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TIGSource ForumsCommunityDevLogsSudokil - Hacking/Scripting type game
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Author Topic: Sudokil - Hacking/Scripting type game  (Read 4352 times)
locknic
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Dominic Mortlock


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« on: November 07, 2014, 10:13:27 AM »


Description
You wake up in a locked room with only a computer terminal. Find a way out and uncover what happened.

Gameplay
You have to use UNIX like commands on the terminal's command line interface to hack and control various computers, robots and machines.

Development
I started making this game just as practice while warming up for LD30, but recently picked it back up again because it's kind of an interesting concept. Originally, the idea was to use the CLI to control just one robot to solve puzzles; As I developed more and more though, I realised that using the CLI as the main gameplay mechanic would allow for more stuff like hacking and being a badass in general. Currently just playing around with this idea and testing out it's possibilities and limitations, not sure how far I will go with it.

An early version of the game has been released! It includes a tutorial and a sample level. Leave some feedback!

itch.io store page - https://locknic.itch.io/sudokil

DOWNLOADS
  Windows - http://www.custardgames.com/wp-content/uploads/2016/10/sudokil-alpha2.2-windows.zip
  Mac - http://www.custardgames.com/wp-content/uploads/2016/10/sudokil-alpha2.2-mac.dmg
  Jar - http://www.custardgames.com/wp-content/uploads/2016/10/161006-sudokil.jar

Feedback - http://goo.gl/forms/AWF7uUiuBbmmvHzj2

Website: http://www.custardgames.com/
Facebook: https://www.facebook.com/CustardGames
Twitter: https://www.twitter.com/locknic
« Last Edit: October 06, 2016, 02:11:36 AM by locknic » Logged

locknic
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Dominic Mortlock


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« Reply #1 on: November 07, 2014, 10:13:45 AM »


Here’s the first video showing off the work I started on a new project nicknamed Sudokil. The game revolves around having to use the command line interface to type commands into the game. Through the CLI, you are able to navigate a file system full of scripts and entities using UNIX like commands. Using the scripts, you can control various entities, devices and machines like robots, doors, cameras and computers.

At the moment, I have made the base game engine in Java using a few libraries including libGDX, Artemis Entity System Framework, libgdx-utils, and Apache Commons CLI. I use a few complex design patterns like the entity component system or the service locator. The engine constructs the map, entities and filesystem based off a number of JSON files I feed into it, meaning that I don't need to touch code to edit the map and entities on it. At the moment, I have to construct these JSON files by hand though, so my next steps in development will include making a level editor and improving the command line interface (features like auto complete when typing, and actual entity/variables editing)

I made a bunch of GIFs showing off some of the features so far. (Click to enlarge)

Controlling a robot using scripts

Controlling the camera using scripts


ALL THE USER INTERFACES

ALL THE ROBOTS

If you want to read more about this devlog, I wrote a longer post on my website: http://www.custardgames.com/sudokil-devlog-1/
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locknic
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Dominic Mortlock


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« Reply #2 on: November 10, 2014, 05:07:21 AM »


I just added the first gameplay/puzzle like element to the game. Computer terminals. You have to get a robot to connect to the terminal in order to access the contents inside. Computer terminals can be connected to and control various other entities like doors, lasers and more! I am having fun a lot of fun developing this. Before I dive too much into code infrastructure, I'd like to make more puzzle elements and try to prototype a level to see if I can actually make it fun.
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locknic
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Dominic Mortlock


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« Reply #3 on: May 30, 2016, 08:23:11 AM »



Finally got back to development. I am hoping to release a super early alpha demo/prototype in the next few days for people to try out and give me feedback. In the meantime I've made a devlog that shows the early tutorial stages, as well as the work that goes behind making a level with the tutorial triggers. Since last time, I've completely reworked the UI, and added a bunch of new features. One of the biggest features being a trigger system that is completely created and loaded in from JSON. I've loaded data into games with JSON before, but never to this scale. Each level has it's own data file that depicts the locations for all the images, map, entities etc.

Earlier this year, I also added the power generator and wiring entity components. Now I can make it so that some entities require power, and you have to power them up with power generators through a wire. The robots can currently pick up and carry around power generators to connect to new sources as they need power.

If you want to try the game out, stay tuned because the demo will be posted in the next few days.
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locknic
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Dominic Mortlock


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« Reply #4 on: June 01, 2016, 11:15:57 AM »

I've released a playable demo of the game! I've finally finished the basic tutorial, and have a puzzle level after that. I am dying to hear some feedback though, it's very hard to conceptualize what the game is like to somebody who hasn't played it before.

DOWNLOADS
  Windows - http://www.custardgames.com/wp-content/uploads/2016/06/sudokil-alpha1-windows.zip
  Mac - http://www.custardgames.com/wp-content/uploads/2016/06/sudokil-alpha1-mac.zip
  Jar - http://www.custardgames.com/wp-content/uploads/2016/06/160601-sudokil.jar

Feedback - http://goo.gl/forms/AWF7uUiuBbmmvHzj2
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bittwyst
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« Reply #5 on: June 02, 2016, 05:18:48 PM »

Looks interesting! Downloaded the demo, will try it tomorrow!
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locknic
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Dominic Mortlock


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« Reply #6 on: September 22, 2016, 08:26:27 AM »

Been working on the game a bunch since the demo was released, and should have a new build up this time next week along with a devlog.

