Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by jpveilleux

Hi all,

First time posting for me here and as I am thinking of starting my first game I wanted to know what the ImpactJS gods around here thought about my idea of re-creating or cloning Sim Tower using the ImpactJS engine.

I think that the game was simple enough back in the day that it could be possible and seeing how insanely amazing ImpactJS seems to be, I thought I would ask you guys.

So what do you think? Doable or forget about it?

Thanks

1 decade ago by Graphikos

Totally doable. Go for it! I love that game. Let me know if I can help at all. ;)

1 decade ago by DaveReed

I've been working on the same thing. Impact is working for me so far. It's far from done but I do have a working concept for it already. The original was a classic and I couldn't think of a game I'd rather work on.

-Dave

1 decade ago by jpveilleux

Quote from DaveReed
I've been working on the same thing. Impact is working for me so far. It's far from done but I do have a working concept for it already. The original was a classic and I couldn't think of a game I'd rather work on.

-Dave


I would love to see what you have done so far. Maybe we could start working together on it...

Let me know

1 decade ago by ape

Funny, I too have been working on a Sim Tower-like game. It turned into a pretty sophisticated elevator simulator.

Here's a screenshot of it in action:

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<br />
I wrote a plugin that gives entities their own state machine. The text on the right is a log of the each entity's state machine transitions. Maybe a bit overkill, but you'd be surprised how complicated moving simple elevators around can get. There are entire MIT courses focused just on elevator control logic.<br />
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Sadly, I can share code from this particular game as I've been commissioned to make it. I'd be happy to help out on a Sim Tower clone where I can though.			</div>
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1 decade ago by ape

I should say also: this thing is mesmerizing when there are multiple shafts, each with a few cars, and hundreds of little dudes walking from door to door. When a guy is spawned he's given a random list of locations to walk to and front. He finds the closest shaft and waits. If he waits to long he gets angry, turns red, and storms off to another shaft.

There are times when you'll see one guy pacing back and forth between shafts in a rage because his timing is such that he leaves right before a car comes. Pretty crazy.

What's not pictured here (and currently very buggy) is that if you click on a door, it flips the "board" and you see what's going on behind the doors. Some doors lead to apartments, others lead to offices. Some of the apartments have more than one floor, and more than one door. When working properly, you'll see a guy go into a door. If you flip it quickly enough, you might see him walk up the stairs in his apartment in order to get to the door one floor above, then leave through that door.

When I get a chance I'll get both working and share a video.

1 decade ago by alexandre

@ape
Impressive.

1 decade ago by jpveilleux

Indeed! Very nice! It seems that my talking about making such a game has brought people to come out and I must admit I did not know so many people shared my love for this game!

Very impressive ape, I might hit you on some problems I get in the future with my version!

Thanks alot for sharing!

1 decade ago by alexandre

@ape
Are you able to share the FSM plugin for this?

1 decade ago by StuartTresadern

@ape would also be very interested in the FSM if you are able to share. Does the FSM have entering , executing , exit events for each state ? I was looking to create one for an exteneded animation class to allow transition animations.
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