FoonLudum Dare ExplorerLD43 → Transit Terror

Transit Terror

By slimothyj

View on ldjam.com

CategoryRankScoreCount
Overall2213.4722
Fun1913.4022
Innovation1553.4221
Theme1313.8222
Graphics2083.5022
Audio2682.9221
Humor1233.2722
Mood2123.2222

Comments

rolly 2018-12-03 14:01

I really like your graphics, contrary to what's written in your "How to Play" ;)

slimothyj 2018-12-03 18:16

@rolly Lol thanks. The character art is by far my weakest art in the game but it beats the stick men i was using as a placeholder. Glad you like it :D

sargonius 2018-12-04 05:23

Games with cannibalise are my favourite :) It's a little bit too fast and too random, but I enjoyed it

slimothyj 2018-12-04 05:39

@sargonius This project encouraged me to start up a similar project, fixing the issues that came with this game and adding a lot more gameplay features while maintaining a similar theme and art style. Will definitely take that onboard! Glad you enjoyed the game :D

sockyman 2018-12-04 22:45

Fun game but very buggy for me. I had to reinstall it in order to get it working properly. It was still enjoyable though.

sockyman 2018-12-04 22:53

I a couple events would happen but then the bus would just drive off forever.

slimothyj 2018-12-05 01:01

@sockyman What sort of bugs were you experiencing? Also, that sometimes happens on the lowest settings and extremely high fps counts. What graphics option did you pick?

Happy, you still enjoyed.

popdaddygames 2018-12-05 10:27

This is awesome- you hit the theme spot on and also presented your ideas very cleanly. Hope you had fun making this as it's a great entry! :)

slimothyj 2018-12-05 11:13

@popdaddygames It's not my best work but I definitely enjoyed making it! Learnt a lot more about rng and random numbers

morg 2018-12-05 12:27

As I said on stream, interesting game. Unfortunate for the refresh rate bug, let me know if you have fixed it and I will try again. Still pretty cool.

slimothyj 2018-12-05 12:29

@morg Thanks man. That bug blindsided me completely. Tried fixing it but it broke a bunch of other stuff. Game is pretty much a write off at this point haha. Not my best work but I guess I learnt to remember FixedUpdate() instead of Update(). Thanks for taking the time to play and review my game on-stream anyway. Appreciate your patience and understanding as a fellow dev :)

sockyman 2018-12-05 16:46

Once I put it on a slower laptop the game finally started working properly. It is a great concept and works quite well now! One suggestion I have would be to not make people die as fast or have some visual cue when someone dies.

slimothyj 2018-12-06 01:24

@sockyman I agree with that. Should have played a sound effect or something in hind-sight. Thanks for playing. Defninitely not my strongest submission.

gamefive 2018-12-11 10:27

difficult game but interesting game

geckoo1337 2018-12-12 16:30

Interesting project which could be improved - I noticed some bugs. However at this stage it is good enough for a while. I like it. Thank you ++

slimothyj 2018-12-13 08:39

@gamefive Glad you liked it.

@geckoo1337 Sound criticism. Definitely not my best work. Just gonna put it behind me and keep moving forward lol. Thanks

call-me-nutty 2018-12-15 11:46

I haven't actually played many of these types of games so it's a nice breath of fresh air for me. I think the balancing is a bit off (gets too difficult too quickly) but it's manageable. The events come up a bit too quickly for me and losing resources while on the road is a bit unfair if you ask me (better to apply the resource loss after every event). But I still enjoyed playing it on concept alone. Awesome to see you here for a 4th time, don't stop now! Thank you for making :)

Also I was looking through your source code see if I could assist you anywhere and I think there's some things you could apply in any future programming endeavours.

- The EventPanelController script screams of classes to me. I would have created a nested class inside EventPanelController, call it something like "Event" and then you can just put any necessary variables inside of it (eventName, eventTitle, button1Active, button2Active etc.). You then put [System.Serializable] for the class, create an array or a list and then you can just make events in the editor :) ```

``` //This is all inside EventPanelController.cs

[System.Serializable] public class Event { //Stick all your variables in here }

public List allEvents = new List(); ``` - You could have probably stuck all those survivor sprites into an array - To fix your bug you would just not translate the bus in general (also you forgot to * carMoveSpeed by Time.deltaTime), what you would use is a co-routine. Let me demonstrate.

``` //This is your co-routine, named RoadCycle, coroutines accept parameters IENumerator RoadCycle (float time) { //Makes the co-routine run forever while(true) { yield return new WaitForSeconds(time); //All your code goes here } }

//How often new events occur public float timePerCycle;

void Start() { StartCoroutine(RoadCycle(timePerCycle)); } ```

I hope this all helps :)

slimothyj 2018-12-15 19:12

@call-me-nutty Whoah! Best comment yet. Thanks for the feedback. It's really nice to know you were actively thinking for my game. I agree with all your points. It was terrible sloppy coding. I sort of made up the whole game on the go. Building layer after layer of spaghetti code and messy crap. It was a stupid rookie mistake to translate my bus on an update function. In fact. Why I chose to put every game update based on whether or not my bus hit a trigger on a road piece is beyond me. Before this ludum I hadn't even touched unity or C# since the last one (In my opinion, my best entry) and it shows. This entry has encouraged me to keep developing and improving my skills outside of jams and compos. Thanks again for your brilliant feedback and programming help.

