Smallworld Survival by Norgg
A wee sim game about the survival of a community in a tiny world.
Apologies for the lack of graphics/sound, I wasn't able to find much time to work on this over the weekend.
EDIT: Added source code links.
I stupidly didn't keep the exact version that I uploaded for the jam around, the non-fixed version should behave the same, but with an added debug mode if you press "d", showing the path finding as well as dark grid squares where the cached distance values weren't cleared. The fixed version fixes those, making the pathfinding work much more reliably, though I think it also removes some of the character of the people.
Apologies for the lack of graphics/sound, I wasn't able to find much time to work on this over the weekend.
EDIT: Added source code links.
I stupidly didn't keep the exact version that I uploaded for the jam around, the non-fixed version should behave the same, but with an added debug mode if you press "d", showing the path finding as well as dark grid squares where the cached distance values weren't cleared. The fixed version fixes those, making the pathfinding work much more reliably, though I think it also removes some of the character of the people.
| Web | http://norgg.org/smallworld |
| Source | http://norgg.org/files/smallworld.pde |
| Source (fixed pathfinding) | http://norgg.org/files/smallworld-fixed.pde |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5283 |
Ratings
| Coolness | 88% | 2 |
| Overall(Jam) | 2.38 | 218 |
| Audio(Jam) | 1.00 | 216 |
| Fun(Jam) | 2.04 | 219 |
| Graphics(Jam) | 1.70 | 256 |
| Humor(Jam) | 1.50 | 220 |
| Innovation(Jam) | 3.19 | 92 |
| Mood(Jam) | 2.29 | 196 |
| Theme(Jam) | 3.13 | 99 |
I wish there where any objective like get 30 population or arrive to year x...
there's a lack of information of what means the shape, the color and how do they reproduce.
I enjoyed it ;)
(didn't worked on firefox, had to use chrome)
Anyone else trying this out, I'm wondering now how many people figured out what the shapes and colours mean (which should be reasonably easy to figure out) and how reproduction works (for which I suspect the details are probably a bit too obscure).
It captured the smallness of the theme almost by making commentary on the smallness of humanity. Or maybe I'm reading into too much here.
Strategically, I felt pretty limited. I'm guessing my goal was to make lots of people and I'm guessing the best way to do that is to cram them together at a food source. But, if that's correct then it's really a test of my ability to click... a bit more breadth/depth in the simulation would make this a much more interesting game. By breadth I mean things like: Kinds of food, people who produce food, food affecting characteristics of people. For an example of depth: when people die maybe people who knew that person don't want to eat where he ate anymore...
What you have, in my opinion, is an interesting starting point for a game and I hope you pursue it.
The best way to keep people alive and get them to reproduce should be to keep them spread out into smaller groups, though however you have people split up it still gets into quite a clickfest around population 30 or so.
It really looks more like a very simple prototype of something more (and probably too complicated for LD game :). In current state there's not a lot of reasons to play it.
Yeah, the gameplay could use a bit more than just clicking on buildings.
If I could suggest two improvements, it would be to give me something else to do, and to slow the clock down a bit.
I stupidly didn't keep the exact version that I uploaded for the jam around, the non-fixed version there should behave the same, but with an added debug mode if you press "d", showing the path finding as well as dark grid squares where the cached distance values weren't cleared. The fixed version clears those, making the pathfinding work much more reliably.
The pathfinding is a start at A* which wasn't properly finished because it worked "well enough" for this.
But maybe i missed the point :D
But the pathfinding is interesting. I think it has some potential in it :)