Interstate Trucking

by doches
Overall★★★★★★★★★★3.38
Fun★★★★★★★★★★2.75
Innovation★★★★★★★★★★3.19
Theme★★★★★★★★★★4.63
Graphics★★★★★★★★★★3.19
Audio★★★★★★★★★★3.87
Humor★★★★★★★★★★2.00
Journal★★★★★★★★★★3.80
Polish★★★★★★★★★★3.81
Technical★★★★★★★★★★3.79
Towlr★★★★★★★★★★2.83
I’m done, it’s finished. At least, it’s finished
enough
. Interstate Trucking is a business simulation game, where you take the helm of a small shipping company. Buy new trucks, expand your shipping routes, and try to keep your balance in the green in face of a changing economy, fluctuating gas prices, and a younger brother who simply cannot stay married.
Download
Interstate Trucking for Windows
.
This was my first time participating in Ludum Dare, and I’m quite proud to have come up with an entry. I fully expected to be one of those folks who gave up halfway through Saturday night. Next time around I will almost certainly be back!
If I’d had more time I’d have improved the economy — right now nothing the player does has any effect on the world. It would be nicer if prices increased steadily in general, but decreased each time you delivered a particular good, forcing players to constantly adapt to the changing economy. Beyond that, I really wanted a second, competing shipping company, but it was simply too much to do in time. Instead, I chose to polish what I had, and I’m quite pleased with the outcome. I’m not going to win (who even likes business sims anymore?) but I do feel like Interstate Trucking is at least a decent first effort. Next time, folks. Next time.
The game is written in Ruby, on Linux, using Rubygame/SDL. The Windows exe is courtesy of the excellent tar2rubyscript and rubyscript2exe tools (I’ll package up Linux and possibly Mac builds tomorrow). I used Photoshop, The GIMP, and Inkscape for the graphics (again, such as they are) and GarageBand (along with Audacity) for the music and (single) sound effect.

Comments12

Hamumu
I like the concept and all, and great music... but it's really hard to actually play! I'm not sure how it should be done differently, but there just really needs to be a simple clear way to compare prices between places and know what you can sell places and all that. More messages when the trucks actually do things would help, like instead of "Truck arrived for $413", "Truck sold 10 produce for a profit of $413" (not sure how much space the trucks have, it's obviously not 'one unit'... are different products different sizes too? Lots of info that's hard to get). Definitely my kind of game if it can be made very transparent.
Very nice simulation indeed. Graphics/music/sounds are top notch.

I'm missing some overview of the prices, which would let me compare cities easily.

Btw my master thesis was program for solving multicriteria traveling salesman problem, so that's a big plus from me :).
demonpants
Pretty cool, but the prices all seemed like guesswork, and pre-computing trips doesn't seem like the best idea, at least at first. I think a good way to start would be with 1 truck and only having like 5 places (a zoomed in map), and each time a truck arrives at a location you give it a new one. When it arrives at a place it shows how much each resource costs, and so you can choose what to buy. Feedback like "very high" or "low" for each price would be good. The number of resources should also start at around 3. Then when you reach a certain profit (or maybe when you get a second truck?) the map expands to include more locales. Having the option of queuing routes and resources to purchase will become important at that point, but you should always have the option to follow a truck along and make choices as it goes. Similarly I think giving each resource at a location a likelihood to fluctuate (like "risky," "conservative," "solid," etc.) which will affect how likely it is for a price to change would be good. Then ones that change more often have a higher chance of having very extreme prices (like very high and very low), so you can play the whole game sticking with sure bets but making small profit or you can go for gambles.

In the end, really, I think it needs to be important for the player to memorize what resources are at what location and what the best routes are to take. That means less locations, more hands-on approach with each truck, and more feedback on prices and fluctuation.
Gilvado
Very cool, and impressive polish for a 48 hour game. It was fairly slow and difficult to manage, could do with better UI. Still, this has the core of a great game in it!
I liked: Idea, audio, extent

Could be improved: build-up, explanation, simulation speed (building bigger routes means watching the truck crouching slowly along). Are you supposed to build longer routes (in order to do that you have to memorize the prices)?. Maybe I am playing it "wrong". I think a simulation like this needs to have strong explanation and some restriction at the beginning (e.g. max. 3 cities on a route) and then let the complexity rise on the player.

Definetely a feat doing all this within 48 hours.
MrPhil
This game has lots of potential. The game would be more fun if it was easier to see what the cities sell/buy items when creating the route. Don't stop now! Take this game all the way!
"./interstate_trucking_linux" says :
/home/quentin/.eee/eee.interstate_trucking_linux.2/bin/ruby: 5: Syntax error: "(" unexpected

and in the source version "ruby init.rb" says :
/usr/lib/ruby/1.8/rubygems/custom_require.rb:27:in `gem_original_require': no such file to load -- rubygame (LoadError)
from /usr/lib/ruby/1.8/rubygems/custom_require.rb:27:in `require'
from ./lib/core.rb:2
from init.rb:2:in `require'
from init.rb:2

=> sorry i could'nt play your game
He a nice one! Really like that genre and wonder why I didnt had the same idea as I was chatting with someone about railroad-tycoon the week before LD! Sid Meyer would be proud of you! Very good job!
HybridMind
Found this too tough to play with similar criticisms others have brought up. Mainly not being able to tell what a city buys / sells before hand (especially as first move of game asks you to pick blind) Loved the music and graphics and style. I typically do like these trade sims so I wanted to really like this but alas the UI / information display is currently to obtrusive to me at least. I too am impressed with what you pulled off though in 48 hours, nice work on that! I'll definitely check out any further version you may post.
nice! well-developed sim for 48h, sound effects and music really help.
It's a nice idea, and it's quite polished, but it's hard to play. Things move too slow, and managing routes is too complex. I liked the music.
A very complicated game for being created in 48hr. It definitely feels like alot of tycoon trading games. The graphics and sounds make the game feel very polished.

I found it wasn't very easy to compare two cities prices together. It would be nice to have a button that displays all the cities prices OR in each city display the price differences between the connected cities.

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