Interstellar Planet-Ship Adventures: The Search for... $@#% Aliens!!!!!! by mattchu
A mix of strategy and arcade games. Fill your distance bar and reach your destination! Can you survive the great unknown terrors of space?
The source is included and it also comes with a How-To-Play guide.
The source is included and it also comes with a How-To-Play guide.
| Windows/Source | http://anotherdayanotherga.me/games/ld23/IPSA-LD23.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8693 |
Ratings
| Coolness | 78% | 2 |
| Overall | 2.50 | 720 |
| Audio | 2.64 | 363 |
| Fun | 2.00 | 797 |
| Graphics | 2.55 | 610 |
| Humor | 2.52 | 291 |
| Innovation | 2.85 | 468 |
| Mood | 2.57 | 512 |
| Theme | 3.17 | 361 |
The game works to place buildings for the most part, but I pressed 7 and got an error.
Could be cool but it seems like it needs more work.
Alright, here's the deal. The website should have mentioned that there's a file that came in the archive with the game. It should be something like howto.rtf .
I honestly was not sure what to put in that file. The game is a bit obtuse in accessibility, probably largely in part due to the lack of automation despite being a strategy game.
So here's why they didn't move when buildings were placed: they aren't programmed to. You have to manually click one, click to send it to its associated building (howto.rtf should mention that), and then click it again to deselect it. In the case of militia and scientists, they'll automatically move to the enemy unit that they deal with when they appear.
And one more note: if bases aren't designed to accomodate, especially for paths between any and all buildings that require the associated unit to be AT that building and the nearest house, then there's a chance that units will permanently get stuck on buildings. It's something I tried to fix without implementing a pathfinding algorithm, and I dropped the ball on that one. I'm pretty sure howto.rtf mentions that.
spacerumpus: I wasn't aware of that error. I'll do a fix.
If there's any chance you guys could take another look at it, possibly with that knowledge in mind, I'd greatly appreciate it. I'll try and get the 7 error fixed. The reason it's occurring is that a Captain's Wheel already exists, and only one can exist at a time, but I didn't think that the method for checking would cause an error.
And lastly, thanks. Even just knowing the accessibility is low helps a ton. Had I had more testers than just myself, I might have known sooner and been able to retool some of the flawed design points before the compo ended. :)
I had an error with the captain's wheel (7), something about a variable not existing. (Mind you, the game starts with what looks like a captain's wheel in the middle, perhaps related?)
When I tried to select units it kept moving the previous unit towards the one I tried to select instead.
The annoying thing is that after reading the howto file you included, it sounds like a really fun game! I'll keep poking at it today, hopefully I'll figure out how to make it work. ^_^
Ran into another error - something about mating. (My villager who was near the brothel walked into the captain? Not sure what caused it.) I'm pretty sure now that the steering wheel is created at the start of the game, which might explain the error for #7. Is that meant to happen?
The captain's wheel thing, it sounds like I misspelled something.
Okay, for those interested, I fixed the Captain's Wheel bug (I had essentially misspelled something...and yes, you start with one. :) ) and the issue with the mating icon.
If anyone else reports any bugs, I'll fix them and reupload to that address. Though for voting, I'd appreciate it if you only voted based on what I created in the actual 48 hours. :)
And so, I put in the how-to to keep paths between where the citizens are put to work and the nearest house clear, so as to avoid that.
For those wondering, the issue is that the AI takes over when the unit needs to sleep. All it does is find the nearest house and move the unit in a straight line. Unless it -reaches- the nearest house, it'll just keep going, and you can't get control back. I -did- put in something that was supposed to help, by moving it horizontally if it collides with a house while en route, but it just didn't work.
I found a couple of bugs as well.
- The 7 bug that others have stated (no 'wheel_exists' variable)
- If you try to train a youth in front of the brothel, some sound plays over and over making a very loud noise. Then the brothel goes transparent.
- If you die and start a new game with a character selected, the cursor that was over their head will linger throughout your next game. Probably just a matter of cleaning up all of the objects after a game over.
But overall, pretty nice job! One of the more interesting entries I've played.
On the inaccessibility, I don't think I've said anything yet, so here goes.
I think that the 1-7 thing probably wasn't the worst move. I probably should have done a build menu, where it gives you a few details on the building when you hover over it, with a "shadow" building in place of where you are about to place the building. I just didn't know how much time I had when I was designing it. Several other parts had already been frustrating (namely the pathfinding, which never got fixed) and I just didn't know if I could piece it together in time. This way, I figured, there was a working build system, regardless of how basic it was.
What I should have done, however, was set up an in-game tutorial or basic tool-tips. I can't imagine either would have been insanely difficult, both just being basic scripted events. The youth, especially, with maybe a context-sensitive tooltip that would say if he's in contact with building X, "Right-click the youth to train him to be a unit Y."
However, the experience in creating systems that were not self-explanatory enough to work has been a good one, and I definitely have learned something for the future. Without playtesters, you sometimes forget that others that haven't been building the system will have a lot more trouble, even perhaps with instructions.
Now, as for the bugs:
1. I fixed that in the follow-up build I have listed in the comments system somewhere.
2. That's odd. It isn't coded to do anything if he's in contact with a brothel when being trained, which means nothing should happen. I'll have to look into that.
3. Yeah, sounds like Game Maker doesn't clean up particle systems the way it cleans everything else up. I'll have to look into that, too.
Thanks, though. Interesting is what I was going for more than anything. :)
I really like the graphics and the idea but honestly I couldn't figure out much. I also noticed that I could place building on top of one another including the people, which meant getting stuck lol.
No idea how I missed that one, but I really should have put a check in to make sure they weren't colliding with anything before they were placed. >.>
My suggestions are to make clicking on another unit select that unit, to allow right click to deselect. Also you should be able to place buildings by clicking on their icons and then clicking on the map. The freeform building is weird and feels buggy, there should be designated building spots. It should also be more clear when civilians activate a specific building. It seems like they are somewhat autonomous? Like you can send a youth to a specific building and they randomly decide whether or not they want to upgrade? Either that or the building collision is buggy and it's hard to position units, I couldn't really tell.
The biggest problem I had was I didn't really get any feedback about if I was playing right or wrong. After X amount of time it seems like you just die randomly. I expected to see alien sprites spawn on the map and murder my civilians. Instead I play for a little while, and the game randomly tells me I lose.
Overall its a cool idea, its just way too hard to do anything, and it feels like the game is buggy and it's not by design.
The clicking, I did it that way to keep from having people clicking and accidentally selecting other units and getting frustrated, but it was a bad idea overall. Especially since if a unit is standing on another and you click either, it'll switch who's selected.
The way you died was probably that your food went negative. A side-effect I didn't foresee (I've never made even parts of my own font for Game Maker) was that you can't see when your food goes negative because I only included numbers, not including the letters or symbols (both literally being part of a PNG that makes up the HUD). You'd have to watch for an extra space that appears between the ":" and the food number, and I get that that's confusing.
Overall, I get that it doesn't give quite enough feedback, but being the person that created it, I was a bit blind to it. A side-effect of not having playtesters. :/
It sounds like the best thing I could have done for play-ability was remove the need to watch your food, or at the very least, make the food much, much easier to manage.
Yeah, it's a bit ambitious, but overall, I like how it turned out for a 48 hour strategy game, and the fact that there is potential leaves me with a bit more motivation to touch it up later on.