thomastc

thomastc #9

Joined 5 years ago

Bio

Main events

Create islands with matching symbols to please your sister Hera
Poseidon
by thomastc
on 16th Alakajam!
Solo
A physical solitaire game using a deck of playing cards
Card Hopper
by thomastc
on 15th Alakajam!
Unranked
An interactive murder mystery
The Wrong Mushrooms
by thomastc
on 14th Alakajam!
Solo
A vertical scrolling bullet hell shmup
Roboblast
by thomastc
on 13th Alakajam!
Solo
Help Titus Tremulus escape from a dangerous cave!
Miasma
by thomastc
on 12th Alakajam!
Solo
You are trapped in an ancient Egyptian tomb! Can you puzzle your way out?
Tomb Escape
by thomastc
on 11th Alakajam!
Solo
Explore, trade, and sail your ship around the world!
Around The World
by thomastc
on 10th Alakajam!
Solo
A virus has broken out that turns everyone into poets! Can you stop it?
OVID-20
by thomastc
on ScoreSpace x Alakajam!
Solo
Steer ball of lava deep into the Earth's mantle using nothing but a fiery rope
Core Drop
by thomastc
on 8th Alakajam!
Solo
You control the lifts in an ever-growing office tower. Can you get everyone to their meetings on time?
Uplifting
by thomastc
on 7th Alakajam!
Solo
A duel must be. Define your steps. And may the best moustached person win.
Code of Honour
by thomastc, martenveldthuis
on 6th Alakajam!
Team
Cast spells, help people, earn a living!
Spell Shop
by thomastc
on 5th Alakajam!
Solo
You're the chief demolitions expert! Bring down buildings while avoiding collateral damage!
Obersprengmeister
by thomastc
on 4th Alakajam!
Solo
London is burning! Can you tame the ever-expanding fire?
The Great Fire
by thomastc
on 3rd Alakajam!
Solo
Discover where the islands are hidden in the fog!
Misty Isles
by thomastc
on 2nd Alakajam!
Solo
Use your set of beakers to mix your ingredients in the right proportions and create magical artifacts!
Mixium
by thomastc
on 1st Alakajam!
Solo

Way behind on sleep, but still joining 5

thomastc • 15 days ago 

We have a good shortlist of themes again, and I'm looking forward to jamming! Too bad that I haven't had a good night's sleep for about two weeks now. Let's see how it goes.

Toolset is the usual: Godot, Krita/Aseprite/Inkscape depending on art style, Audacity/jfxr, LMMS.

I'll be on vacation without a computer, but joining anyway 3

thomastc • 3 months ago 

And by "computer" I mean a thing with a physical keyboard, of course; smartphones and ebooks don't count. I know there are probably ways to make a game on a phone, but poking my eyes out with a fork sounds only marginally less pleasant than that.

Instead, I'm bringing a deck of cards and will design you a card game this time! I know it says "video game" in the rules, but a conversation in Discord made it clear that this is an oversight; it was never intended to exclude physical games.

I'll only use a regular deck of 52 playing cards and maybe some tokens, and probably aim for a single-player game, so the threshold for playing and rating shouldn't be too high.

It'll be interesting.

Never gonna break my streak 0

thomastc • 6 months ago 

13 Alakajams and counting! Even though I'm pretty tired and have a baby to care for, I'm still going to poop out some kind of game this weekend.

I'm thinking of trying out Twine because it's super easy to get something started quickly, but I might change my mind and switch to Godot depending on what game design I come up with.

Edit: briefly tried both Twine and Inkle, and I like Inkle better, so I'm going with that. Or Godot. We'll see.

World generation in Around The World 0

thomastc • 1 year ago 

"But thomastc, how is the procedural world in your latest Alakajam entry generated?" asked no-one ever. But since you're here, I might as well tell you. Here's the end result:

The world size is 300×150 tiles; each pixel in this image represents one tile. I chose 300 because it gives some margins when displaying the map at the 320×200 resolution of the game. I chose the 2:1 ratio because it's how an equirectangular projection of a sphere (like the Earth) is usually displayed, with one degree of latitude being the same size on the map as one degree of longitude.

Water depth is shown on the maps as four shades of blue, but in-game you can't see depth; only one tile sprite is used for all water. This is because I had plans to make your ship run aground if you tried to enter shallows, so you had to use maps to avoid that. I'm glad I never got round to that, because it would probably have been too hard! But the different shades looked pretty on the maps, so I kept them.

The base of the world generation is, as you might have guessed, simplex noise, powered by Godot's OpenSimplexNoise class. We can configure, among others:

  • the number of octaves: fewer octaves for a smoother result, more octaves for a more jagged result;
  • the period: a larger period gives larger continents

To make it wrap, we need to call get_seamless_image to create a 300×300 image, then crop it to 300×150. The result is an image with monochrome pixel values between 0 and 255. Most of the values are around 128. We are going to interpret these values as a height map, larger values being higher.

