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Member Since 11 May 2010
Offline Last Active Sep 20 2014 03:38 AM

Topics I've Started

My Ludum dare entry for feedback

30 August 2014 - 03:15 AM

Looking for feedback for my LD entry



Yes yes, I know this belongs to announcement, but I feel more at home in the sub forum of game design.

So to make this a game design topic, let me do some analysis on my game and I of want to know what you think can make the game better.


My original idea was a single world where you try to clear the "trash" in your own by connecting the lines on the block. You can see this part of the game in the red world in the final game. However, after realizing that that isn't fun enough, I thought about how to make each world different.


I also wanted each world to have their own food meter, and food will be generated in each world, except the yellow world. Yellow world then get foods from green world when the green world matches something. However this idea is scraped. Instead, I decided to make green world generate food for everyone.


yellow and blue world is created at the same time. I wanted a world where there is constant flooding and another world that have things to fill the water. The other idea I had was to let water be carried around once to the yellow world to create oasis. But that idea was scraped since moving water seems weird and the current objective is hard enough =).


The original order of the worlds is red->green->yellow->blue. It was changed when I designed how food was generated. The way that green world to generate food initially is to push 3 "trees" together. However, as I was making the water world, I thought that it would be cool if green uses the water that blues have to generated food. Because of that, I swapped Red with Blue to form the current order yellow->blue->green->red.


Initially red is the first world. As I was designing the tutorial, I feel that yellow world is a easier world to teach, and there is a good flow in the tutorial if I move yellow to first; teach about moving sand, then move sand into water, then plant into water, then eat your food.


-- tl;dr , just me doing post analysis. Just play the game =P

Let me know what you think can be done to improve the game, even the slightest, except for graphics. 




C++ files organisation

23 July 2014 - 03:58 AM

I have been coding C++ for more than a year now and I just realized that the way I package my project is very different from how all the C++ open source projects package their projects.
Most of the C++ projects package in such a way that it looks like this

 |_ include
 |_ src

while I usually store them in deep folder structures.
|_folder A
 |_ sub folder A
 |_ sub folder B
|_ folder B

When I learn a language, I want to embrace it fully and not just use it like another language. But before I migrate some of my projects, I thought I asked, what are the advantages/disadvantages to doing either way ? I know my way probably came from back when I just started programming and Java has a really deep folder structure. Do anyone do the same as I ?

So I got another random idea

07 July 2014 - 12:28 PM

Okay this time the idea is small, and I kind of implemented a fast prototype for it already. I kind of want to get some kind of feedback.


So the game is a maze game, but not any old simple maze game. 

You traverse the map using "commands"


Currently, I have implemented only "move" and "turn". 

When you send your program to traverse the maze, you must return to the start point for your program to provide feedback to you.

Any program that didn't return to start point will just "terminate" and no feed back will be provided.


The maze will look something like this

Attached File  maze.png   14.48KB   4 downloads


The program is a "String"

It must start with "b" and ends with "e"

So the simplest program you can write to traverse the maze will be "be"


Attached File  basic.png   15.75KB   4 downloads


So when you first enter the maze, it will tell you where you can find empty space. 

The next step will be to move and explore more.


So here I ran the command "bm4tbm4e"

Which is saying "Begin", "Move 4", "Turn Back", "Move 4" , "End"


Attached File  advanced.png   33.5KB   6 downloads


If you didn't get back to the start point you will get this

Attached File  fail.png   5.67KB   5 downloads


So this is really the basic idea. The idea of the game is to say, try "data" that are hidden in the maze. You need to uncover the maze to find all the data.


Additional planned challenges. (if i continue to work on the project)
1) Different movement cost. Right now all tiles cost 4, but later there will be tiles that cost 1, 2, 8, 16, which will kind of confuse your map.

2) Marker command, that allows you to place a "marker" on the floor and allow you to detect "loops"


I am planning(maybe) to write this as a "web" game, which is why I use python. That will allow me to convert to say Flask/Django easily. I probably can get it done by tomorrow with a good interface. But I kind of want to get a feedback of this stupid random idea that came into me today.


oh and anyone who want to play this game can get it at https://github.com/ZwodahS/mazehack


It is CLI at the moment, to run it you just need to find the test.py, and run "python test.py <seed> <instructions>" and add a "DEBUG" to the end of it if you want to see the map

The seed is there to make sure you get the same maze tongue.png


So to start, you should just type : python test.py <seed> "be" 


I figured that most of the people here are developers and should be at least intrigued by this >.< but if this is a stupid idea, feel free to flame me tongue.png

Let me leave you with one final screenshot

Attached File  funtime.png   107.98KB   4 downloads

Need help - can't find the fun factor

27 June 2014 - 12:10 AM

I wrote about an idea of a Fantasy Guild Simulation game here about 2 months ago and I have been working on it on and off and kind of hit a brickwall. I can't find the fun factor in it at the moment.


