The scope was amazing, the contrast between where you start and how it ends, the hints of disaster and questioning of your own identity. I found that it brought out the superstitious in me - I never knew why it was important to keep the fire lit and the room warm, but I made sure that it was. I didn't know what charms did, but I tended to take one with me when I went exploring.
The only slight disappointment I had with it was that I was expecting it to be much more story driven, but while there were hints of a story that emerged, I would have liked more.
Did you take builder with you when you left? Were you really part of the alien menace that strip mined the planet? Do you feel different now after having bootstrapped civilization amongst these people? Where did builder learn so much? Did anyone ever catch those creatures in the store room? Will the planet recover? What will you do next?
I too had a bit of a jaw-drop moment after I discovered the space ship and reset the game. I saw each bit of story in the more menacing light you suggest with your last-paragraph questions.
Bravo on the entire game's concept and execution. I'm excited to see what develops from this open-source phase.
> I'm excited to see what develops from this open-source phase.
I don't think he was a plan; in his blog comments, I was the only one who suggested that he put it on Github and I have no intention of making any contributions. If anyone else is moved to, there are a few ideas:
1) the obvious: bug fixes, UX improvements, clearer text.
2) modding.
He's got enough there to be used as an engine for a similar kind of game.
Adding more locations on the map, procedurally generated minimazes for caves and cities, and either throwing more things/requirements/distance between village and space ship, or even crashing with that spaceship on another planet and exploring that.. until you find another spaceship, and so on :D
Maybe you could have live competition between villages on other worlds? For example, if you and I start at the same time, we can each see the number of villagers of the other person and houses, etc. built so far.
I remember an experimental game from years ago that was essentially a dungeon crawler without the er, crawling part. That is, there was no 'space', similar to the beginning phase of this game. It was actually quite fun, and seems like it could impart some ideas for expansion in this game.
I had a great time trying to figure out whether it was worth carrying 10 rifles on an expedition or just one. Same with steel swords. I think my standard outfit ended up being one rifle (plenty of bullets) and five swords - though I'm still not sure if it makes much of a difference.
I can't imagine how long it would take to complete the game without cheating. I would manipulating the localstorage database from time to time.
Approximately 6 hours, not counting the overnight break while I slept and let it just sit there accumulating resources.
I made a lot of non-optimal decisions the first time through, though, seeing as how I had no idea where it was going. That combined with the sleeping time means I have very little idea of the minimum time required to play it straight through.
If I'm not mistaken, carrying more of the same weapon doesn't give you any benefits, it only means you get to carry less of other items. I looked at the JS code while playing and found the amount of damage each weapon does. In battle, this amount of damage was dealt when carrying multiple of the same weapon or just a single one.
Carrying one of each weapon does make a huge difference though, because you get new attack buttons.
Honestly, putting the source out in the open is kind of terrifying. The code was written without the expectation of a global code review. I regret so many lazy shortcuts and the general lack of solid architecture now...
Hey it worked. My only gripe was with a few (very minor) aspects of the design, like not being able to stop and eat meat after a fight, or dying of starvation despite carrying a large amount of fresh meat. I noticed a couple of tiny display bugs, but none that interfered with operation. It may have been prototype-level code, but I played through to the end which is something I don't usually bother to do!
Understandable given the HN crowd. Try to focus on the fact that you did an incredible job. At the end of the day, the purpose was to create an entertaining game. Me and a whole bunch of others gave you 6-7 hours last weekend, and I am not easily parted from my hours. I haven't been captivated by a game like that in a decade.
The thing that needs to be refactored is called the Observer Pattern, and it's one of GoF patterns that most professional programmers should at least know about.
By "know", I mean the mere fact that it exists. Implementation details depend on the programming language and can always be looked up.
Which is surprisingly competitive with the hunter. I think I'd rather have the hunter once I have my charm and better sources of teeth, scales, and cloth.
What better sources of teeth and scales are you referring to? Harvesting them from wandering beasts seems extraordinarily tedious and time-consuming. Converting to them from fur requires an incredible amount of fur.
I meant manually hunting. I usually wind up with more teeth and scales than I can use without particularly seeking them out. Though I guess I don't buy things with them a lot.
The one time I did buy alien alloy from the store, I didn't have too much trouble farming 750 scales from big lizards, though. I could bring in 30 or 40 scales per trip. I didn't time myself, but the trips themselves couldn't have been more than a minute or so in duration. It was definitely tedious, but not totally unreasonable.
Traps are a poor source by comparison -- 20x to 40x less efficient per time spent. Admittedly, they're passive. Sort of.
Would love feedback on the interface if you are able. The interface feels pretty good with mouse, and seems like it would translate well to iPad, but I won't be able to test myself for a few more hours.
I thought about adding separate buttons that could be clicked, but decided that clicking on the map was more intuitive and fit with the game better.
Ok, so I just played through your game since you put the link here.
Qs:
(1) are you supposed to interact w/ the NPCs? Only substantial interaction I noticed is when you turn on the lighthouse and the pirates run away
(2) Looks like you don't need to solve any of the puzzles to win the game?
(3) Seem to be a lot of unneeded items also?
In general, a bit confused. I never did anything w/ the brick, the rake, the racket, the music, or moby dick, and yet managed to win the game it seems.
