Minimal Interaction Warfare by zapaman
Minimal Interaction Warfare
---------------------------
Windows uploaded ATM. Maybe Linux and Android tomorrow. (should work with WINE).
READ BELLOW ON HOW TO PLAY IT!
Goal:
- Destroy all the enemy units
or
- Get at least 3 units to the enemy starting point
Game Over:
- All your units are destroyed
or
- The enemy get's at least 3 units on your starting grid
Controls:
When the game starts, you have 1290 points which you can spend
on units (soldiers and tanks). A soldier costs 40 and a tank 100.
Soldiers stats:
- They do high damage
- Low Health points
- Lower Range than tanks
(good for offense)
Tanks:
- They do less damage then the soldier
- Huge Health Points
- Higher Attack Range
(great for defense, stalling the enemy)
You can only place units on the lower part of the screen (first two rows)
After placing all the units on the grid, you must click the
double green arrow on the "Unit Bar" on top of the screen.
The following screen is a "Command Screen". You must select
a unit by clicking on it. If the blue arrow is selected
then that unit will enter a defend mode, when reaching the end
of the path, and will remain at that location.
If the Red Arrow is selected then, after the unit reaches the end of the
path, he will engage an enemy.
Once a unit is selected click on any position on the screen to
start a path. The path continues to generate until the "END PATH"
button is clicked. You can pass through the same tiles as many times as
you want, thus creating a loop of paths.
In order to start the simulation you must press the double green arrows
on the upper side of the screen. ONCE THE SIMULATION IS STARTED, YOU CANNOT
DEPLOY ANY MORE ACTIONS.
Units that are given commands (move-attack, move-defend) get a stats boost.
Tips:
To set units in a "patrol" mode create a path that goes through the desired points
as many times as you want.
License:
The code and assets are available under the CC-30 NON COMMERCIAL license (http://creativecommons.org/licenses/by-nc/3.0/).
I am not responsible for any harm that may come to you by using this software.
The game was developed using MOAI SDK and LUA. All the art assets were created using PAINT.NET.
Execution time: 48h, for www.ludumdare.com/compo LD26.
Libraries: Yonaba's JUMPER
My "Chaurus" framework: Github: https://github.com/BacioiuC/ChaurusFramework
Contact: www.twitter.com/zapakitul
bacioiu.ciprian@gmail.com
---------------------------
Windows uploaded ATM. Maybe Linux and Android tomorrow. (should work with WINE).
READ BELLOW ON HOW TO PLAY IT!
Goal:
- Destroy all the enemy units
or
- Get at least 3 units to the enemy starting point
Game Over:
- All your units are destroyed
or
- The enemy get's at least 3 units on your starting grid
Controls:
When the game starts, you have 1290 points which you can spend
on units (soldiers and tanks). A soldier costs 40 and a tank 100.
Soldiers stats:
- They do high damage
- Low Health points
- Lower Range than tanks
(good for offense)
Tanks:
- They do less damage then the soldier
- Huge Health Points
- Higher Attack Range
(great for defense, stalling the enemy)
You can only place units on the lower part of the screen (first two rows)
After placing all the units on the grid, you must click the
double green arrow on the "Unit Bar" on top of the screen.
The following screen is a "Command Screen". You must select
a unit by clicking on it. If the blue arrow is selected
then that unit will enter a defend mode, when reaching the end
of the path, and will remain at that location.
If the Red Arrow is selected then, after the unit reaches the end of the
path, he will engage an enemy.
Once a unit is selected click on any position on the screen to
start a path. The path continues to generate until the "END PATH"
button is clicked. You can pass through the same tiles as many times as
you want, thus creating a loop of paths.
In order to start the simulation you must press the double green arrows
on the upper side of the screen. ONCE THE SIMULATION IS STARTED, YOU CANNOT
DEPLOY ANY MORE ACTIONS.
Units that are given commands (move-attack, move-defend) get a stats boost.
Tips:
To set units in a "patrol" mode create a path that goes through the desired points
as many times as you want.
License:
The code and assets are available under the CC-30 NON COMMERCIAL license (http://creativecommons.org/licenses/by-nc/3.0/).
I am not responsible for any harm that may come to you by using this software.
The game was developed using MOAI SDK and LUA. All the art assets were created using PAINT.NET.
Execution time: 48h, for www.ludumdare.com/compo LD26.
Libraries: Yonaba's JUMPER
My "Chaurus" framework: Github: https://github.com/BacioiuC/ChaurusFramework
Contact: www.twitter.com/zapakitul
bacioiu.ciprian@gmail.com
| Windows | https://dl.dropboxusercontent.com/u/23337718/MIWarfare-WIN.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7159 |
Ratings
| Coolness | 50% | 3 |
| Overall | 2.85 | 897 |
| Fun | 2.69 | 826 |
| Graphics | 2.89 | 669 |
| Humor | 1.73 | 926 |
| Innovation | 3.22 | 476 |
| Mood | 2.17 | 1147 |
| Theme | 2.67 | 1223 |
Moreover, the simulation is perhaps a little fast. I don't have the time to really appreciate what happens.
Problem signature:
Problem Event Name: BEX
Application Name: play.exe
Application Version: 0.0.0.0
Application Timestamp: 51317a46
Fault Module Name: StackHash_0a9e
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Offset: 00000000
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Also this is fun ;)
@karsyf: you can now re-issue orders during gameplay :)