MiniLD #44compo
Interstellar
This is my first attempt at an LD submission, and unfortunately the resulting game is not particular playable. But I certainly learned a ton in the process.
Interstellar lets you chart humanity's course over hundreds of millions of years. I originally intended to have 2- and 3-player mode, but now there is only 1-player mode. You choose how to allocate your civilization's energy, and try to race for the stars. You'll see lots of crazy numbers on the screen (like 1.989 Giga-Yotta-grams, and 30.4 kilo-Yotta-Watts)--those are the kinds of units you deal with over millions of years. All of the star systems in the game are actual systems in real life.
The game is written in javascript, using node.js for the server-side code, KineticJS for the graphics, and socket.io for the network communication (using WebSockets and/or long-polling). Everything's deployed to a free account on heroku. The source code is available here: http://github.com/avh4/interstellar Kinetic's API is somewhat painful to use; next time I'll probably try EaselJS instead.
The title screen image is public domain from NASA: http://photojournal.jpl.nasa.gov/catalog/PIA17171 The music was created from scratch using a Yamaha MO8 (my first time actually using its pattern mode!)
Interstellar lets you chart humanity's course over hundreds of millions of years. I originally intended to have 2- and 3-player mode, but now there is only 1-player mode. You choose how to allocate your civilization's energy, and try to race for the stars. You'll see lots of crazy numbers on the screen (like 1.989 Giga-Yotta-grams, and 30.4 kilo-Yotta-Watts)--those are the kinds of units you deal with over millions of years. All of the star systems in the game are actual systems in real life.
The game is written in javascript, using node.js for the server-side code, KineticJS for the graphics, and socket.io for the network communication (using WebSockets and/or long-polling). Everything's deployed to a free account on heroku. The source code is available here: http://github.com/avh4/interstellar Kinetic's API is somewhat painful to use; next time I'll probably try EaselJS instead.
The title screen image is public domain from NASA: http://photojournal.jpl.nasa.gov/catalog/PIA17171 The music was created from scratch using a Yamaha MO8 (my first time actually using its pattern mode!)

Comments15
Researching Stellar Mining will increase your ability to capture energy from the star, so your speed of researching will increase. Researching Interplanetary Travel will eventually give you the ability to move to other start systems. And researching Planetary Mining will do nothing (I didn't have time to get it working, but the idea was that this would be to collect minerals needed to build ships and equipment).
I think this is a really cool concept. It embodies the essence of 'strategy' really well, in my opinion. Feels like what our top politicians actually do in setting policies - but not actually implementing it themselves.
But yeah.. the game kinda gets boring quite quickly. Some suggestions to make it more interesting: Allow us to meet other civilisations and see what happens. Perhaps a slider between friendly/antagonistic policies - and we can see an explosion of cultural exchange; or exploding spaceships. ^^;
I also thought it was peculiar that my colonies had to redevelop interstellar travel from scratch - right from the stage of chemical rockets, after I had already traveled to those star systems with interstellar technology??
Great concept. :) I hope you take this further after 7drts.
- Making all the star systems you've colonized share the benefits of research performed at other systems (ideally this would involve some kind of energy cost for communicating the research, and possible require the physical transport of equipment)
- Balancing the game. Currently you just need to research Stellar Mining, and when that's maxed out everything else pretty much finishes within a few seconds. A second issue with this is that the energy output of the different systems are orders of magnitude apart form one another, so for example if you started on Sirius, you can max out your research in a matter of seconds, but if you started on Wolf 359 it'd take over a day to max out. I want to find some kind of balanced mechanic that would make this more interesting, but didn't have time to solve it.
- Adding multiplayer. Actually the backend code already is set up for this, I just didn't have time to create the game logic for how the players would interact. And also I initially wanted to have a third player that would somehow control cosmic events while the first two players competed for ownership of the systems.
But as everyone knows, lots of stuff must get cut to meet the deadline :) I do plan on working on the game some more, but I'll probably wait until after LD27 to put more work into it.
Thanks for all the comments!
I also had problems with the interface. The pie charts are very smooth, but they overlap a lot - it can be difficult to select a particular system.
Best use of SI units. *EVER*.
Also, about the circles for determining what a system is researching, you can do a basic check to see if the person is crossing over from the 100% total amount to 0%, which currently erases all research, and is rather annoying. You could also switch to bars instead of the shared circle.