threeSpace by HS_Dave

[raw]
made by HS_Dave for LD 41 (JAM)

ts001.png

threeSpace - LDJam41 (Dave Burford)

This was intended to be a 48hr compo entry but due to RL circumstances (which included a 7hr trip to a hospital) I was unable to complete it so here we go for the 72hr jam instead. I spent most of the extra day at work BUT I did get to add a few new things before the dead line. Still, I learned a lot about developing in unity and that was my main goal here! No votes for audio as sfx are from an audio pack I own and music CC track from opengameart. Attrib and source: https://opengameart.org/content/cave-theme?destination=node/3922

Genres mixed: match3 + real time space simulation.

ts004.png

Game:

Explore unknown solar systems by traveling to distant objects and scanning them down. Moving costs fuel though; run out of fuel and your capacitor will start to drain fast.. run out of power and your life support will begin to fail! As long as you have power your life support will charge back up.

Gain additional fuel and power by matching the relevant tiles on the match3 grid.

Green restores fuel Yellow for power Blue for shields Red for hull

Matching tiles and performing combos nets you points which help charge your hyper drive. Scanning new interstellar objects (which happens automatically when you are in range) nets you BIG bonus points to charge that hyper drive faster.

When everything is scanned or you are just bored of the system, if your hyper drive is charged hit that H-JUMP button to launch yourself to a brand new system!

Each system is procedurally generated with its own star (of various classes and sizes), random planets and a host of other objects including asteroid belts, derelicts and space stations.

Everything can be controlled with the mouse. F1 and F2 can quick change screens without pressing the buttons.

Tips:

Fuel is used much more rapidly when moving and turning. When you arrive at a destination your fuel will stop draining so fast making it easier to replenish with the match3 grid.

Missing content:

-You cant die yet. It'll say bad luck commander in your ships computer and then trundle along as if nothing happened.

-I did not have time to create models for asteroids, derelicts or space stations. They are "there" to scan but no visuals I am afraid.

-I did not have time to implement hostile ships and battles. When added in the future your ship will automatically fight hostiles (unless told to flee) and the shield+hull tokens on the match3 grid will become essential to surviving. I also imagine special battle tiles to spawn during a battle, such as torpedo tiles, which breaking would launch special weapons etc.

-I want to add event tiles to the match3 grid, such as asteroid collision tiles. Event tiles would be timed and if broken within the timer you would get the good version of the event (avoid asteroid for example) and if you fail then the bad (hit, take damage).

-Events would spawn more frequently depending on the area your ship is in. For example more asteroid events near an asteroid belt - more hostile encounters near a hostile space station etc.

-I want to add cargo space to the ship so you can salvage derlicts and even trade with friendly stations.

-There is no bonus for fully exploring a system yet.

-Hyper jump is instant and needs a nice animation.

-There are bugs.

This could be good, one day.

ts002.png

ts003.png

Changes:

Quick patch for bug with name of first planet in a system if it was uninhabited (was wrongly given the stars name with no roman numeral)

Ratings

Overall 813th 3.224⭐ 51🧑‍⚖️
Fun 881th 2.957⭐ 49🧑‍⚖️
Innovation 643th 3.287⭐ 49🧑‍⚖️
Theme 626th 3.564⭐ 49🧑‍⚖️
Graphics 806th 3.096⭐ 49🧑‍⚖️
Humor 944th 2.125⭐ 42🧑‍⚖️
Mood 472th 3.413⭐ 48🧑‍⚖️
Given 46🗳️ 65🗨️

Feedback

G4MR
24. Apr 2018 · 02:16 UTC
Actually a really good idea, minus a few bugs I think you could turn this into an actual game. I think a fueling system done by a mini game like bejeweled is pretty clever.
joebeard
24. Apr 2018 · 03:03 UTC
This is a really cool fusion of two totally different genres, and could definitely work as fully fledged game!
Fleoh
24. Apr 2018 · 15:59 UTC
Test it and was pretty good ! Maybe that some informations at the begin of the game could be great.
And obviously the Theme of the LD is really respected here ! Nice job.
DoctorAlpaca
24. Apr 2018 · 19:50 UTC
Man, reading about all you had planned really makes me want more of this. Right now it's a bit empty, but I could really see this becoming something real cool.
felixmreeve
24. Apr 2018 · 20:18 UTC
Nice, you should definitely add more features to it! I enjoyed the sci fi feel!
🎤 HS_Dave
24. Apr 2018 · 20:49 UTC
I definitely intend to work on this further and implement the missing features :) Both the space simulation and the match3 could use some love to make more engaging!
Honest Dan
24. Apr 2018 · 21:21 UTC
What a wonderful game idea! I've not really played space exploration games since captain blood on the Amstrad! However, I found this actually quite relaxing and enjoyable, and despite not being typically married together, the the genres ended up working well together! Would be interested in seeing how it feels with all the features implemented that you had dreamed up! Good work bud!
Quarter Up Studios
24. Apr 2018 · 22:49 UTC
This is really neat! With a little more fleshing out you could see this being a full game. Kind of sparse at the moment but the premise is interesting.
djfariel
25. Apr 2018 · 03:23 UTC
This was a relaxing treat. With enough content I could probably *ahem* space out and play it for hours. I did find a weird issue, though. Statistical anomaly, or a bug?
![bugforld.gif](///raw/f55/z/13d04.gif)
Yokimbo
25. Apr 2018 · 08:03 UTC
Neat game, match 3 always works and I think the sound effect from matching is really satisfying. Good job! :dog:
🎤 HS_Dave
25. Apr 2018 · 08:06 UTC
thanks all for the continued kind comments!

