FoonLudum Dare ExplorerLD22 → A.I.one

A.I.one

By toeofdoom

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CategoryRankScoreCount
Audio373.43
Mood1263.10
Graphics1833.14
Innovation2172.79
Overall2932.80
Humor3241.86
Theme4112.50
Coolness44330
Fun4782.07

Comments

quimby 2011-12-20 02:06

I really enjoyed this, but it could definitely use some tool tips or instructions to explain what is going on.
Is there somewhere I can keep an eye on to see if you expand this idea? I'd like to see this fleshed out into a salable grade game as I love the concept and really like the control scheme. (once I figured it out)
I had no idea what-so-ever about what was going on in the science menu (if that is what it was), but the combat was fun and could be great if you expanded it to include some tactical maneuver options (Maybe movement options whilst attacking like strafe, charge, lead etc.)and add some additional enemy types to take advantage of them.
Excellent work - good luck in the comp. (I'm surprised to see there's not more comments on this, but maybe people are still wiped out from the comp - Mine is yet to see any action as well, so I wouldn't worry about it too much yet)

susanthecat 2011-12-20 02:16

Fun but hard to get the hang of.

jeffz 2011-12-20 02:42

Really liked the music. Controls a bit hard to figure out, esp hard to read from the webpage and play.

toeofdoom 2011-12-20 03:05

Thanks, right near the end I could have put in tooltips (and it would've helped the research stuff a whole lot) but would've needed a system for it and a font etc. The default unity font changed recently and is awfully low res.

Anyway, I have a twitter account (@Toeofdoom) which would have any updates, I'm not sure my blog would really end up with much as I rarely actually write much on it. And yes I definitely would expand the strategic options - one thing I'd like is to have game speed buttons (after all, AIs can think really fast) so you can make a strategy without being pressed for time if you need to. Someone else at the melbourne site noted that it had controls similar to eve-online and it does, but being an MMO they have a fairly simple simulation per ship so I probably have room to do more at a skirmish level (but not fleet strategies like with 100+ ships).

The research menu was the result of me trying to think of various ways to represent an AIs decision process and ways to research other than using tech. trees. Since I know what's going on it works for that purpose.

Anyway there are obviously more ideas there than really works for a ludum dare (unless you're much faster than I am) and I tend to do that even if it means the game doesn't really get finished. I probably could've spent a bit of time explaining what was going on, but even things like enemy behaviour and spawning came in pretty near the end.

cadin 2011-12-20 16:12

I can't really figure this out. I clicked on some things and they blew up and then I blew up. The music is nice though and the graphics are beautiful, particularly the explosions.

toeofdoom 2011-12-20 21:24

Okay, fair enough. I've added some instructions at the top of the page though I imagine it still won't be user friendly. Thanks for the nice comments about the graphics/audio. :)

acodegerm 2012-01-03 00:04

Love the music, really sets the tone, definitely the stand out feature.

How to tell if you're progressing is a bit of a pain. Also spawning in the middle of a bunch of defense drones sucks : / Combat could be fleshed out a bit better.

Really nice foundation for a game, I'd definitely play a more complete version of this.