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Blackout - My project for Ludum Dare 39 (did not finish on time).

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Ludum Dare 39

My project for Ludum Dare 39

Click to view the demo!

Theme

Running Out of Power

License

MIT (see LICENSE)

Description

This will be a 2D strategy game where you will be responsible for keeping a power company afloat. The controls will consist of a large map of the city, providing you with an overview of your resources and their status. But then stuff is going to happen... you know, people running into power poles, everybody turning on their air conditioning all at the same time, a crazy dude tries to build a time machine and decides he needs the full power of a transmission line to do so. That's when things get interesting.

As time goes on, these emergencies will occur and will down power in an area. Depending on what specific infrastructure is downed, it could affect a whole district, or maybe just a small area. Either way, you're going to have to route repair crews to clean up the mess because the loss of power means the loss of revenue, and a power company operates on a tighter budget than you might expect when you look at your power bill.

In addition, as the game goes on, power consumption will increase, and the likelihood of certain issues will increase as a result. Additionally, your power plants will be subject to continuous government regulation and resource shortages, and this will increase the cost of doing business.

To keep playing, you just have to keep your company's net worth in the green. If you run out of money, your company goes under, and it's game over.

Your final score will be the gross revenue over the life of your company, but you'll also be able to look at the highest net worth and the amount of time your company survived.

The game will be a web-based game written primarily in JavaScript. It should be able to run in any up-to-date browser.

Run-Time Dependencies

This project is built on top of the excellent Phaser (phaser-ce) HTML5 game engine/framework. This is the only dependency that needs to be present to run the game. Phaser is, like this game, licensed with the MIT license. I've provided a link to the license below. It can be installed using either make or bower install from the root of the repository.

Supported Browsers

Due to some of the advanced features used by the code in this web application, we are unable to provide indefinite backwards compatibility. The following is a list of the supported browsers. Note that browsers not supported might work, it just means we won't be putting any effort in getting it to work on that browser.

  • Chrome 50+
  • Firefox 45+
  • Edge 14+
  • Internet Explorer 11
  • Safari 10+
  • iOS 9.3+
  • Android 4.4+
  • Opera 42+

Building

To build this software, assuming you possess all dependencies, then all you need to do is execute the following command from the source code root:

make

Yep, that's seriously all there is to it. Unless you don't have all of the dependencies, then look over the build dependencies list.

  • GNU make
    • Build system
    • Website
    • OSX: install Xcode
    • Debian: sudo apt-get install make
  • FindUtils
    • The command find and xargs among others (used for preparing the source code)
    • Website
    • OSX: included by default
    • Debian: included by default
  • Rename (util-linux)
    • The command rename (also used for preparing the source code)
    • Git Repo
    • OSX: brew install rename
    • Debian: included by default
  • Sass
  • Webpack
    • JavaScript bundler/compiler/build-system
    • Website
    • GitHub
    • npm install
  • Babel
  • Babel Loader
    • Babel loader for Webpack
    • GitHub
    • npm install
  • Babel Env Preset
    • Our chosen preset for Babel (don't install this globally, it doesn't work that way)
    • GitHub
    • npm install
  • Google Closure Compiler (as closure-compiler, use symlink if different)
    • JavaScript minifier and optimizer
    • Website
    • GitHub
    • OSX: brew install closure-compiler
    • Debian: sudo apt-get install closure-compiler
  • Yahoo! YUI Compressor (as yuicompressor, use symlink if different)
    • CSS minifier and optimizer
    • Website
    • GitHub
    • OSX: brew install yuicompressor
    • Debian: sudo apt-get install yui-compressor; sudo ln -s $(which yui-compressor) /usr/local/bin/yuicompressor

Also note that if you're missing gem or npm (and therefore, probably don't have Sass or Browserify), then you'll need to get those as well.

  • Ruby (and Gem Package Manager)
    • Needed for installing and running Ruby Gems (like Sass).
    • Website
    • GitHub
    • OSX: Comes pre-installed, or brew install ruby
    • Debian: sudo apt-get install ruby
  • Node.JS (and Node Package Manager)
    • Needed for installing and running Node packages (like Browserify).
    • Website
    • GitHub
    • OSX: brew install node
    • Debian: sudo apt-get install nodejs

And last but not least, if you're on OSX and brew commands aren't working, then you need to download HomeBrew from here.

Additionally, if you're on any non-debian-based distro, you can probably change the commands from apt-get install to yum install or pacman -S, and if not, hopefully you're a resourceful linux user, and you can figure it out somehow.

If you're on windows, there's probably a way to do it, and some Google-fu can help you with that. You might be better off building it in a linux virtual machine, though, so don't rule that out.

Publishing

The build system (makefile) also includes some methods for publishing the code online. For this, you have three targets:

  • make publish-all (publishes to development and production sites)
  • make publish (publishes to production site only)
  • make publish-dev (publishes to development site only)

The publishing functionality of the build system has one dependency (beside GNU make, see above for info on that).

  • rsync
    • Needed for remote synchronization over SFTP (all publish targets).
    • Website
    • Git
    • OSX: Comes pre-installed, or brew install rsync
    • Debian: sudo apt-get install rsync

Before you are able to publish to anything, you have to define targets as environment variables. By default, it will do nothing at all. You need to define a couple of target variables. These targets can be a location on your own file system, or it can be any remote protocol that rsync supports (like SSH).

  • ld39_remote_production is the environment variable for the production remote.
    • export ld39_remote_production=user@domain.tld:path/to/hosting
  • ld39_remote_development is the environment variable for the development remote
    • export ld39_remote_development=user@domain.tld:path/to/hosting

Dependencies

If you want to deal with the composer or bower dependencies, which may be necessary for certain development operations (namely updating them or adding new ones), you will need the following in addition to all of these. Note that not all of the dependencies are being managed with these tools, and as such, some dependency updates may require manual updating.

  • Composer
    • PHP dependency/package manager.
    • Website
    • GitHub
    • OSX: brew install composer
    • Debian sudo apt-get install composer
  • Bower
    • Client-side JavaScript dependency/package manager.
    • Website
    • GitHub
    • npm install -g bower

Hosting Requirements

Just a webserver that can serve static files. That can be anything you want. It probably won't work if you open the files locally though, because of browser security standards.

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