Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Jumboman

10
Posts
3
Topics
1
Followers
A member registered Aug 10, 2017

Recent community posts

(1 edit)

woops, you're right. here there's water, and clay, and grass. Wheat is giving me some trouble still :(

edit: wheat is fixed it's weed that gives me trouble. But at least all the resources are now complete (i also added cows)

(3 edits)

Update: I've worked out how to add objects to the map. Denki would you be so kind to briefly explain what ST, STT, and SM means/does? Am I correct that ST means "stage", STT means "milliseconds passed this stage"? SM I did not figure out. Right now when I start the map, the trees and grass have to grow first. What should I add to make them start fully grown?

Oh, and that means RMG v0.0.1 is now actually playable :D

update: added rivers. this is easy to do in netlogo, not sure yet how I will translate it to C# for the actual application...

(1 edit)

With the discovery of the unofficial map editor and seeing how save files are organized, I decided a fun programming exercise would be to try my hand at a random map generator. I'll post updates every now and then and eventually share the code. If anyone (with some experience in algorithms) has any ideas feel free to add. I would prefer to keep the whole thing memoryless for simplicity and elegance. 

The algorithm so far:

- generate some water pixels (purple)

- water pixels spread out X times with Y chance

- remove purple pixels that neighbor only 1 or 0 other purple pixels (repeat 5 times)

- generate some land pixels

- spread out land in all directions until can't spread no more

- fill in the oceans with purple

This would be so much work to implement just to save a few clicks, and goes against the entire idea of manually teaching your bots or using the floppy disk. I would say no.

(2 edits)

Hi, thanks for making such a cool game.
I recently played up until I had more than 100 bots. At this point the game becomes hard to manage imo, and I must have had over 20 bots who were "lost" somewhere (stranded without power, waiting for construction that wasn't coming, waiting for other bots to deliver goods that were permanently out of stock because other bots got stuck too... etc). I also find myself searching for that one bot that was supposed to be doing something. "is it this one? no. maybe... this one? also no... where is it?" 

In the (far) future, I think this game would benefit from a UI/menu that lists all bots. It could have the following collumns:

- Name: the one it starts with, like "lola"

- Job: a description you gave it, like "wood cutter" (of course this functionality would have to be added)

- Status: could just be one of 5: active, idle, waiting, error, out of power. Ideally you would get extra info, like "waiting because wood storage is empty".

- A "go to" button

- An "activate/deactivate" button

- A "copy/paste" button (although I like the manual feeling of the floppy disk, it's also a bit clunky)

- A "select beacon" button that attaches this beacon to all "find nearest" commands. Not super-needed, but handy.

- Perhaps a pictogram of what the bot is holding. I'm just spit balling here.

Seeing as most of this functionality is already in game, the gui-part would probably be the most work. I think this would really help in giving you some control, not just in late game but also in mid game when for instance you make the transition from wooden to metal tools and have to reprogram 10-20 bots.

I think you need to use the canoe now!

To me they seem almost like a mandatory thing to have early on. As long as it's unclear how search radii are defined without beacons, could they maybe cost wood instead of metal?

We have conveyor belts, they just have arms and legs ;) I would keep this game unique.