We made it for a Ludum Dare contest http://www.ludumdare.com/compo/ludum-dare-23/?action=preview... which has a 72 hour deadline and we simply didn't have time to finish it, basically. So theres lots of started plot twists which don't get used or go anywhere, e.g. we added the NPCs but didn't get a working conversation system in there.
playing them or programming them? These days text adventures are called "interactive fiction" and if you google that, suddenly you find a lot of stuff, including http://www.theescapist.com/
But programming games? GameMaker might be a good bet.
Dunno, but if you are a frequent online gamer you probably know that 'minimialism' is a frequently used tag over at Kongregate and that there many other minimalist games that are not text adventures.
Any of the later (or heck, even the earlier) Infocom text adventures are far from minimalistic. And contemporary interactive fiction written with Inform quite complex. Far more so than this.
The Ferral beast is more easily defeated than you think, simply an iron sword plus a steel sword fairly easily does the trick. Add in a rifle and/or laser rifle and you can finish him off quickly every time.
You know, I thought that, but they seem to get stronger over time. Maybe I'm just imagining that, but without bolas they often seem to be able to take me down. That's even with a spear, both swords and a rifle.
I never use the laser rifle since it's a pain to get energy packs.
In RPG-style games, which this is... sort of..., "end game" generally refers to the point where you've built up your character to the maximum, or very close to it, and are now concerned with other things. It used to be known as the "elder game" in MMORPGs.
I somehow interpreted as if the character in the dark room had dreamed everything, and just woke up. And then the cycle start again. Seems fitting for the game.
Comment from the source file in the endGame function :
// Restart everything! Play FOREVER!
It already was open source by looking at the js code in the browser when I played it this weekend, at least I remember looking in the source code to find the chance of the Wandering Master appearing (which is, btw, around 1/Nth chance every 3-6 minutes while you're in the firelit room where N is amount of event types, 6 or so iirc)
Does uncompiled JS count as open source or not? Seems to fit the definition to me at least. Or is change history required as well to really call it open source?
>9. License Must Not Restrict Other Software
The license must not place restrictions on other software that is distributed along with the licensed software. For example, the license must not insist that all other programs distributed on the same medium must be open-source software.
So, under this definition, the GPL isn't an open-source license.
> So, under this definition, the GPL isn't an open-source license.
Untrue. The GPL does not "insist that all other programs distributed on the same medium must be" licensed in any particular way. [1] And the GPL has been reviewed and is an OSi approved license, which means its been found to be consistent with the definition by the people that wrote the definition. [2]
"software distributed along with the licensed software" is to handle the case of distributing a CD with multiple software packages (shareware CD, or your typical linux install disc).
No, it doesn't. The license indicates if it meets the requirements to be Free Software and/or Open Source Software. Was there a license header in the JS files?
There's either a bug or an easter egg with the Mysterious Wanderer / 100 furs.
The rest of the mysterious wanderer encounters have expectation zero. Give 100 wood, 1/3 chance of 300 wood, 2/3 chance of nothing. Same with 500 wood -- 1/3 of getting 1500 back. And 500 furs.
But 100 furs has a 1/2 chance of giving 300 back, making it a good investment.
I'm pretty sure it's intentional, and in the source we can see that the mechanics are the same for wood and furs. Both mysterious wanderers will accept 100 units and have a 50% chance of returning with 300. Average marginal return per event: +50 units. You learn over time that this is generally a good deal, and you begin to trust the NPC.
Eventually, the player may get greedy. You'll try giving a mysterious wanderer 500 units of a resource in order to speed up the process, under the assumption that the odds are the same. At this point, there is a 70% chance that the wanderer will be tempted to abscond with your (relatively large) investment. Average marginal return per event? −50 units.
And that's why "builder thinks he isn't to be trusted"!
True, it was already source-available. That was already quite nice, especially because it meant I could fulfill my completionist urge by reading the source code to see everything that could've happened.
The change here is that it's been GPL'd, so you could (legally) build another game using parts of it if you wanted.
I'm not sure if this is cheating, but I set auto-clicking on the buttons with the console and left it open in its own tab so that I could do other things while my minions created steel. Certainly my time spent was considerably less than 4 hours.
If you wait long enough on the Village screen, they catch the thief. You can either execute him, and get a lot (or all?) of your goods back, or you can learn from him, and get "Stealth", which makes for less wilderness encounters.
I'm all for expansion, so long as the general atmosphere is maintained. Also, while I intend to maintain control over what gets published to adarkroom.doublespeakgames.com, I have absolutely no problems with other people publishing their own forks with different artistic visions.
I'm not sure I'd say it's important, in the way that Blender getting open-sourced was important or anything like that. But it's a game that a lot of HN readers liked when it was posted a few days ago, and now the source is available under the GPL, so I thought people might be interested. Not so much a major news story; more of an FYI kind of submission.
I don't think you can compare. There are things you can only pick up from learning from other people (or re-inventing everything yourself), and there are other skills you have to develop yourself.
The scope was amazing, the contrast between where you start and how it ends, the hints of disaster and questioning of your own identity. I found that it brought out the superstitious in me - I never knew why it was important to keep the fire lit and the room warm, but I made sure that it was. I didn't know what charms did, but I tended to take one with me when I went exploring.
The only slight disappointment I had with it was that I was expecting it to be much more story driven, but while there were hints of a story that emerged, I would have liked more.
Did you take builder with you when you left? Were you really part of the alien menace that strip mined the planet? Do you feel different now after having bootstrapped civilization amongst these people? Where did builder learn so much? Did anyone ever catch those creatures in the store room? Will the planet recover? What will you do next?