Game Engine Redux: Sim Mine

Sim Mine is a game where you build a small, old west style mining town from the ground up. The original version was created around September 2007, as was basically a flat 2d style game, with terrible, small graphics.

Additionally, the coding turned into a horrible mess and it got to the point where adding any more features would be too painful. The project was scrapped with plans to revisit it at a later date. I spent some time with Ludum Dare projects to get better at coding overall, and get a better grasp on what was needed to complete a game. Post Mortems of those games are on this blog.

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Postmortem: Game X

Game X, as I will call it, was an online web game that I made nearly three years ago, as a supplemental game to keep people occupied while I worked on another game in RPG Maker. While I eventually finished the game made in RPG Maker, it was an exercise in learning that I really didn’t do plot writing very well, and making it up as I go along can cause problems. Anyway, since the game was an online game that lasted for six months, and topped out at 300 registered players (and a top record of 10 online at a single time), this postmortem is going to be a bit different from my previous ones, consisting mostly of my rambling about how the entire thing failed.

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LD11 Post Mortem

For LD11, the theme was Minimalism, and I decided to do a minimalist take on a Japanese style RPG battle system. The results were mediocre, and in the end, I averaged a score of about 2.8, the highest being 3.3 for theme, out of a possible five. As for what went right, and what went wrong, well, not much went ‘right’, but I still managed to complete something worthwhile, that might be a bit better once it gets fleshed out.

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Ludum Dare 11 – Report

Ludum Dare 11, the 48 hour game making competition, took place last weekend. The theme was “minimalist”, which, admittedly, is going to be most any game created in 48 hours. For my entry, I decided to make a minimalist RPG battle game, taking the standard Japanese RPG battle system and shrinking it down to the basic commands. It’s an idea I’ve had sitting around for a while, but there hadn’t been much progress on it until now. After getting the basic code set up, and running properly, I promptly went to sleep, hoping to get the majority of the game finished by the end of the day Saturday.

I managed to finish most of the basics Saturday, getting text to display, and allowing the player to fight the monsters, but at this point, the game amounted to a collection of text on a blue screen. I stopped early Saturday night to figure out where to take the game next, and eventually sleep.

Sunday, I woke up with about 12 hours left to the competition. Vowing to complete something by the end of it, I worked on making some major changes to how the text output was generated, as the current method, which worked, didn’t allow for a good way to make the “floating” text that I wanted to create. After spending way too much time on getting text to work, I decided to work on some basic graphics, so there’d be something to look at besides just numbers. My plan at that point was to have a collection of monster graphics, and the game would simply pull from a selection of monsters, more powerful ones showing up as you gained levels. However, I am not much of an artist, and after spending about 30 minutes on the two existing monsters and the background, I gave up on the art, and went back to the code. At this point, the game worked, and looked reasonably good, but the battles were too easy, and never got harder. I spent a few hours trying some numbers in OpenOffice Calc, hoping to come up with numbers and formulas that produced a challenging game. I wasn’t entirely successful, since the game starts out hard, and becomes incredibly easy within a few levels, but I decided to finish up and make sure the game worked. I posted the final version early, but I wanted to avoid a rushed post, and I couldn’t chance that I wouldn’t ruin the game within the next two hours.

Overall, even though the game didn’t turn out amazing, it’s coded better than my previous challenge game, and it’s more or less a finished product that doesn’t crash every few seconds. Voting is still going on, and I hope to write up a full postmortem once the game is given ratings. I already know that balance is a major issue, and the lack of any visible progression didn’t help much. In the meantime, I’m gearing up for my next project, and hopefully I can finish it in a reasonable period of time.

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Rabbit Tycoon Report

Rabbit Tycoon was created as part of a “make a game in 30 days” competition on the SA forums. Out of about 20-30 initial entries, there were only 7 or so game submitted. The theme was “based on a book”, and was followed to various degrees by the competitors. In my case, I decided to go with Watership Down as the book, and thus, base my game on the idea that you need to build a new burrow for the rabbits to live in.

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Intro

I’ve decided to put together a blog, focusing mostly on my experiences and thoughts on game and web development, along with any other random things that might occur.  Hopefully this’ll inspire me to finish up a few other project ideas that I’ve had, as well as write about previously failed projects.

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