filiph

LD33

I’m in. Stay tuned for Loch Ness.

In a different timezone, so I only got to find out the theme in the morning. Played around a bit with some ideas and I like one of them enough to try the Compo.

Working in Dart, using some pre-existing libraries that I made a few months ago (hope that’s ok). Right now, I have about ten lines of code, so…

Loch Ness goes to sleep

Ugh, it’s night here and I still haven’t got any artwork. The game is currently a command-line experience. Like so:

You attack Abriachan. There is no resistance. With glee, you butcher a couple of terrified locals. Abriachan is now under your control.

1) [50] Attack on Drumnadrochit (pop 5000)
2) [50] Attack on Inverness (pop 10000)
3) [0] Hatch at Loch Ness (pop 10)
4) [44] Hatch at Abriachan (pop 5000)

On the plus side, I have fuzzy logic working. Yay!

So I’m obviously doing the exact opposite of what I should — instead of a super simple game, I’m chasing things like fuzzy sets and implementing battle simulations. But I’m learning, so it’s all good.

Comments

Mathstr0
22. Aug 2015 · 23:50 UTC
My game is super complex as well, you are not alone.

Loch Ness is done

Ok, people, Loch Ness is done. There’s so much more I wanted to implement (and some of it is really close), but I must sleep, too.

Hope the result will be fun for at least a couple of you.

I’m super happy I could participate today.

Loch Ness post mortem

This was my first LD and I enjoyed it immensely. Here’s what the final web-based game (LD page here) looks on a phone.

 

D550314.5.A.0.270filiph08262015214211.mp4

 

What went wrong?

  • Way, way too ambitious design (strategy game, fuzzy logic, trying a zillion new things).
  • Time management. Getting lost in playtesting. Procrastination.
  • Several stupid bugs that stopped my progress for tens of minutes at a time.
    • Next time I’ll try out the technologies beforehand. And I might (might!) use a little bit of Test Driven Development. During Ludum Dare, it feels like wasting time, but I think it’d save me more time later, with the bugs.
  • Result:
    • No endgame.
    • Half the features are missing (most of them have code prepared for them, too, I just didn’t have the time to complete). In case I get to implement those, these are SPOILERS:
      • The game was supposed to feature other monster factions (the Mothmen, the Bigfoots).
      • The People faction was also supposed to have monsters (like Chuck Norris, Silvester Stallone, etc.)
      • Options to eat people (to regain HP) and build a lair didn’t make it.
      • Once in a while, a hatchling was supposed to grow up and act independently as a “captain” in your realm. You could have (incestious) sex with it to get more fertile.
      • People’s reaction to your wrongdoings were supposed to escalate (from SWAT teams to jet fighters).
    • Map added at last resort and only visible once at the beginning. In a strategy game! (Although, it’s more complicated. See my comment at the game’s page.)

 

What went well?

  • Way, way too ambitious design.
    • Yes, I think it’s both good and bad. If I made a more straightforward game, I think it would bother me in retrospect that I didn’t try something I always wanted to.
  • Skipping visuals and audio altogether.
    • I really, really suck at graphics. The result would be horrible anyway, and I’d spend at least half a day on it.
  • Going procedural.
    • Much more replayability and fun (more agency for the player).
  • Using the fuzzy logic AI for player’s choices.
    • Allowed the game to keep the gamebook/CYOA feel while still being a sandbox.
    • If you want to know how I did it, I wrote an article about it.
  • Doing it in a web technology (Dart + HTML in my case).
    • I would never get as many votes without it.

Thanks for reading this far. Go play it.