TinyIsland by VDZ
NOTE: If the game does not run, chances are you don't have .NET Framework 4 and/or XNA Framework 4 installed. Fetch them at:
.NET Framework 4: https://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17851
XNA Framework 4: https://www.microsoft.com/download/en/details.aspx?id=20914
NOTE: There seems to be a major graphical glitch (requiring a relog to fix) with digging up moss, grass and sand and demolishing floors. Avoid using the shovel for anything but digging dirt or digging pebbles if you don't want to be forced to relog and lose your inventory. Alternatively, drop any items you want to keep before you relog so they won't be lost.
An online persistent world building game on a small island. There is no direct goal in the game, but you are instead free to build anything you like. All changes to the world are stored on the server so anybody else playing the game will see your buildings.
Controls are listed on the right side of the screen. Besides those controls, you can also press F4 to switch between windowed and fullscreen.
You can edit config.ini to specify which server to connect to, or you can edit it to play offline (the world will have to be manually saved in offline mode by pressing S).
Made using XNA and my sprite and networking engines VBXSE and GNI (see blog posts) in C# (Microsoft Visual Studio 2010). Music made in FL Studio 9 using DSK's soundfonts. Graphics made in GIMP. Sounds recorded using random stuff around my desk and Audacity.
Licensing information:
Music (c) 2012 VDZ, licensed under Creative Commons Attribution-NonCommercial: feel free to steal and/or modify, but don't use commercially without my permission, and give me credit for it if you can reasonably be expected to.
Everything else (c) 2012 VDZ, licensed under Creative Commons Attribution: feel free to steal, modify and/or use commercially, but give me credit for it if you can be reasonably expected to (for example, if you have a credits screen in your work somewhere, or in a readme file).
.NET Framework 4: https://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17851
XNA Framework 4: https://www.microsoft.com/download/en/details.aspx?id=20914
NOTE: There seems to be a major graphical glitch (requiring a relog to fix) with digging up moss, grass and sand and demolishing floors. Avoid using the shovel for anything but digging dirt or digging pebbles if you don't want to be forced to relog and lose your inventory. Alternatively, drop any items you want to keep before you relog so they won't be lost.
An online persistent world building game on a small island. There is no direct goal in the game, but you are instead free to build anything you like. All changes to the world are stored on the server so anybody else playing the game will see your buildings.
Controls are listed on the right side of the screen. Besides those controls, you can also press F4 to switch between windowed and fullscreen.
You can edit config.ini to specify which server to connect to, or you can edit it to play offline (the world will have to be manually saved in offline mode by pressing S).
Made using XNA and my sprite and networking engines VBXSE and GNI (see blog posts) in C# (Microsoft Visual Studio 2010). Music made in FL Studio 9 using DSK's soundfonts. Graphics made in GIMP. Sounds recorded using random stuff around my desk and Audacity.
Licensing information:
Music (c) 2012 VDZ, licensed under Creative Commons Attribution-NonCommercial: feel free to steal and/or modify, but don't use commercially without my permission, and give me credit for it if you can reasonably be expected to.
Everything else (c) 2012 VDZ, licensed under Creative Commons Attribution: feel free to steal, modify and/or use commercially, but give me credit for it if you can be reasonably expected to (for example, if you have a credits screen in your work somewhere, or in a readme file).
Ratings
| Coolness | 28% | 913 |
| Overall | 3.47 | 155 |
| Audio | 3.47 | 82 |
| Fun | 2.71 | 481 |
| Graphics | 3.06 | 343 |
| Humor | 2.50 | 296 |
| Innovation | 3.76 | 88 |
| Mood | 3.07 | 221 |
| Theme | 3.47 | 202 |
Onto actual critique, I feel like the game is in a good place, and I love the dwarf-fortress like map transfers that you have going, you did a great job presenting what you can do, and making it easy to navigate.
Where you're losing players is the fact that there's no challenge, no real incentive to build or something to spur them on. You are given a world in which you can chop trees and gather resources, but there's no -reason- to. Games aren't just about the world and the rules, you're given a reason to play; a goal.
The interface is also a bit of a step backwards in gaming history. I found myself quickly wishing I could just hit a key to queue up multiple wall crafts, or that there was a darkened background behind the chat (or an exclusive area in the side bar for it).
Definitely has high potential for fun, just don't turn it into Minicraft ;)
Using Xact next time for your music files will significantly save on your download size. As xna folks in Ludum Dare, we have to extend every convenience we can :)