FoonLudum Dare ExplorerLD13 → Interstate Trucking

Interstate Trucking

By doches

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CategoryRankScoreCount
Theme24.6316
Overall213.3816
Innovation273.1916
Fun272.7516
Audio43.8715
Polish103.8116
Graphics253.1916
Humor362.008
Technical43.7914
Journal113.8010
Towlr282.836
Food1

Comments

HybridMind

Found this too tough to play with similar criticisms others have brought up. Mainly not being able to tell what a city buys / sells before hand (especially as first move of game asks you to pick blind) Loved the music and graphics and style. I typically do like these trade sims so I wanted to really like this but alas the UI / information display is currently to obtrusive to me at least. I too am impressed with what you pulled off though in 48 hours, nice work on that! I'll definitely check out any further version you may post.

dertom

He a nice one! Really like that genre and wonder why I didnt had the same idea as I was chatting with someone about railroad-tycoon the week before LD! Sid Meyer would be proud of you! Very good job!

MrPhil

This game has lots of potential. The game would be more fun if it was easier to see what the cities sell/buy items when creating the route. Don't stop now! Take this game all the way!

Hamumu

I like the concept and all, and great music... but it's really hard to actually play! I'm not sure how it should be done differently, but there just really needs to be a simple clear way to compare prices between places and know what you can sell places and all that. More messages when the trucks actually do things would help, like instead of "Truck arrived for $413", "Truck sold 10 produce for a profit of $413" (not sure how much space the trucks have, it's obviously not 'one unit'... are different products different sizes too? Lots of info that's hard to get). Definitely my kind of game if it can be made very transparent.

Devon

nice! well-developed sim for 48h, sound effects and music really help.

demonpants

Pretty cool, but the prices all seemed like guesswork, and pre-computing trips doesn't seem like the best idea, at least at first. I think a good way to start would be with 1 truck and only having like 5 places (a zoomed in map), and each time a truck arrives at a location you give it a new one. When it arrives at a place it shows how much each resource costs, and so you can choose what to buy. Feedback like "very high" or "low" for each price would be good. The number of resources should also start at around 3. Then when you reach a certain profit (or maybe when you get a second truck?) the map expands to include more locales. Having the option of queuing routes and resources to purchase will become important at that point, but you should always have the option to follow a truck along and make choices as it goes. Similarly I think giving each resource at a location a likelihood to fluctuate (like "risky," "conservative," "solid," etc.) which will affect how likely it is for a price to change would be good. Then ones that change more often have a higher chance of having very extreme prices (like very high and very low), so you can play the whole game sticking with sure bets but making small profit or you can go for gambles.

In the end, really, I think it needs to be important for the player to memorize what resources are at what location and what the best routes are to take. That means less locations, more hands-on approach with each truck, and more feedback on prices and fluctuation.

crc

I liked: Idea, audio, extent

Could be improved: build-up, explanation, simulation speed (building bigger routes means watching the truck crouching slowly along). Are you supposed to build longer routes (in order to do that you have to memorize the prices)?. Maybe I am playing it "wrong". I think a simulation like this needs to have strong explanation and some restriction at the beginning (e.g. max. 3 cities on a route) and then let the complexity rise on the player.

Definetely a feat doing all this within 48 hours.

ondrew

Very nice simulation indeed. Graphics/music/sounds are top notch.

I'm missing some overview of the prices, which would let me compare cities easily.

Btw my master thesis was program for solving multicriteria traveling salesman problem, so that's a big plus from me :).

negativegeforce

A very complicated game for being created in 48hr. It definitely feels like alot of tycoon trading games. The graphics and sounds make the game feel very polished.

I found it wasn't very easy to compare two cities prices together. It would be nice to have a button that displays all the cities prices OR in each city display the price differences between the connected cities.

swergas

"./interstate_trucking_linux" says :
/home/quentin/.eee/eee.interstate_trucking_linux.2/bin/ruby: 5: Syntax error: "(" unexpected

and in the source version "ruby init.rb" says :
/usr/lib/ruby/1.8/rubygems/custom_require.rb:27:in `gem_original_require': no such file to load -- rubygame (LoadError)
from /usr/lib/ruby/1.8/rubygems/custom_require.rb:27:in `require'
from ./lib/core.rb:2
from init.rb:2:in `require'
from init.rb:2

=> sorry i could'nt play your game

erik

It's a nice idea, and it's quite polished, but it's hard to play. Things move too slow, and managing routes is too complex. I liked the music.

Gilvado

Very cool, and impressive polish for a 48 hour game. It was fairly slow and difficult to manage, could do with better UI. Still, this has the core of a great game in it!