If we simply used 128 as the threshold to decide between water and land, about half the map would be water and half would be land, and it almost certainly wouldn't be circumnavigable! So in the code I have a variable WATER_FRACTION, which lets me tweak what portion of the map should be water. In the end I set it to 0.75, which is slightly more than the 71% of our own planet, but always resulted in at least one possible route around the world in my tests, so I didn't bother to actually code a check for this. This means there are probably seeds that are unwinnable!

To figure out the desired water level, the code first loops through all pixels and creates a histogram, counting how often each of the 256 values occurs:

[  0] 0
...
[126] 1894
[127] 2645
[128] 3642
[129] 3528
[130] 2974
[131] 1490
...
[255] 0

Then it runs through this array, adding each value to an accumulator. When the accumulator exceeds the desired number of water pixels, which is 300×150×0.75 = 33750, we have found our water level. Let's say it's 130 for this example.

Now we need to create the poles, because the top and bottom of the map must not be traversable (this world is a cylinder, after all). To do this, a bias is added to each pixel, where the bias depends on the y coordinate like this:

bias = 255 * pow((abs(2 * y / 149 - 1) - 1) * 10 + 1, 3)
if bias > 0:
    pixel += bias

Formulas like this are a very powerful tool in procedural generation, but they're harder to read than they are to write (drawing graphs on paper helps!). Yet it's built from a few basic primitives, so let's break it down from the inside out:

  • y is between 0 and 149, inclusive. So y / 149 is between 0 and 1, inclusive.
  • Multiply by 2, subtract 1, to get it between -1 (north pole) and 1 (south pole).
  • Take the absolute value to get it between 0 (equator) and 1 (either pole).
  • Subtract 1 again to get between -1 (equator) and 0 (pole).
  • Multiply by 10 (a configurable constant which decides the size of the poles) to get between -10 (equator) and 0 (pole).
  • Add 1 to get between -9 and +1.
  • Raise to the power of 3 because it looked nicer that way? I forget.
  • Multiply by 255 to make sure that we get a bias of 255 on the poles, which guarantees that they'll be impassable.

Next, the colours are assigned. Level 130 has a height of 0 above water level, so we say that this is the beach (yellow). The three levels above this (131, 132, 133) become light green, the next three become middle green, and so on. A similar thing happens for negative heights, which are below water. As an exception, if the pixel is near the poles (y close to 0 or to 149), it becomes ice (blueish white), but we add the height to y to avoid a sharp horizontal line between ice and non-ice. The result is that inland ice occurs farther from the poles than coastal ice, which makes sense because the ocean has a warming effect. Ice is not just cosmetic but also serves a gameplay purpose: it lets the player know that they are getting close to the pole and will be blocked if they go much farther in that direction.

That's it for the map. Now let's place the ports. There are up to 100 of them. I searched the web for a list of seaport names and found an Excel sheet with over 100 names, which I cleaned up a bit and copied into my code. (In jams especially, I often don't bother opening files or parsing data, I just turn the data into a literal that can be pasted directly into a script. JSON in particular is valid code in several languages!)

For each of the 100 ports, first we generate a random x, y coordinate pair as our starting point. If it's land, it might be landlocked: too bad, try again! If it's sea, we start a random walk. Each step, we move one pixel north, south, east or west. If it's now on land, it must be coast because it was previously water. We'd like to place our port here, but first we check if there's already another one within 4 tiles. If not, we place it, otherwise we give up and try again. If we haven't found land after 75 steps, we give up and try again from a different starting point, up to 100 times. As an exception to avoid lots of polar cities (which would be unrealistic and might also be game-breaking), we also abort when we get close to the poles.

Finally, the port's inventory is decided. One random cargo type is picked as supply (with 2-7 units) and two different ones are picked as demand (at twice the regular price). We need to make sure that these are all unique, because it makes no sense to both supply a good and demand it. Your first intuition might be to pick a random type until you've found one that's not used yet, but there's an easier way: simply create an array of all possible types, shuffle it, and pop items off of it. For large arrays and small numbers of samples, this is obviously rather inefficient, but for small arrays it's fine, and it makes the code a lot easier to write.

As to equipment, in 60% of cases, a map of random size is offered for sale; in 40% of cases, one of the three powerups is offered. (In the game, you might encounter ports without any equipment. This is because when you buy the Binoculars, any Binoculars in other ports are upgraded to Telescopes, and when you buy the Telescope, all remaining Telescopes are deleted.)

As the very last step, the game decides what your starting port is going to be. This is not simply a random port! I wanted to make the player start in the "easiest" part of the map, so I added some code that counts for each port how many ports are within 15 tiles distance from it. The port with the most such neighbours becomes the starting port, and the player's ship is placed in the middle of an adjacent sea tile.

And that's it! I hope you enjoyed the read; now go and play the game if you haven't already!