@djfariel it's definitely a bug - the game tries to prevent too many insta combos by checking tiles around a new tile - this means depending what is surrounding an area some times it reaches a situation where there is only one "good" tile spawn one after the other, at least in the order it's checking. Will definitely get that fixed :) Thanks for the clear report!
theamazingb
25. Apr 2018 · 19:45 UTC
I dont have anything really to say other than to echo the comments that this could be something really fun!! Check out our first entry https://ldjam.com/events/ludum-dare/41/infinite-typer
TheMonsterFromTheDeep
25. Apr 2018 · 23:26 UTC
@HS_Dave : I ran into the same tile-respawning bug three separate times, twice with fuel and shield tiles and once with capacitor and shield tiles.

I like the space graphics, as well as the background sound -- very neat.

I encountered an issue with the capacitor: I couldn't seem to match tiles fast enough to charge it up, even when not flying.

I also don't know if this is intentional or a bug -- but usually tile matching games don't let you keep switched tiles if no matches were formed.
kleinzach
26. Apr 2018 · 01:01 UTC
The mood, sound effects, and space visuals were all done so well here. The whoosh sound felt good whenever I made a match. Most of my criticisms are from the match three game play itself.

First of all, while the sounds were nice, I felt the animations were too fast. If the blocks dropped rather then appeared, it would give more of a weight to your moves (Not the easiest to program, did a matching block puzzle game for my last jam as well. I had the tiles on the grid not have a visual element and had the visuals lerp towards where they are supposed to be every frame.)

Also, for match threes like this I always feel that it is most satisfying to set up big combos and then trigger them. Often times I would set off a big chain on accident which kind of stopped me from wanting to set them up if they would just happen without my input. Also, those combos can feel great with the slower animations.
candlesan
26. Apr 2018 · 06:33 UTC
I like the idea of combining the two genres. I think I woudl have liked to be able to see both the puzzle and the space scene at the same time instead of having to explicitly switch screens between the two. I liked the generally relaxing mood but found the audio clip of combining the nodes to have a sharper sound that didnt' match the relaxing mood of the music and vibe of exploring space. Great start to a game!
EkkoEkko
26. Apr 2018 · 06:57 UTC
I like the combination of the 2 genre good job! Perfect in this theme
🎤 HS_Dave
26. Apr 2018 · 08:30 UTC
Thanks for the feedback all!

@TheMonsterFromTheDeep the restoration points you get definitely need re-scaling for sure, they are very combo reliant in this build. For all stat types (fuel/cap/etc) you restore icons_broken * combo points back - so do one break and it hardly charges but get a large combo and even the cap (which currently has a max value of 800 versus every other stat at 100!) can nearly fully fill in one go. I will be smoothing out these values :)

I was wanting to play with the "no match" tile moving mechanic a bit but fully ran out of time. I'm uncertain if I wanted to prevent moving tiles completely because that means you can get an impossible grid and I'm not sure I want everyone's game to come to an end due to bad spawn luck. I have considered it costing cap/fuel/points to make a move that doesn't match or perhaps a 25% chance of a tile moved without a match turning into a broken module tile that inhibits some aspect of your ship until you've fixed it. It is likely I will have selectable difficulty levels that handle this in different ways with perhaps the hardest indeed not allowing the move at all!

@kleinzach the match3 aspect needs a lot of love - I definitely spent too much time creating a method to generate 7 classes of star versus actually sorting it out ;) but over all I just didnt have time this jam anyway :( There is truely no animation at all on the match3 grid, its just an array and things swap around instantly with a small delay after each iteration just to make it a little more sane. There is also no visual indicator of combos although the game is tracking and rewarding them. I'd like a visual particle to zoom from broken tiles to the relevant stat bar as well as having full moving animations for the whole grid - this is something I can promise will be implemented! :)
Mathiouza
27. Apr 2018 · 16:56 UTC
Nice entry. I liked the music, that makes an athmosphere to the game. But I think the travel and the charging is too long.

