Nov 28 2009

Minute Dungeon- Design Notes

Minute Dungeon is my entry for Mochimedia’s Novemeber ‘Flash Game Friday’ contest. Flash Game Friday had been a $100 bonus awarded by Mochi on a near weekly basis to a game in their distribution feed selected by Mochi staff. There were no codified rules, and I don’t think anyone paid too much attention to it.

In early November, Mochi announced they were discontinuing the old FGF program, and replacing it with a monthly development contest which would also be called ‘Flash Game Friday’. November 6th, they announced the rules for the first running of the new monthly contest “60 seconds to fame”. The theme of this first contest was ’60-second game’– ie, the game had to be over in 60 seconds or less.

Key rules were:

  • Entries must use Mochi’s version control and Mochi’s distribution feed.
  • Entries must use Mochi’s Leaderboards, and automatically submit scores on game completion

Beyond that, there were some instructions on how to tag your game so it could be found in the distribution feed by the judges, and that’s about it. Everything else was left to the developers.

WARNING! Long and rambling discussion of my design methods ahead. I write these in large part so that I have a record of what I did, and definitely not to suggest you should emulate what I do.

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Nov 25 2009

Minute Dungeon

WASD or Arrow Keys to move, Spacebar to use items, comma or period to rotate inventory
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Oct 13 2009

Cellular Automator Project- Design Notes

These are the design notes for Cellular Automator, which will probably be a slow burning long term project, with no immediate commercial utility. I’m a hobbyist game programmer, and have basically no experience in Cellular Automata research, so if I get terms wrong please excuse and correct me.
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Oct 13 2009

Cellular Automator 0.2

This is the first version of a cellular automata visulizer. At the moment it’s just kind of a toy. Click the screen to add cells, then press play to see how they develop. I’ll do a separate post for the why’s and wherefore’s when I get around to it. Any and all feedback is appreciated!

Current features:
– Three rulesets implemented

– Allows resizing from 3×3 to 500×500, including non-square grid sizes
– Allows the grid to be cleared
– Allows single generation stepping
– Attempts to run at 5 generations per second in normal mode
– Attempts to run at 10 generations per second in fast mode (skips rendering every other generation)

Known Bugs (so far):
– Sometimes you may have to press clear twice to reset the generation counter. (I know why, but it’s not a straightforward fix unfortunately)
– After resizing, the ruleset will be set for Conway’s Game of Life, regardless of what is being indicated. Click your desired ruleset again if you wanted something different.