Progress after day 1. Working title is "Contact Tracing" 0

thomastc • 2 years ago 

Very literal connections going on here. I think this may be my most on-theme entry so far.

My game ideas for all 10 themes 0

thomastc • 2 years ago 

This is just so you can avoid making the same game as I do ;)

  • Cards: a top-down, turn-based, deck-building Kard Racing game. If that doesn't sound intriguing, I don't know what will. Hot seat multiplayer would be best for the game, but not for streamability, so I might have to add a ghost car mode.
  • Orbit or Satellite: a golfing game, but in space, with orbital mechanics.
  • Heights: going up in a hot air balloon while avoiding obstacles. Sounds boring so this idea needs more work.
  • Swap: defend buildings against enemies on a grid like Into The Breach, but you have no units; instead, you can view your enemies' moves ahead of time and swap them to your advantage.
  • Paint: a vertically scrolling bullet hell shmup where you have a paintball gun which you can use to paint enemies. Their colour affects their properties and behaviour. This idea also needs more work.
  • Connections: grow and maintain a telephone grid in the style of Mini Metro, place cables and switches, avoid dropping calls or running over capacity.
  • Teleportation: another Into The Breach inspired game, where your units have no attack but can only teleport to block/deflect enemies' attacks.
  • Time: an Asteroids clone but with special relativity and a low light speed. Space compression, time dilation, redshift/blueshift.
  • A Single Room: an escape room puzzle. No highscores and no streamers. I don't like this theme and don't know what else to do. Please don't vote for it.

Seeking some ocean-related inspiration? Reddit has you covered 2

thomastc • 2 years ago 

https://www.reddit.com/r/thalassophobia/ I didn't even know that word until this started popping up on the front page.

Hyped and ready! 0

thomastc • 2 years ago 

Going solo this time. Got rough ideas for some themes, not for all.

  • Godot 3.2 installed
  • Project created with base debug code (just Esc = exit for quicker testing)
  • Wacom tablet dusted off and connected
  • Zoom H1n portable audio recorder charged and tested
  • Digital piano hooked up to the USB port

Do I need all of this stuff? Who knows… but a little preparation won't hurt :)

November Challenge accepted! 4

thomastc • 3 years ago 

I have been working on and off on turning my award-winning AKJ 2 entry, Misty Isles, into a full-fledged mobile release. The idea is to make it about the journey of Odysseus, following the story of the Odyssey but making the characters a bit more colourful.

It still needs a fair amount of work: more levels, character art, dialogue, sound, music, and some more mechanics to keep it interesting. But it should all be doable in a month if I put my mind to it, and approach it game jam style: "don't think, just do it".

Oh, if anyone has a good idea for a title ("Misty Isles" is a bit boring), please let me know!

In, of course 0

thomastc • 3 years ago 

A clear schedule this weekend, a good shortlist of themes, what more could I ask for? Worse weather, perhaps. Or my laptop back from the repair shop so I can work out in the sun.

Using Godot again, still not hating it. Also some of the usual suspects, depending on the style: Krita, Inkscape, Gimp, jfxr, Bosca Ceoil, LMMS, Audacity…

High scores

1 x32 x73 x2
#GameScoreDate
1
Hex on the Beach
by bradur, Juutis, M2tias
40 September 19th 2022
1
Books, Please!
by Juutis, M2tias
841 July 2nd 2022
1
Rise of Island Nations
by DiningPhilosopher, Anni
32 September 18th 2022
2
Sonyk
by DiningPhilosopher, Papaver
12.991 July 9th 2021
2
DIG DEEP: Artifactually Incorrect
by dorkulon, Elchao, cloakedninjas, treslapin
3265 March 24th 2020
2
Islands Recharted!
by remco
16 shipsSeptember 22nd 2020
2
Cartography-less Island
by katuiche
1159 September 25th 2020
2
Around The World
by thomastc
284 September 23rd 2020
2
Beauty and the Deep
by Subatiq
2 coins savedMarch 1st 2020
2
levelwater
by remco
1'53"180 March 5th 2020
3
Tower Builder
by KeithComet
23 June 14th 2020
3
Tower Archer Defender
by LogicaLinsanity
September 29th 2019
4
Surviving Flock
by remiv
14588 June 14th 2020
5
Jolly Mapster
by TimTips
1'14"165 October 1st 2020
5
Cavexploder
by yozy
173907 July 7th 2021
6
Pirate Dilemma
by pimkeomi
14 September 24th 2022
6
LifeBox
by BPM
198 March 21st 2021
6
Pirate Warmup
by Laguna, oOBloodyOrangeOo
0'42"800 September 17th 2022
8
Cargo ship Calamity!
by HuvaaKoodia
24 October 11th 2020
11
(Tower of) Bird
by voxel
October 22nd 2019
14
Rook
by Raindrinker
132 October 26th 2019