
TinyColony
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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NEW: Windows build added!
You are a tiny any in a tiny world.
Defend your colony from the evil red ants! Collect food! Kill things!
Contact me if you would like to help get a Linux build up! The windows build was built on Windows 7, 64 bit, but should be compatible with 32 bit as far as I know. Your milage may vary - let me know if it works for you!
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Development details:
This is my third Ludum Dare, and the first one I have finished. I wanted to use a C++ based game engine, as I am doing a technical job interview in the next few days where C++ is a assessed, and I haven't done any C++ in several years :)
So, that said, I used the Angel game prototyping engine (built for game jams like this). See (http://code.google.com/p/angel-engine/) I've never used it before, but it seems fairly well rounded. The docs are a little out of date though, so digging through source code was necessary. I built the game in 40hrs, finishing with 4hrs to spare.
GIMP was used for graphics, Xcode for programming (Angel engine needs XCode to build on Mac). I used SFXR for sound effects and the music was taken straight from the Angel engine demos.
I wanted to add more functionality: Rain that hurts ants, the ability to travel down the anthill and dig underground, random insect encounters and magnifying-glasses of death, more terrain types (rocks, grass etc) and also more AI functionality (ants will help other ants / communicate where food deposits are). All of these features got cut due to time :)
I'm super stoked to have actually finished this to a point where it works and is fun - a bit of a personal milestone for me :)
Things I learned:
* I HATE XCODE! SOOOO MUCH HATE!!! There were many occasions where a physical bug in Xcode itself would prevent me from being able to build my game. I would have to delete entire methods and re-type them before Xcode would link them correctly.
* Next time, I'll be using a JS-based html5 engine, so it's much easier for people to play and vote :)
* If your game engine supports a scripting language, such as Lua, use it. It will save you a lot of time.
You are a tiny any in a tiny world.
Defend your colony from the evil red ants! Collect food! Kill things!
Contact me if you would like to help get a Linux build up! The windows build was built on Windows 7, 64 bit, but should be compatible with 32 bit as far as I know. Your milage may vary - let me know if it works for you!
---
Development details:
This is my third Ludum Dare, and the first one I have finished. I wanted to use a C++ based game engine, as I am doing a technical job interview in the next few days where C++ is a assessed, and I haven't done any C++ in several years :)
So, that said, I used the Angel game prototyping engine (built for game jams like this). See (http://code.google.com/p/angel-engine/) I've never used it before, but it seems fairly well rounded. The docs are a little out of date though, so digging through source code was necessary. I built the game in 40hrs, finishing with 4hrs to spare.
GIMP was used for graphics, Xcode for programming (Angel engine needs XCode to build on Mac). I used SFXR for sound effects and the music was taken straight from the Angel engine demos.
I wanted to add more functionality: Rain that hurts ants, the ability to travel down the anthill and dig underground, random insect encounters and magnifying-glasses of death, more terrain types (rocks, grass etc) and also more AI functionality (ants will help other ants / communicate where food deposits are). All of these features got cut due to time :)
I'm super stoked to have actually finished this to a point where it works and is fun - a bit of a personal milestone for me :)
Things I learned:
* I HATE XCODE! SOOOO MUCH HATE!!! There were many occasions where a physical bug in Xcode itself would prevent me from being able to build my game. I would have to delete entire methods and re-type them before Xcode would link them correctly.
* Next time, I'll be using a JS-based html5 engine, so it's much easier for people to play and vote :)
* If your game engine supports a scripting language, such as Lua, use it. It will save you a lot of time.