alternative untitled indie seasteading video game
June 23, 2009 at 1:42 am #971
OK, so on the other thread I posted:bencoder wrote:
Physics games maybe… design a seastead to take on worse and worse conditions? that’d be quite interesting…
Actually I liked this idea so I started work on a little demo last night.
First version here:
Unzip and run the Buoyancy/main.exe file.
Physics are hard and it’s just a quick and dirty demo so it’s very easy to break the physics engine – sorry about that, it’s a very alpha version.
First step: You have a seastead-platform that needs floating in green. Draw the hull beneath it by clicking to add lines. Lines can’t intersect. Also make sure you dont enclose the top of the platform because that makes the physics wrong. Right clicking will undo the last line. When you’re done hit Space. if nothing happens then you need to make sure that when the two ends of the polygon are joined that they wont intersect anything else.
Step two: Adding ballast. Click anywhere to add ballast to your seastead. Right click will remove the last added ballast. Hit space when done
Step three: Testing. Your seastead will now be dropped into the water. Hitting Space will reset the velocities, which is useful if your seastead goes a bit out of control. Use numbers 0 to 5 to try different levels of waves – note that waves aren’t very well implemented so this doesn’t work very well. Hit R to reset everything. Hit E to return to step 1.
Have fun, hope it works for you.June 23, 2009 at 7:31 am #6679
This game is awesome. Unfortunately this particular seastead wasn’t, it sank like a rock.June 23, 2009 at 7:44 am #6680
brilliant design. Perhaps some more ballast would sort out the sinking issue. Glad you enjoyed it.June 23, 2009 at 7:51 am #6681
I downloaded it, it ran without any issues. I had a little trouble completing the first few polygons, mostly because I’m dumb and I didn’t pay attention to the instructions as I should have (I was supposed to press Space, as opposed to expecting the polygon to just close itself no matter how -really-near-the-starting-point I clicked for the final line )
Once I started doing it right, the experimentation begun. Prototype Community 001 codename Inverted Triangle suffered a fate much like that of S.S. Poseidon, tragically. But brave scientists learned from their mistakes and great technological progress in the fields of Placing-The-Ballast-Low, and Making-The-Hull-Wider yielded significant improvements, so that Colony 005 The Trapezoid finally made a stable home even amongst level 5 waves. Interestingly though, clicking on the icon in the top right corner (the icon for the MS DOS window itself) and then returning to the game resulted in a singularity event that made the Colony start to spin. It’s 3 AM
Anyway, I’m so sorry for hijacking your previous thread, I promise that was not my intention, I was just trying to contribute.
This is a great fun little game you’ve made, kudos!
SCaV3NG3R – A place to create your own RPGs online.June 23, 2009 at 7:59 am #6682
Haha Nice story. Sorry for the odd controls, It’s not at all polished, I just did what was easiest for me to program for the first version.
The previous thread wasn’t mine, I just stole the title because I also don’t have a name for my game and the idea came out of the other thread.
The physics really need some work.. i’m not sure why but I can’t get spar buoys to work right, they end up spinning upside down but programming physical models is new to me and i’ve had to learn quite a lot just to get what’s there working.
I’d like to port it to flash at some point so it can be a more casual thing but I’ll have to learn flash to do that.June 23, 2009 at 8:29 am #6683
Maybe that’s why I kept getting such weird results, I tried to close the polygons myself and then press space. My simpler shapes (triangles, rectangles, trapezoids) kept floating well above the waterline, even when I only used one ballast. No, I just tried it that way and my objects are still floating in mid air, although they do eventually come back down.
Incidentally, I don’t think you hijacked the thread, in fact I was checking out your SCaV3NG3R engine but having never worked with Flash and knowing nothing about it I haven’t had enough time to do much more than visit the website. I’ll be checking it out when I have more time to commit, since this thread and the other have gotten me re-interested in game making (I’ve made little skeleton games using Allegro and Torque, and a text based one written in C++). Planning to mess around with a 3-d seasteading world using Torque over my upcoming 4 day weekend, but don’t expect much since I’m below amateur. Anyway, welcome to the forum!June 23, 2009 at 4:19 pm #6684
ok, the weird floatyness was probably because you’re seeing it on the wrong scale.. I was imagining big so that platform is actually 200metres across and 100m in the air which is why it seems so slow.
I thought i’d try it out on a much smaller scale(1/10th of before, so platform is 20m across and 10m high to start with) and I think it works a lot better actually. I’ve also fixed a few bugs and added a feature so during the ballast adding part you can see the center of gravity which makes it a bit easier to figure out how much ballast to add for your design.
New version here:June 25, 2009 at 6:27 am #6699
Just FYI I tried the new version and it works better, the CoG thing helps a lot and the overall motion seems more realistic.
One thought I had was that it feels more like a simulation than a game (not that it really matters), and since it’s not really reliable enough to test designs a simple scoring system or pass/fail declaration might give it more of a game feel (maybe the larger the angle or faster the frequency of rotation of the platform the lower the score). I only say this cause the novelty of it wears off after a bit of use, so it might have more appeal this way. On the other hand, you might have better things to do, or this might be more trouble than its worth, I was just throwing the idea out there in case you keep working on it.June 25, 2009 at 8:37 am #6700
Yeah, you’re right. This is just a test of the physics engine, there’s not game in there yet.
I’m not sure if I can make it fun even as a game to be honest. My original idea was that you’d have money to build it and every bit you add costs some amount, and then you’d test it and you have to meet minimum stability requirements (max angle, max speed of vertical motion). But that’s still only pretty much one level. Each extra level would just be greater constraints on money or the stability requirements or the strength of the waves. I’m not sure if that can be made fun.June 25, 2009 at 6:37 pm #6710
This game is awesome. Unfortunately this particular seastead wasn’t, it sank like a rock.
So awesome. We just had a big laugh about this in the office.
Ben, I think it’s cool to see a video game being worked on — interested to see what sort of mechanics you come up with to make it funJune 25, 2009 at 6:39 pm #6711
I could see it being sort of like a tower defense game, where you build up your seastead, and then some incoming threat comes in – maybe a wave, maybe pirates, maybe a tsunami. And you see if it survives. The goal is to last as long as possible before sinking. You could add guns to defend against pirates, add stability for waves, add income-generators (hospital, bordello…)
That would make a game out of a simulation…July 3, 2009 at 11:18 pm #6803
A game engine can be adapted to play simulations and get an idea of economic, food and energy production models. It can be fun too!
I make maps that become territories.
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