday, December 15th, 2012 6:09 pm

So, Saturday daytime…
Got 2D Toolkit, spent an hour investigating (running through all demo scenes) to get the basics. Decided to try building a playable prototype using their graphics (Stone Block, some bubbles and sheep) first.

<time passes>

Here’s how it looks so far (including confusing clouds — pretend they’re passing icebergs and that’s a reflection of the sun 😉 ):

Oil Co Exploits - Sat 8pm progress

Got a basic modular Arctic icemass (using stone block graphics supplied with tk2d demo). Got it responding to clicks/touch and incrementing a basic score which is displayed. Intro instructions begun. Started work on dropping chunks of ice and decided to do bobbing in the water using same mechanism – bit inefficient = later! Next finish dropping ice to create end case. Then we’ll need a closing screen / overlay.

Built and deployed to Web player — seems to work fine. Will consider this basic packaging and look to do an upload before I finish for the night.

Right now, am concerned about balancing the (unfinished) game since there might be an easy optimal strategy (if external tiles are removed first, just mine those first!). Thinking about how Real Life ™ mining works, people prospect before mining.
So will switch the initial click to being a prospect. From that you get an estimate on the richness of the seam. (which you have to remember?)
You then choose where to site a mine (which might take a while to build later).
Perhaps you then only score by clicking the mine (forcing you to choose between this and more prospecting). Not sure about this part since RL mines just get on with it — expect the miners need paying. hmm
Perhaps you sacrifice score to build a mine? and only a little to prospect? So the player should start with some initial capital. Let’s rename score to money!

Right, onwards to sleepiness!

Exxon on Vista (Perhaps other systems aswell)

Posted by (twitter: @drZool)
Sunday, May 4th, 2008 7:31 am

It’s a trap

I’ve found out that level mode is troublesome on Vista system. Running my game in a browser solved that problem. However, performance goes down a lot in the browser. To get decent framerate shrink the browser window until it feels good. Here is the game
Same as the exe but online.

Exxon – The decontaminator

Posted by (twitter: @drZool)
Sunday, April 20th, 2008 4:03 pm

Exxon - The decontaminator

You are on a mission, decontaminate that oil! Instructions are in game. The name Exxon comes from a oils spill disaster in the USA.

Download in following flavours:

Flash 0.2MB – Requires Flash 9 installed
Windows Executable 1.5MB
Macintosh Executable 3.9MB

Running the game in a browser is possible, but cripples the framerate. I recommend running the executables or running the swf in flash player 9 not in a browser.

Exxon - The decontaminator


There are two modes: Level mode and Free mode. Click: “Click to play” for level mode. And 600,1200 or 2400 for Free mode, where the numbers are how many oil spills there are. Note, if you by any chance run the game in the browser, the Level mode might not work and falls back to Free mode 600. If you see a lot of (N)’s around, you are in free mode. Go back (Esc) and click “Click to play” again for Level mode. (Xml loading issue)

Edit2: Those on Vista could not run the game in level mode. It turns out that running it in a browser worked.
Same as the exe but online, will hurt perfomance though… keep the window small for better fps.

Oil spill

Posted by (twitter: @drZool)
Saturday, April 19th, 2008 11:20 am

Oil spill

Great, I had a tough bug haunting me for some time. When it finally was fixed I got the game up to speed. I can have 2000 oil spills at good framerate in flash on my laptop 2ghz centrino. Thanks to some dynamic sectoring.

Next up is to wrap the oil spills by dividers that will be dragged by the boat. And then some islands.

Exxon – The decontaminator

Posted by (twitter: @drZool)
Saturday, April 19th, 2008 12:21 am

Exxon - The decontaminator - Title Screen

A sketch of the title screen.

This will be a 2d topdown boat game in flash. Isolate oil spills with dividers. All graphics and sound are kept minimalistic and simple. If stuff goes quick and I have a playable semicomplete game today I will try make it multiplayer.

The name Exxon comes from a oils spill disaster in the USA.

[cache: storing page]