call-me-nutty 2018-12-15 19:45

@rytannic No problem bud, glad to have helped :)

shieldgenerator7 2018-12-19 20:17

cool game, very atmospheric.

if its one thing ld43 taught me, its that i rather enjoy road trip make-decisions-as-you-go games. And this game was no exception. the moving scenery and the bouncing bus were just very entertaining to watch.

the buttons on the bottom weren't very understandable in that it wasn't clear how they effected the other stats. Like, how do you up your combat percentage? Upgrading the bus? And what's the pink mushy stat on the far right?

Other than the missing information, this game was cool and fun to play

slimothyj 2018-12-22 02:14

@shieldgenerator7 Glad you like it :D Thanks. Combat Bonus can be increased by having an abundance of supplies and passengers to fight and be equiped. Bus upgrades also increase it. :) It says that in the tutorial but to be honest nobody ever reads those lol.

kamekai 2018-12-23 04:02

Nice game. I liked the mood. I got to 44 miles.

A couple of pain points I noticed revolved around two main elements.

1. It was often unclear what the results of choices would be due to the terse dialogs, and the impact of RNG was also not always clear. This reduced my sense of agency, making it feel more like the game is playing me than I am playing the game.

2. Having an event-driven system would have been better for this kind of game, or otherwise offering some kind of occasional rest stop situation where you can take a breather. This compounds with the other issue: Dealing with sometimes confusing choices with a limited amount of time can be frustrating because have neither enough time to form a workable strategy as a beginner, nor to analyze its success before something else is requiring your attention.

Since the dialogs occlude mouse input for the buttons on the bottom, a lot of tension forms over the process of trying to grok what choices you should make and select an option before a dialog pops up, requires you to read and choose and option, then bring your mouse back over, switch back mental contexts and select a choice before it happens again. In an event-driven system, the game would only move as you do, giving you time to make decisions about your resources. Perhaps these decisions are free to be made between events. Perhaps they have time-related penalties that lead to the next event being triggered.

Rest areas would solve this problem in another way, providing intermittent chances for the player to size up his party and consolidate resource between hectic bouts of gameplay. That provides the fast-paced gameplay you might have been looking for without sacrificing the much-needed improvements over UX.

Thanks for making the game, I had fun.

slimothyj 2018-12-23 15:47

@kamekai Wow! This is far from my best work but it has definitely received some of the best feedback I have ever gotten on a game. You bring up some very key points.

1. You are entirely right! Damn... I should have made it a lot clearer what choices did what. I never thought about that since I was the one that programmed it so I always knew. Very good criticism.

2. I feel partly that the slim window to manage resources was due to the massive error of putting the whole game on and Update() function instead of FixedUpdate() which caused the game to run varying on your FPS. Lower fps = slower bus and therefore more time between events.

I completely agree with all your points and will 100% act on them if i ever work on the game again. Thanks for playing and I'm glad you had fun :)

kamekai 2018-12-23 22:29

Regarding #2, if you're using Unity then FixedUpdate() is an option, but you might want to consider using something else that also generalizes better to other game engine loops with varying call rates.

Choose a random period of time within a range. ( In JS this would be `Math.random() * (MAX - MIN) + MIN` )

Each loop iteration / frame, store the last timestamp using a high-precision timer. In the next frame, take the difference between this frame's timestep and the last frame's timestep. You then have a time delta whose value changes based on the time between frames, which you can subtract from your time period. In Unity you have Time.deltaTime() which saves you a couple steps.

When this time period reaches zero, call your event and then get a new time period and start over. Now your events will trigger independently of the time between frames.

slimothyj 2018-12-24 03:03

@kamekai The problem was that I didn't plan anything at all. I just sort of made it up as I went along. If I ever went back to working on the game I would basically reprogram everything from the ground up

jevgeni-orehhov 2018-12-27 10:56

We had similar idea in the beginning. Actually we had 9 or 10 and this was the one we started making. Later on we switched to another setting. Still feel quite connected to your game. All the best.

Btw, seems I was the last one to give you rating number 20 so you should get into the final rating. Good luck!

joror 2018-12-27 13:26

Solid adventure style resource game! It's a tricky balance, mostly determined by the RNG gods, it seems :) One lessen I had tho is to start cannibalizing quickly to get your numbers down :laughing:. Fighting almost never seems worth the risk :) The graphics are nice, would be cool to have a few a/b choice events, introduce a bit of story that way. Fun nonetheless - my max is 71 miles :stuck_out_tongue_winking_eye:

slimothyj 2018-12-27 22:03

@jevgeni-orehhov Thanks so much! I'm not expecting much from it. As I have said, it is definitely my weakest entry so far.

@joror Yeh lol. Its roughly 80% luck I'd say. Glad you liked the game! I also do the strat where you eat most of your guys at the beginning lol. Less people lowers your chance at winning combat encounters though so be careful ;) 71 Miles is pretty damn good :D