Conway's Revenge by Nick Knowlson
My entry for Ludum Dare #24, with the theme of Evolution, is the game Conway's Revenge.
It is essentially Conway's Game of Life (http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) modified to work with multiple opposing teams of cellular automata. The rules of reproduction have been tweaked to make the game more interesting and 'game-like' by preventing deadlock scenarios and making sure it's not too hard to get your cells to grow and expand.
It has three game modes planned, two of which are implemented:
1. Campaign - A set of puzzle levels where you face off against progressively more difficult enemy formations (unimplemented).
2. Battle Royale - A bloody melee between four different teams of cellular automata. The grid is initialized with a random pattern, perfect for conflict!
3. Sandbox - A blank slate for you to explore and test your own creations with up to four different teams.
Try it out and let me know what you think!
The official project page (including links to the source) for Conway's Revenge is here: http://nickknowlson.com/projects/conways-revenge/
Check out my journal entries for the post-mortem.
It is essentially Conway's Game of Life (http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) modified to work with multiple opposing teams of cellular automata. The rules of reproduction have been tweaked to make the game more interesting and 'game-like' by preventing deadlock scenarios and making sure it's not too hard to get your cells to grow and expand.
It has three game modes planned, two of which are implemented:
1. Campaign - A set of puzzle levels where you face off against progressively more difficult enemy formations (unimplemented).
2. Battle Royale - A bloody melee between four different teams of cellular automata. The grid is initialized with a random pattern, perfect for conflict!
3. Sandbox - A blank slate for you to explore and test your own creations with up to four different teams.
Try it out and let me know what you think!
The official project page (including links to the source) for Conway's Revenge is here: http://nickknowlson.com/projects/conways-revenge/
Check out my journal entries for the post-mortem.
| Web | http://nickknowlson.com/projects/conways-revenge/flash/ |
| Source | https://github.com/nickknw/ludum-dare-24 |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15084 |
Ratings
| Coolness | 60% | 3 |
| Overall | 2.79 | 467 |
| Audio | 1.05 | 626 |
| Fun | 2.37 | 563 |
| Graphics | 2.24 | 623 |
| Humor | 1.68 | 518 |
| Innovation | 2.86 | 364 |
| Mood | 2.17 | 597 |
| Theme | 3.60 | 114 |
cadin: your description is actually exactly what I had planned for campaign mode! :O Proof: http://nickknowlson.com/blog/2012/08/26/ludum-dare-24-finished/
As for now, I'm gonna say, while this isn't terrible by any stretch of the imagination, it could have been done a bit better.
I started out with the basic rules from Conway's Game of Life, then iterated from there, seeing what worked (met my specific goals) and what didn't.
Here's a summary of the rules. A cell's neighbours are the 8 cells that surround it (i.e. diagonals count too). This is different from the original Game of Life.
The rules are roughly:
- Cells who have at most 0 or 1 neighbours of the same colour die.
- Cells who have between 2 and 5 inclusive total neighbours (no matter the colour) live. The strongest player gets the cell.
- Cells who have more than 5 total neighbours and don't have at least 5 neighbours of the same colour live. This rule specifically targets border conflicts to make them more interesting and resolve faster.
- Any other cells die.
Ties are resolved by giving the cell to the player with the most cells on the board. I initially didn't like making global board state a part of the decision-making, but it eliminates deadlock scenarios (which were all too common) quite nicely. It's also intuitive - if green has 1/4 of the board and red has 3/4, it doesn't make sense for green to be able to resist indefinitely.
I liked it
Neat idea. The only bad point is the lack of real gameplay (at this time!)
Good job!
Is it a game though, probably not, but still well done.