As a side note, I've just put Sudokil on itch.io! This should make it a little easier to manage releases.

https://locknic.itch.io/sudokil
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locknic
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Dominic Mortlock


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« Reply #7 on: October 06, 2016, 09:40:39 AM »

Over the past month and a half, I've been working hard on getting some new features into the game and getting a new version of the demo out. One of the first things I worked on was adding a level loader so that you don't have to start from the first level every time you close and open the game. Plus it is really helpful for testing since I can easily make playgrounds and add them to the game. In terms of gameplay features I added a new networking system, and started the works of a current system so that you can have things like pressure plates releasing a current that can open and close doors or fire bullets from a turret.



While the programmer art is still in, I've been working on getting the game looking a little bit better. The first thing I did was to update the UI a bit so that it is a more polished and consistent style. Next I added lighting into the game! It was a lot easier than expected since I just had to implement box 2d and use the library box2d lights. The only thing I had to add that was a little difficult was giving each entity a box2d body that the game updates as entities move.

As for content, I polished the first two levels and completely redesigned the second one. After that I added level 3, 4 and a few playground levels for testing. With the new level loader you can try any of these out.


On some non visible features that I've worked on to help develop the game better, I've been working a lot on how my level construction works. Previously I was constructing my entities by hand in json, which was great because I could make entities really flexible with my entity component system, but got tedious when it came to making levels with many entities. Now, I've added a parser to read object properties from the tiled editor so that I can construct the entity components from inside the map editor! It has been a massive help, and I've now updated all the previous levels to use this new system.

I have a few focuses for the next release that I would love to get done. I am planning to start putting out new releases at the end of each month.
  • get some better art into the game
  • add a new puzzle and level (probably to do with circuits)
  • polish the older levels and split up level 1 so it isn't so long
  • polish up level 4
  • bug fixes
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MarijnStevens
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« Reply #8 on: October 23, 2016, 04:53:52 AM »

I love this concept. Are you going to add more concepts ? /etc/resolve for example ?

Making your own scripts would be awesome too.  Gentleman
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locknic
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Dominic Mortlock


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« Reply #9 on: October 31, 2016, 02:26:55 AM »

I love this concept. Are you going to add more concepts ? /etc/resolve for example ?

Making your own scripts would be awesome too.  Gentleman

So many plans. Thinking about adding some scripting elements to the game, but don't want it to get too out of hand, haha. Trying not to let the scope of this project become too massive considering it's a hobby side project at the moment. If you have any specific ideas for things that would be cool in the game, and you might have an idea on how to implement it into the gameplay, I am absolutely all ears. Would love to hear some great ideas on what I should prioritise!
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locknic
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Dominic Mortlock


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« Reply #10 on: October 31, 2016, 03:06:38 AM »

Just an update - I've been hard at work co-ordinating with a very talented artist to create some assets for Sudokil. Was planning on releasing a new alpha build last week but didn't manage to get a stable version finished. Current delays are caused by some of the levels not being fully updated to the new art. Instead of staying quiet, I thought I would release a teaser screenshot of what is to come.



PS - If you really wanna try out the new art style in the game, there is an unstable version upload on my website.
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Hempuli‽
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« Reply #11 on: October 31, 2016, 06:30:43 AM »

Looks very smooth! The contrast is a bit low (for example the grey box is a bit difficult to see against the wall in the top-left corner), but I really like the shapes and general feel! Smiley
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Kyuugatsu
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« Reply #12 on: October 31, 2016, 06:48:54 AM »

The game looks good! Is there a particular reason to use real Unix commands (such as `ls`) instead of custom in-game variations (such as `list`)?
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locknic
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Dominic Mortlock


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« Reply #13 on: November 02, 2016, 09:46:00 AM »

Looks very smooth! The contrast is a bit low (for example the grey box is a bit difficult to see against the wall in the top-left corner), but I really like the shapes and general feel! Smiley

Thanks for the feedback! We're working hard on improving the aesthetics. One reason it is bad is I reduced the lighting on this level for the "goal" of the level is to get the lights on. It looks better usually. But definitely something to keep in mind because I really want the player to be able to see what tings are instantly.

The game looks good! Is there a particular reason to use real Unix commands (such as `ls`) instead of custom in-game variations (such as `list`)?

Well I just felt that if I used real unix commands a) the game has some educational value, b) the game's theme is carried by the theme of unix, c) people already familiar with unix will feel more at home and will have some greater intuition.
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locknic
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Dominic Mortlock


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« Reply #14 on: November 09, 2016, 04:04:05 AM »

I've run into a bit of a stumble with the perspectives. Need to definitively decide which style to stick to. Here are some images of me playing around with some perspective planning.



Link to forum post if you'd like more details to chip in!

https://forums.tigsource.com/index.php?topic=58638.0
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