Pocket Strife by josefnpat
This game requires love 0.8.0 to run. (love2d.org)
There is a kitten challenge!
Source: http://www.mediafire.com/download.php?7e7x5d3hly523h2
Menu:
enter/space : select item
escape: move to return / exit selection
up/down: navigate entries
Game:
up/right/down/left: move map
mouse-wheel up/down: zoom in and out
1-5: change building type
left mouse click: place building
Just For Fun, here's the gource of the git repo: http://www.youtube.com/watch?v=3i3Ue2vXha4
Related Posts:http://www.mediafire.com/download.php?7e7x5d3hly523h2
http://www.ludumdare.com/compo/2012/04/20/deceleration-of-personal-code-libraries/
http://www.ludumdare.com/compo/2012/04/20/i-dont-even-know-what-im-doing-here-yeah-yeah-yeah-yeah/
http://www.ludumdare.com/compo/2012/04/24/pocket-strife-git-timelapse/
http://www.ludumdare.com/compo/2012/04/24/pocket-strife-post-mortem/
There is a kitten challenge!
Source: http://www.mediafire.com/download.php?7e7x5d3hly523h2
Menu:
enter/space : select item
escape: move to return / exit selection
up/down: navigate entries
Game:
up/right/down/left: move map
mouse-wheel up/down: zoom in and out
1-5: change building type
left mouse click: place building
Just For Fun, here's the gource of the git repo: http://www.youtube.com/watch?v=3i3Ue2vXha4
Related Posts:http://www.mediafire.com/download.php?7e7x5d3hly523h2
http://www.ludumdare.com/compo/2012/04/20/deceleration-of-personal-code-libraries/
http://www.ludumdare.com/compo/2012/04/20/i-dont-even-know-what-im-doing-here-yeah-yeah-yeah-yeah/
http://www.ludumdare.com/compo/2012/04/24/pocket-strife-git-timelapse/
http://www.ludumdare.com/compo/2012/04/24/pocket-strife-post-mortem/
| Windows | http://www.mediafire.com/download.php?vcjxcha1bcc3h6w |
| OS/X | http://www.mediafire.com/download.php?mwv1ampz4btlt3c |
| Linux x86 (i686) | http://www.mediafire.com/?r9xcan5f9ijgogv |
| Linux x86_64 (amd64) | http://www.mediafire.com/?a6y4emltp1900hx |
| Source | https://github.com/josefnpat/LD23 |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11249 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.35 | 217 |
| Audio | 1.10 | 775 |
| Fun | 2.91 | 383 |
| Graphics | 3.25 | 265 |
| Humor | 1.43 | 777 |
| Innovation | 3.22 | 299 |
| Mood | 2.67 | 437 |
| Theme | 2.65 | 606 |
* Amazing graphics
* Really polished finished product (the menus are great!)
* Cool 'mood' / feel to it
Con's:
* I didn't realise you need to place a territory flag to start - a little confusing
* The controls are a bit confusing - perhaps list them on this page?
Congrats - you've convinced me to have a look at Love2D :) This game is sweet! 4/5!
I agree, I noticed that the help section wasn't really enough, but just as I had run out of time, I had to use the remainder of Sunday to do other responsibility :)
@aaronsnoswell
Thanks so much for your response! I'm glad you like the graphics. I guess I'm using the "minecraft" way; "more is better". If you do delve into love2d, the menu can be found here: https://github.com/josefnpat/lovemenu
As for your cons, I agree, I should have made the flag item one, or added better description to the gui system. As for the controls:
Menu:
enter/space : select item
escape: move to return / exit selection
up/down: navigate entries
Game:
up/right/down/left: move map
mouse-wheel up/down: zoom in and out
1-5: change building type
left mouse click: place building
If you need any help with LÖVE (love2d.org), I'm on the forums and the irc channel, and am always happy to help.
@vlrd
Thanks VLRD. You being a love-dev, that means a lot to me! Cheers!