So here is the idea so far.



The main premise for the game is that you control a guild of fantasy-based heroes, mages, knight etc. They work for you to help finish quest that towns have. The game is fully text-based at the moment, similar to that of "Long live the queen". 

The game operates in on a day-basis. Each day begins by you looking at what have happen the previous day, collect the rewards from town and returning the heroes back to town. After that you decide what you want each hero to do for that day. Those that are still on mission will not be assignable. After that you "end the day/turn" and the world will simulate your decision and cycle continues.


Towns provides various type of quests. Some requires you to slain various type of monsters in various places, or gather certain amount of items from various places.

You can send heroes to locations to "explore" them, allowing you to kill monsters or gather stuffs from there. Combat will occur when you encounter enemy and will be resolved automatically.


Combat resolution is done using a ActionPoint/Speed system, like most FF title, except that instead of you choosing the moves that the unit will perform, they will choose randomly, or based on their traits. For example, if a character has a "Thrifty", he will more than likely choose a skill that cost him less energy, or if a character is "Flashy", he will more likely to choose skill that is more specular.

The other thing you can do is to train the heroes. This do not gain you gold/resources but improve the character faster. However, they generally don't like to train since they also don't get gold if they don't go out on mission.


Heroes with specific skill can also create items; Weapon making or potion brewing for example. The quality of the item that is made is also depend on the skill of the unit. 




So far I have implemented basic exploration of places, a simple combat resolution, and some basic recruitment stuffs. I implemented them mostly using curses instead of a graphics library. 


There are a few problems that I realized after playing a bit of the game. Firstly, it seems fun to watch your character grow at first, but there are no way to see how much they have grow.


Take Pokemon/FF game for example. They have a simple combat system and as your pokemon/char grow, they learn new skills and you directly see the impact of this growth. In this simulation game, since the combat is automatic, the feedback is not that obvious. If you can't see the impact of the growth of the characters, then the growth fun factor isn't that fun anymore.


On top of that, it seems like this game has only 1 core feedback loop and it is not as fun as I thought it would be. All you seems to do is sending units on missions, train/upgrade units, then send them on more missions. 


So the question for fellow game developers are 

1) Do you think the game I describe have any audiences ?

2) How would you improve to solve the problem I mentioned ?


I really like this idea but I can't see myself enjoying it, at least not with the problems I mentioned. I might be too close to it to see the "fun", so I hope you guys can give me some feedback on what I have now. 


(I did thought about using a non-automatic combat resolution, like FF-tactics or as simple as traditional turn based combat. However, I realized the core part of the game is character building and not combat/tactics. Having the player directly control the combat will shift the time that the player spend on management stuffs from 100% to about 15 ~ 20%, meaning the combat will take up most of the player's time. Each day will be longer, since after you decide what you want to do and where you want to explore, you will have to spend even more time resolving them.)

Switching between languages/API

23 April 2014 - 01:00 AM

Hi, not really a beginner question but probably fits here than anywhere else.


I was coding SFML/C++ for the entire year of 2013, and switched to Libgdx/Java this Jan to port a game I made in C++ to android. After playing with Libgdx for about 2~3 months, + a 1 week break without touching any coding, I faced a problem. I wanted to prepare myself for Ludum dare this week and intended to use SFML/C++ instead of Libgdx, since I like SFML more. I realized I couldn't remember most of my C++/SFML stuffs. (I will probably have to read through my old projects). It is not that I forget the syntax but to do extremely trivial stuffs, like drawing sprite to screen, using my own personal code, or even just loading of assets, I have to reference my old projects to get started.


So my question is, what are some ways that you guys do to prevent or reduce this "confusion state" that happens when you switch from one language to another after using one for significant time.  I don't think I am the only one that experience this. Does cheatsheet helps ? I tried creating one in the past but it became extremely tedious and pointless when you are using the language but become extremely useful when you forget them.