TMO by aaronjbaptiste
TMO: Tiny Multiplayer Online (Sim)
You're the game designer of a new and exciting MMO!
MMO players are a demanding species.
They will want awesome quests to set them on their way. Thrilling battles with ferocious baddies. And after they've slain the beasts they will have many a trinket and treasure, so make sure there's a shop nearby where they can sell their bounty.
Your boss said you have complete control over the MMO World. Huzzah! There was one *tiny* limitation however: because of "technical reasons" it needed to fit on a single screen.
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Instructions:
- Players go from NPC -> Monsters -> Shops -> Back to NPC.
- Click to select the room type below then click on the grid to place the room.
- Rooms build from the clicked cell towards up and right.
- Rooms have different shapes, although they are not shown until you place them. Tip: Reference the game's screenshot for room sizes.
- There is no delete room feature, so plan ahead!
- Players receive happiness if their needs are met. Likewise they will rage quit when they are not.
- Players receive a penalty if they are fighting monsters below their level (indicated by the number on them).
- Players get upset when they are waiting or travelling long distances
- Red players = unhappy players.
- Happy players grant Ratings which brings more players which in turn grants a higher cash income.
- Cash is obtained via monthly subscriptions. More Online users = more cash per month.
- Win the game by getting a Rating of 100
- Lose the game by getting a Rating of less than 0
============
Troubleshooting:
If you're not seeing the UI update your Unity Web player plugin (created with Unity 4.6) or download the standalone versions.
The new Web player is currently unsupported in 64bit OSX on Chrome, see the discussion here: http://forum.unity3d.com/threads/no-more-web-player-support-in-chrome-and-firefox.202063/page-4. Try another browser or download the standalone versions.
============
Tools / Libraries used:
Unity 4.6
Photoshop
BFXR
Otomata (Generative Music Sequencer)
A* Pathfinding Project
FSM Finite State Machine from wiki.unity3d
============
Post Comp Update:
v0.1.1 All of which are usability fixes:
* Added visual preview of room size (the most asked for feature)
* Added white border to show currently selected room
* Improved sound volume
Many many more improvements planned.
============
http://twitter.com/aaronjbaptiste
You're the game designer of a new and exciting MMO!
MMO players are a demanding species.
They will want awesome quests to set them on their way. Thrilling battles with ferocious baddies. And after they've slain the beasts they will have many a trinket and treasure, so make sure there's a shop nearby where they can sell their bounty.
Your boss said you have complete control over the MMO World. Huzzah! There was one *tiny* limitation however: because of "technical reasons" it needed to fit on a single screen.
============
Instructions:
- Players go from NPC -> Monsters -> Shops -> Back to NPC.
- Click to select the room type below then click on the grid to place the room.
- Rooms build from the clicked cell towards up and right.
- Rooms have different shapes, although they are not shown until you place them. Tip: Reference the game's screenshot for room sizes.
- There is no delete room feature, so plan ahead!
- Players receive happiness if their needs are met. Likewise they will rage quit when they are not.
- Players receive a penalty if they are fighting monsters below their level (indicated by the number on them).
- Players get upset when they are waiting or travelling long distances
- Red players = unhappy players.
- Happy players grant Ratings which brings more players which in turn grants a higher cash income.
- Cash is obtained via monthly subscriptions. More Online users = more cash per month.
- Win the game by getting a Rating of 100
- Lose the game by getting a Rating of less than 0
============
Troubleshooting:
If you're not seeing the UI update your Unity Web player plugin (created with Unity 4.6) or download the standalone versions.
The new Web player is currently unsupported in 64bit OSX on Chrome, see the discussion here: http://forum.unity3d.com/threads/no-more-web-player-support-in-chrome-and-firefox.202063/page-4. Try another browser or download the standalone versions.
============
Tools / Libraries used:
Unity 4.6
Photoshop
BFXR
Otomata (Generative Music Sequencer)
A* Pathfinding Project
FSM Finite State Machine from wiki.unity3d
============
Post Comp Update:
v0.1.1 All of which are usability fixes:
* Added visual preview of room size (the most asked for feature)
* Added white border to show currently selected room
* Improved sound volume
Many many more improvements planned.
