Clone Colony Frontier by HuvaaKoodia
Clone Colony Frontier is an amalgamation of a multiple LD themes such as Colony, Limited resources and No weapons allowed. Minimalism wasn't on my mind at all when designing the game but the interactions and graphical presentation do fit the call.
The game itself is about colony management. The goal is to survive in spite of seemingly random events and situations.
The initial idea had a large emphasis on how the crew interacted together, some would form friendships and families and while others would become sworn enemies.
In the end that design took a backseat as time constraints and other mechanics appeared and stuck around (somebody said clones, made my life a lot easier). I didn't have time to implement all of those mechanics either, but maybe you won't notice which ones aren't quite there yet. I do intend to follow up on this initial release later on.
Overall it was a great challenge and a weekend to remember.
Just like in previous Jams, I learned some new fast ways of going about coding and what not.
Have fun and games.
FILE:EDIT:
Added instructions and removed the console.
The game itself is about colony management. The goal is to survive in spite of seemingly random events and situations.
The initial idea had a large emphasis on how the crew interacted together, some would form friendships and families and while others would become sworn enemies.
In the end that design took a backseat as time constraints and other mechanics appeared and stuck around (somebody said clones, made my life a lot easier). I didn't have time to implement all of those mechanics either, but maybe you won't notice which ones aren't quite there yet. I do intend to follow up on this initial release later on.
Overall it was a great challenge and a weekend to remember.
Just like in previous Jams, I learned some new fast ways of going about coding and what not.
Have fun and games.
FILE:EDIT:
Added instructions and removed the console.
Ratings
| Coolness | 77% | 2 |
| Overall | 2.81 | 940 |
| Audio | 1.84 | 990 |
| Fun | 2.44 | 1025 |
| Graphics | 2.37 | 1047 |
| Humor | 2.27 | 515 |
| Innovation | 3.02 | 640 |
| Mood | 2.73 | 713 |
| Theme | 2.40 | 1298 |
I'm already working on a new extended version where I'll iron out the bugs and hone the gameplay balance, so more suggestions are welcome.
@Joror The idea is that feedback is based solely on the clones and Hal. So if they are messed up -> little feedback.
In this version the Clones don't talk that much though.
There are some things that work well on a spaceship and some not so much. I really don't want the game to be about combat like FTL for instance, but maybe as a additional part of sorts.
@Lerc Hahaa. I noticed that bug as well. I had a check in the code for that not to happen, but it was in the wrong place. Coding when tired -> great results.
@Tokken18 I've been looking at Opensource implementations of XNA recently. So hopefully in the future there will be Linux and Mac versions as well.
I intend to keep direct feedback relatively low key, so that the player has to rely on the reports and possibly outdated data.
Obviously there will to be a lot more of said data available. For instance a clone might report about the current repair task and give a time estimate every once in a while.
ATM education increases skills faster than working, while recreation helps to decrease some negative attributes which affect relations and work rate.
Proper instructions and tutorial are a must though.
But I tried to keep everbody happy (and the haters separate) and fed and all things running and it work for some time.
Some more feedback would have been nice, but I like this gam with minimal animation :)
Anyways... played for a bit. The food ran out. I have no idea why. Now I actually feel hungry...
@acro There are a few bugs in the drag and drop system, but you should be capable of moving a clone from one occupation to another with no additional hassle.