Wireless Reign by Josh6680
Build wireless towers by clicking on the highlighted green tiles. Each tower you build extends your reach. Try to block your opponent from expanding by building a wall of towers between them. If you run out of space to build, you lose.
A simple concept, but not well executed. Ah well, maybe next time I'll make a proper playable game for once.
Controls
Left Click = Build a wireless tower (only on highlighted tiles)
R = Restart game (only on win/lose screen)
Credits:
- Programming and pixel graphics by @Josh6680
- Green hexagon highlight graphic by @QualityCatGames (Recycled from a previous entry)
- @QualityCatGames helped with the game idea but could not participate this time around, see his comment below.
Tools:
- Visual Studio 2017 (C# language)
- GIMP 2 (pixel art)
Libraries:
- SFML.Net 2.4
- OptimizedPriorityQueue
- .NET Framework 4
- J2D (custom, work in progress)
Ratings
| Given | 13🗳️ | 0🗨️ |
So, as for my participation, STUFF... happened...
I had planned in advance to have this weekend off from any extra chores and stuff. Well, I was signed-up to work an event for my Lion's Club by my mother. (Which I wouldn't mind, except that *technically* doesn't make me a volunteer, as it was not by my consent; AND I specifically told her prior I had plans already...) Physically, this has exhausted me; and mentally/emotionally, the frustration broke me. I spent the first day emotionally compromised, after I even became available. The next few days, I was simply too tired to do ANYTHING... I've still potentially got up to two more days at the end of this week, as well.
Anyways, that's what happened on my side.
That does make sense
I honestly don't believe in the subscription model, and I think it should be outlawed. And the same goes for this "cloud integration in everything" which is used to justify subscription-based payment in the first place.
Back when Unity was a plugin, I had numerous problems with it. I also had problems with the stand-alone exes at the time, luckily not so severe as the unity plugin. (it crashed...) WebGL builds leave a lot to be desired. (webGL does in general, overriding my browser of choice on MANY games, since chrome is the single browser that implements "open web" tech more or less, completely...)
I had more to say, but it's late, and I got idetracked while writing this
I'll fill in for Josh for now. I technically *was* involved, just not as much as I hoped/planned...
We took probably a good few hours to even come-up with an idea we liked. What you see her is a vast over-simplification of the original idea. We did not like the theme in the first place, so that was our first struggle. The second would be that bot of us had some IRL issues that messed-up both of us. If @josh6680 wants to explain more, I'll leave it to him to explain his side. I explained mine in a previous post. We had a lot more planned. But, Josh got stuck doing all the graphics, and neither of us had the time/motivation to properly flesh-out and/or develop the idea. I was going to last-minute crunch the graphics on the final day, and wasn't even able to do that... As for mechanics, Josh's own struggles impacted getting much implemented at all. Maybe some day we'll re-visit this concept. This just wasn't a good jam for us. I'm a little shocked Josh did not just call it quits, tbh. That is what happened in LD40. We both gave-up.
A human opponent would be interesting, but multiplayer games currently are not planned by either of us any time soon. I, myself, have no desire to touch networking code. Loading files from urls is bad enough, forget a server API and all the required steps to prevent cheating/hacking of the system. Ultimately, though, the problem here, is we just didn't have much of a game in the first place. This game as implemented would be boring with two players, as well. It needs the parts that we did not implement, or finish thinking-up. Also would've helped if I had actually be able to do what I said I would.
Thanks for the encouragement :) I looked into Unity at one time, but it was too daunting to me, too many concepts and such that I didn't understand, so I set out to build something for myself and learn things that way. I have heard enough stories about Unity though, so I wouldn't give it a second chance. I looked into some other C# game libraries at one point including MonoGame, but none of them were looking so great, either they were abandoned, overly convoluted, weren't capable of going cross-platform, or required licensing much like Unity.
Anyway, thanks for leaving a comment.