Tiny World - Ideas in the Sea of Thought by uprightpath
NOTE: I was right about it working on Mac. I just had no way to test it. xD
Premise-
An Idea is a world in and of itself. It's afloat in the universe, caught on a breeze, growing large only to be destroyed (Except in certain circumstances). It inspires souls to its side and often conflicts with others.
The conflict between the ideas is meant to bring home the 'Tiny World' view point of ideas. While at war, more 'Military' type units were meant to spawn (Unimplemented), enough so that the other three unit types would almost be choked out.
While it would take a lot of balancing, the game favors the player when you have a smaller map. The closer to 37 tiles (Half that's displayed) the higher your chance to spawn a unit each turn. Further, the intent was that when you're not at war with another Idea, you can 'destroy' portions of the world, and if you split the map, the parts not linked to you disappear, reducing the map size.
Success-
Limited. While I got much of what I had wanted to get through done, I didn't complete enough to actually call what I created a game. While you can -do- things in it, it's missing a bunch of functions that would make it -playable-.
HUD From top-
Left 1: Number- Your total belief, spent to do things.
Left 2: Y->T looking thing- Toggles and allows you to randomly place a tile on that spot.
Left 3: * Looking thing- Toggles and allows you to destroy an uninhabited tile, due to the lack of a path-finder, this can break movement.
Left 4: Obelisk with waves- Attempts to convert all 'neutral (Yellow)' things on the map (20 Belief for each yellow, with 4x your spawn chance for each).
Left 5: Dead Tree- Opens up a refinements/tech menu (Obelisk lets you get belief faster, Heart heals your units/structures more per turn, Sword increases unit damage, Wispy flame increases pop cap) each costs 200 Belief.
Left 6: ?- Toggles and was meant to provide info about all of the other parts of the HUD.
Left 7: Hourglass- End your turn.
Top 1: Population Current/Max
Top 2: Spawn chance
Top 3: Number of Blank (Little fire) souls. Can become any other type of soul.
Top 4: Number of Artistic (Candle) souls. Passively increases Belief, Healing and Damage.
Top 5: Number of Creative (Compass) souls. Can work in a structure and increase its output by 50%.
Top 6: Number of Convincing (Sword) souls. Moves to the closest non-friendly structure and attempts to destroy it.
Top 7: Number of Obstinate (Shield) souls. Attacks any non-friendly Soul on a tile you own.
Clicking a tile, when not changing/destroying, pops up a blank window which was meant to display information about a structure (In use, training, health, owner). I just didn't have to time to implement it.
Premise-
An Idea is a world in and of itself. It's afloat in the universe, caught on a breeze, growing large only to be destroyed (Except in certain circumstances). It inspires souls to its side and often conflicts with others.
The conflict between the ideas is meant to bring home the 'Tiny World' view point of ideas. While at war, more 'Military' type units were meant to spawn (Unimplemented), enough so that the other three unit types would almost be choked out.
While it would take a lot of balancing, the game favors the player when you have a smaller map. The closer to 37 tiles (Half that's displayed) the higher your chance to spawn a unit each turn. Further, the intent was that when you're not at war with another Idea, you can 'destroy' portions of the world, and if you split the map, the parts not linked to you disappear, reducing the map size.
Success-
Limited. While I got much of what I had wanted to get through done, I didn't complete enough to actually call what I created a game. While you can -do- things in it, it's missing a bunch of functions that would make it -playable-.
HUD From top-
Left 1: Number- Your total belief, spent to do things.
Left 2: Y->T looking thing- Toggles and allows you to randomly place a tile on that spot.
Left 3: * Looking thing- Toggles and allows you to destroy an uninhabited tile, due to the lack of a path-finder, this can break movement.
Left 4: Obelisk with waves- Attempts to convert all 'neutral (Yellow)' things on the map (20 Belief for each yellow, with 4x your spawn chance for each).
Left 5: Dead Tree- Opens up a refinements/tech menu (Obelisk lets you get belief faster, Heart heals your units/structures more per turn, Sword increases unit damage, Wispy flame increases pop cap) each costs 200 Belief.
Left 6: ?- Toggles and was meant to provide info about all of the other parts of the HUD.
Left 7: Hourglass- End your turn.
Top 1: Population Current/Max
Top 2: Spawn chance
Top 3: Number of Blank (Little fire) souls. Can become any other type of soul.
Top 4: Number of Artistic (Candle) souls. Passively increases Belief, Healing and Damage.
Top 5: Number of Creative (Compass) souls. Can work in a structure and increase its output by 50%.
Top 6: Number of Convincing (Sword) souls. Moves to the closest non-friendly structure and attempts to destroy it.
Top 7: Number of Obstinate (Shield) souls. Attacks any non-friendly Soul on a tile you own.
Clicking a tile, when not changing/destroying, pops up a blank window which was meant to display information about a structure (In use, training, health, owner). I just didn't have to time to implement it.
Ratings
| Coolness | 71% | 3 |
| Overall | 1.85 | 880 |
| Audio | 1.11 | 772 |
| Fun | 1.39 | 892 |
| Graphics | 2.38 | 691 |
| Humor | 1.33 | 785 |
| Innovation | 2.80 | 492 |
| Mood | 1.96 | 803 |
| Theme | 2.20 | 787 |
Thank you for this.
Some of these could be mitigated by a text instructions on the entry post, but I agree with Suese, perhaps the idea was too big for a 48 hour game.
Thanks for participating and best of luck!
When hundreds of people make non-browser games, that means that, to play all of the entries, I would need to download hundreds of games to my computer. I typically use OS X, so Windows-only entries are particularly inconvenient.
Please consider making a browser game next time.
I agree with almost everyone on the idea of something BIG here, but maybe you should have tried to keep very simple graphics and focus on a tutorial and finishing all the mechanics you wanted to implement.
I see a great board game out of this!!
Each unit has a very simple behavior set that it follows in a very stupid way. They pick a target, then depending on what it is and what they are they either move towards or away from it.
Due to not having Spawning rules balanced the enemy side never has a chance to spawn a new unit to defend itself (Though, I could see a shield -maybe- spawning). And since I didn't implement any sort of AI for the enemies, they never attempt to create new structures or anything like that, so... Yeah.
On the other hand, that's not necessarily a good thing in a piece of interactive entertainment, unless it's extremely well done.
Keep working on it. Don't let the idea drop.
Exception in thread "main" java.lang.NoClassDefFoundError: Tiny World- Ideas/jar
Caused by: java.lang.ClassNotFoundException: Tiny World- Ideas.jar
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: Tiny World- Ideas.jar. Program will exit.
Exception in thread "main" java.lang.UnsatisfiedLinkError: no gdx in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at com.badlogic.gdx.utils.GdxNativesLoader.load(GdxNativesLoader.java:116)
at com.badlogic.gdx.backends.lwjgl.LwjglNativesLoader.load(LwjglNativesLoader.java:41)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.<init>(LwjglApplication.java:53)
at com.uprightpath.idea.LWJGLVersion.main(LWJGLVersion.java:40)