Really, that's my only beef: I have trouble seeing the cursor at times. Heh.
I miss a little bit more explanatory help, and it would be great if the place building was enabled in the keyboard, because for example I tested your game on a laptop and use the mousepad is uncomfortable.
I reserve this one for twenty days later (I have more than one thousand games to test and vote :D)
Good game congratulations.
Sorry, your name isn't vlrd
@berkano
Thank you very much! I should have put the AI on a substep, so that it would build one building every 500ms or so, but I realized I didn't really have enough time to create stratigic placement, I figured that would balance the scales.
@uprightpath
I don't blame you on the mouse. Between the framerate, and my "learning isometric programming", the mouse ended up being incredibly awkward. In the end, I just hacked together some "guesswork" code. I'm glad you enjoyed it!
@Whoosy
People keep telling me the controls are awkward, but not why :) Is it just because I don't mention them, or are the really not untuitive?
@Zathalos
Simple was what I was going for :) I know the best thing for these compo's is to plan small, and work on adding stuff if you have time. If I decide to clean up the map drawing sequence, the framerate issues, and the mouse->isocoord issue, I would def reuse these libs or build upon this game :) Unfortunately, there is a lot of tomfoolery when it came to finally hacking it together.
@orgarus
I was about six hours in, (having spent three hours trying to get the mouse to work) and I was about to switch to the keyboard actually. Then I thought of a awesome framerate killing alternative! Hurray for compo's! I don't blame you on the 21 days, I didn't have enough time to win the game fairly, but I can imagine it takes about 20-30 min to do so.
@character
Yeah, audio was not on my priority list. It's also missing a lot of sound effects, but I really wanted to get something visually interesting and playable before I concentrated on sounds. In the end I ran out of time. Thanks for the kudos!
@VDOgamez
The problem with the cursor was the fact that I am horribly faking it. You'll notice your cursor leaves the window before it even gets near the right edge ;) I can understand it is rather overwhelming to see so much stuff all over the screen. Perhaps as an update, I would reduce the number of flags the computer wants to place (thus more dense) and create some sort of "offensive" and "defensive" mechanism for the AI.
I'm not sure I can ever catch up to the AI's tech level...I fairly rapidly reached a point where I could only chip away at the AI defenses 'cause anything I placed in range was eliminated almost instantly. Maybe a tank-like damage-soaking unit for the turrets to hide behind would be useful?
Or maybe multiple AI's?
Once the AI has taken over a significant part of the planet, the game slows to a crawl on my (Windows) machine.
And for me the awkward part of the controls was that the mouse cursor was too laggy and there was no way to place something with the keyboard! I really wanted enter or space to place a building...
The games I like the most leave me brimming with ideas and potential, and this is certainly one of those...
Yeah, it's a little top heavy.
@Gremlin
I'm glad you like it! Multiple AI's would be awesome I think, and wouldn't be that hard, but considering the AI doesn't really have any strategy, that's why it moves so quickly.As for the health tank, that would be a nifty idea.
As for the game slowing down, this game is highly unrefined, so it really does slow down to a crawl at points. And as I mentioned before, the mouse is awkward because of workarounds, and I really should have just used the keyboard :( I'm glad you're so inspired!
@sanojian
Thanks, I might just do that!
@Polar
the game still runs rather well in 0.7.2, so I don't think that's your problem. The best way to work around it would be to download the love file, and run it with the OS X executable.
I like this concept a lot, it's really slick! The bot seems to own most of the map, and expanding is kind of awkward since it's mostly a click war to build more pyramids. That's part of the "casual" appeal so many reviewers are saying they like, though. It's definitely a unique and well done concept. Nice work!
Perhaps a more achievable victory scenario for the start would help me want to play this more, but as is I've played it longer than most games I reviewed today :).
Yup, i knew the cursor would be an issue, but it would be a bigger issue if I left it in there. The cursor is never actually above the right tile, but it is rather "relative" even if it's not perfect. I'm using your mind to fill in the relative gap, and it seems to work for the most part.