Cool entry, keep coding :)
GenTel
28. Apr 2018 · 10:18 UTC
Good atmosphere, and getting that sort of 3d first-person space travel working must be crazy hard. Building up resources through puzzles and then spending them on gameplay is a good way to fit the theme. Music made this really relaxing.

My main criticisms would be that doing well in the puzzle relies mainly on getting lucky chain-combos, and that there should be a more tangible reward for doing combos with 4+ pieces. Maybe a bit more interplay between the puzzle and the main game would be nice, like having what star you're on affect what tiles you get or something.

Edit: also good name. I clicked because of the 3-space math reference.
zgragselus
28. Apr 2018 · 13:55 UTC
The atmosphere and idea is neat, yet it takes requires some amount of luck and travelling takes somewhat quite long time. This way it gets repetitive quite fast.

By making travelling a bit faster, it would actually get quite more lively.

Of course as others pointed out a bit more animations could make it nicer, but there simply isn't enough time for everything in game jam.

Keep up the good work!
Ted Carter
28. Apr 2018 · 15:48 UTC
I really like the aesthetic of the game. No tweening in the match 3 side was a little jarring, and I felt like it took way too long to get anywhere. Wish you could do something on uninhabited planets, or that they'd influence the match 3 side somehow
Paula
28. Apr 2018 · 18:12 UTC
I could play this game for hours, peaceful ambience and vicous gameplay. I had some issues where some circles disappeared, but when i completed its line they where regenerated. Really good job with this game!!!
Mohamed_DKD
28. Apr 2018 · 20:51 UTC
the game progression is very very slow. Maybe this is on purpose since this is travelling in space, but considering there is no much going on once you reach a planet, except discovering it, i think you should either cut the time, or make some more rewarding things once you reach a planet
Daveroony
28. Apr 2018 · 22:09 UTC
Really love how chill this game is, and the warping graphics are very nice. but would like to feel more rewarded for doing things in the game.
Devastus
28. Apr 2018 · 22:45 UTC
There's actually quite a lot of potential for this concept, I like the atmosphere! Currently it's lacking the interplay between space travel and the match-3 - department, which it sorely needs more of.

Time was short on your part and you did good with what you had. I can see you have a lot of stuff already planned for the future too, so I wait to see what you come up with. Well done!
cristiano.m.garcia
29. Apr 2018 · 02:58 UTC
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.

I hope you continue with the project.

https://ldjam.com/events/ludum-dare/41/witchs-escape
lcossette
29. Apr 2018 · 19:23 UTC
I loved everything about the game except how slow it was to fuel up. I didn't get very far in the game because it started feeling monotonous before I had even fully charged up, so I'm not sure exactly how the game progression works but I would expect maybe shorter charge times for the first few destinations. Other than that, great game!
Utho
29. Apr 2018 · 20:07 UTC
This game is amazing! o.0 Like... Honestly it had me playing was later than i had anticipated.
Full score on mood and music cause it just draws you straight into a super chill flow, really atmospheric and ambient.
What you guys did with the gameplay is also really refreshing, at first i was blindly going for combinations whilst trying to figure everything out and then it totally hit me that combinations were meant to recharge all your systems, great stuff!
(Also, randomly getting huge chains by chance when new tiles drop is super satisfying, lol) <3
🎤 HS_Dave
30. Apr 2018 · 14:04 UTC
Again thank you all! Regarding slow (esp for @Mohamed_DKD ) - I've been playing it a bit and actually this is a flat out BUG. When you jump into a system (including when you first run the game) and it generates it things get placed at a random radius around the sun - during part of the algo there is an old, hard coded number that never got replaced with the var that was later made and tweaked and its the max distance from sun - it has an extra digit in it! So, by random chance, you could end up with objects significantly far away! This is fixed in my local build.

My local build now also has vast improvements to the match3 game with several bugs fixed and new animations for swapping tiles and animated falling of tiles when other tiles break beneath them etc. I do not want any of this to unfairly mar my jam score so I will share a newer build at the end of the voting process :)
Linkwin
07. May 2018 · 01:47 UTC
I'm not a fan of match three but I actually had fun playing this, the monotony of match 3 had a purpose, I would like to see the more finished version! Great work!
HuvaaKoodia
23. May 2018 · 21:04 UTC
Chill space exploration at its best! The music, hud, planets, debris effect while moving, all excellent work! There are a few typos here and there, not a big deal.

I would have liked to see actual mysteries hidden on the planets and enemies lurking about ready to strike. Not something you had time for of course.

Then there is the match-3 portion of the project. What a letdown! A barebones, humdrum, clickety-click fest. There is no tension to it, no challenge, no need to think, just click fast. Even pattern recognition is out the window as it is possible to swap tiles even when there is no match. The visuals are worse too...

This mix is certainly close to incompatible as these modes add nothing to each other. High points for that, otherwise the match-3 side drags everything down.