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New Year's Encouragements. Instead of making pressurey resolutions… - Covered in Scorpions

Jan. 1st, 2009

10:58 am

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Date:January 2nd, 2009 12:39 pm (UTC)
I'm pretty out of touch with standalone-executable programming, these days, although I'm trying to pick it back up again. I found Verge pretty easy and low-tech a few years ago; it's billed as being for boring tile-based roleplaying games, but uses a fairly simple sprite-based system - Zarba used to use it for platformers, and I knocked up a pointless Sokoban clone fairly quickly, back in the day. It's quite a kludgy-feeling language, but if you're working from other people's example code, it's easy enough to build up speed.

Can any of the two-player games be made single-player by having a simple bit of AI, and challenging, new-per-level superpowers for the opponent?
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[User Picture]
Date:January 2nd, 2009 01:18 pm (UTC)
Tile Wizards could.
Block Battle maybe but it wouldn't be much fun [like Tron light-cycles is dull against AI].
And I've forgotten the other two ideas already, hm.
I keep remembering one and then forgetting what it is because I have no simple brain-title for it. I shall dub it Oiram Puzzlegrid. That one could probably be single-player-ised as a somewhat different game rather than by making a player-actor AI opponent.
And hm, Snowstorm wasn't the fourth one, but *should* be quite a small-scale game, not sure how well that could be single-player-ised.
And Walls of War could probably be done as a quick prototype and then extended into what it's really supposed to be. That would single-player-ise in an AI that behaves like an idiot but has increasingly extravagant resource advantages, the same way Zatikon does it.

But really, they all quite badly want to be two-player games.
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