I'm glad you like the "click-fest" approach to RTS :) It sure makes for an easy scope too. Scenerios would be nice, but I didn't really have time to go that in depth. Nevertheless, you'll notice that the map is random (of five different maps!)
@headchant
Yeah, It really started dying for me when I went 3840x1200. I'm glad you liked it!
@oldtopman
Cheers mate, that means a lot to me! Glad you like the game. As for the factions, I definetly agree. I was able to differentiate between the human player and the enemy at least. And yeah, half way thru the development, i realized this game would be most fun as multiplayers. Imaging the clickfest for 8 players, lol. Thanks mate!
@cobrajs
A lot of people seem to have the issue with the Territory flag. I was thinking of a help window of some sort saying, "hey, listen! You need a flag!" I'm glad you like the game, and on that note would like to mention I am very impressed by love myself :)
If you could run it from a terminal and tell me what kind of error you're getting, I probably can help you fix your issue.
@mneubrand
I am seriously considering expanding on this game, there's so much positive feedback :)
@Gremlin
I'd have to consider how to implement borders and such, but that is a good idea. Also, setting the flag as default would be rather easy to do, good idea!
If you keep working on this it could be a great game.
Then I will address the AI issue, make them slower, make multiple AI's and a create custom game like starcraft, I think. It's nice to have such awesome comments from dev folks like yourselves!
In the end, I will also have to rethink the control schema to something take is a little more intuitive.
@FireSlash
Glad you liked it :)
@the8donut
Cheers!
@graytest
I'm thinking of being able to show the tiles that are controlled when one attempts to place units. Glad you see potential!
@racarate
I'm glad you like the menu! It's a library I wrote myself :) Resolution is rather easy to deal with in LOVE. As for controls, I will have to have a much better explanation or tutorial.
I'm glad you liked it!
@Kharza
Yeah, the AI is a little too responsive, if you ask me :)
@character
Thanks mate! I most certainly plan on making this game better now, with all this feedback.
However, I thought that the AI was cool, despite the fact that it is way more skillful than me, and the graphics look nice.
I guess the connection with the theme is the limited space each player has on the map and that we all have to fight each other for it? I works :-P
Congrats!
Few points:
I think you got something the wrong way round on the help menu, with the research/storage.
Otherwise what everyone else said. Sound, UI, and AI were what needs polish.
You're still getting a seriously high score.
Thank you very much! Although I wasn't able to polish a lot of the architecture, there was a lot of polish applied to the visible part of the game.
@summaky
A lot of people have issues figuring out how to start, and after I rework the back end, that will be one of the first things I work on.
Yes, the idea was that you're on a very small planet fighting over ... something?
@Raptor85
Thanks a lot!
Having played a lot of sim city 2k, I kind of have a good feeling for the iso grpahics :) I agree the AI is way too fast, and it's been slowed down a bit if you pull from tip in github (post of course).
A starting flag is starting to sound better and better.
Big respect goes out to you for helping me get the linux release working <3
@SFX
http://www.motifake.com/image/demotivational-poster/0904/being-a-whale-amsome-demotivational-poster-1239395162.png
@Shifty
I agree, it was rather ambitious. At first, I was having serious math problems between conversion of the mouse location and the iso tiles, but once I got it "out of the way" with some ugly hacking, the rest was rather easy. Thanks!
As for sound, I totally ran out of time for that ;) Life goes on...
@cltatman
Thanks, I intend on doing both of these things!
@jwolf
This game is a bit too difficult for MYSELF, and I should have noticed that before pushing it out. That is my failure. Thanks for the positive comment :)
@manax
It's nice not to have to repeat myself too :)
@Lawrence Esswood
The game currently is very hard, I agree :)
As for the help menu, you're entirely right! Thanks for noticing that: https://github.com/josefnpat/LD23/commit/137d8c977a676101edb7cdb409c098660bf984ae
I'm glad you enjoyed the game :)
Good graphics, concept and game flow.
Well done!