============
http://twitter.com/aaronjbaptiste
| Play Game (Web) | https://aaronjbaptiste.itch.io/tmo |
| Windows (untested) | https://aaronjbaptiste.itch.io/tmo |
| Mac (untested) | https://aaronjbaptiste.itch.io/tmo |
| Post Comp (Web) | https://aaronjbaptiste.itch.io/tmo |
| Source | https://aaronjbaptiste.itch.io/tmo |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=19914 |
Ratings
| Coolness | 84% | 2 |
| Overall | 3.71 | 124 |
| Audio | 2.94 | 411 |
| Fun | 3.57 | 166 |
| Graphics | 2.68 | 822 |
| Humor | 3.12 | 214 |
| Innovation | 3.97 | 86 |
| Mood | 3.20 | 329 |
| Theme | 3.99 | 171 |
it's really, really awesome.
I can spend whole day to play this game.
Good work :D
I think you did a good job of communicating your main idea well. This core idea of the "MMO simulator" comes across well and nothing in the game feels wasted or extraneous.
I actually thought I was doing quite well until I suddenly game overed, it took me re-reading the instructions to realize my rating must have hit zero! I found it difficult to notice much was 'going wrong' except ofcourse but these are just minor feedback concerns.
Honestly most things I'd be critical of come down to the UI. Without being able to delete or sell rooms, not knowing how large or what shape a room is going to be until you place it for the first time can cause issues. Something like a highlight of the grid to show where a building would appear is a good idea, especially for when the player hasn't gotten used to the whole "builds from the cell, up and to the right" idea yet. I misplaced a few buildings even when I knew!
I know this was a 'one screen game' but I'd be interested to see what this game would be like if it scaled infinitely. If you could scroll and literally keep placing buildings forever in increasing monster levels and building costs. Right now with the goal as it is, the game quickly hits a "well that's it" point. I almost feel this sort of game is better suited to 'getting as far as you possibly can' (and I think by including the option to continue after finishing, you probably feel this way too!)
I think this concept could go a long way pretty easily, congratulations on making it!
I find your game is amazing too !
Please continue to develop it, you have a great game in your hands
I couldn't get any player to level 4, it was maybe a little bit too easy ...
Maybe too easy, but it has a lot of potential. congratulations!
Thanks! Really enjoyed this one.... I've given you more ellipsis than any... game... i've... commented on... thus far...
It seems that the previous type of building you selected will get repeatedly built, which can burn money and map space. You might want to have a selection square appear in the lower left, then go away after one click so you have to select the type again.
The game seems to take a very long time and it's sometimes not obvious why players get unhappy, making the rating abruptly go way down.
Overall this is a really solid entry though! Works well, clever idea, well-implemented, rather complex system, funny names.
I'd love to be able to drag the tiles or at least know their size in beforehand, it felt quite awkward. Even though I loved the feel of progression you made, the game ended and none of my players were level 4 :( that was bad.
Anyways, 4 stars for you :)
Pretty decent for just one person and so little time! Congrats!
It's just difficult, sometimes, to read the "waiting count" where players are on it.
This is the best LD31 game I played so far, with the best (and most hilarious in a way) idea. Gave you a lot of very well deserved 5s and will come back to play more. Please please please develop it further after the jam: it's a game I would totally buy.
- Daniele
Would've been nice to have some indication of the block shapes before placement, but apart from that, I love it and I hope it gets further updates
The UI needs work and and the game needs more features to keep "managers" interested.
But it is a great work for a Compo, my favourite so far.
The only problem was that you can't see how each upgrade will fit inside the board until after you've placed it.
This game is full of references, some I was really surprised to find here (bdubs!)
Good job!
I have 2 suggestions though (haven't played the post-compo yet, but I certainly bookmarked it)
- knowing the shape of the room I am about to place would be nice
- There is nothing ingame that explains why someone is unhappy.