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- ΓòÉΓòÉΓòÉ 1. Controls ΓòÉΓòÉΓòÉ
-
- I have attempted to make the game use custom mouse settings that you have set
- in the properties page of the "Mouse Object". However, I have not extensively
- tested it, and the notes here assume the default left-handed mouse settings.
- Let me know if you have problems with the game's use of the mouse.
-
- World Map A LMB click changes the view to be centered wherever you clicked.
- You can also drag with the LMB to move the view, but this may be
- slow on some systems.
-
- Toolbar LMB click allows you to choose the tool to use. Most of the tools
- let you build something, and are collectively called the build
- tools.
-
- Map View
-
- Build Tools LMB click or drag draws the currently selected
- toolbar item. If you are drawing roads, canals,
- bridges, or walls, you can drag from one point to
- another, and a line will be drawn between those
- points. If you are erasing, or drawing trees, fires,
- or gates, then dragging will draw "freehand". The
- item will not be drawn immediately, but instead a
- black or green hexagon will be drawn at that
- location, and a blob will go to that location to
- build whatever you wanted.
-
- Using Ctrl with the LMB will use the Eraser instead
- of the toolbar selection. Using Shift with the LMB
- will draw straight instead of freehand, or freehand
- instead of straight.
-
- RMB click does different things in different
- versions; it is a convenient place for me to put test
- code.
-
- Blob Tool The blob tool lets you create and move blobs. RMB
- drag moves a blob from one place to another. LMB
- click creates a blob and sends him to the point at
- which you clicked.
-
- Select Tool The select tool (not yet finished) displays
- information about a selected object. At present, it
- simply displays information about the object
- underneath the mouse pointer.
-
-
- ΓòÉΓòÉΓòÉ 2. BlobCity ΓòÉΓòÉΓòÉ
-
- SimBlob is the name of a project I started in 1994, to produce a game that
- would let me experiment with various things I was learning at school. In
- particular, I wanted to experiment with bitmap graphics, multithreaded
- programming, user interfaces, and cellular automata. SimBlob started out as a
- strategy game for OS/2 with simulation of the environment and economy affecting
- your quest to conquer neighboring towns. The setting is an early (green) Mars,
- with blobs being the most intelligent life form on the planet. The original
- plan turned out to be too ambitious for me, given that I spend much of my time
- on projects and I will soon be starting on my Ph.D. thesis.
-
- The current plan is for the SimBlob project to include two (or more) simpler
- games instead of one very complex one. The games will share the basic map
- structure (a hexagonal grid map), environmental simulation (water flow,
- erosion, fires, tree growth, etc.), and user interface. The first game,
- BlobCity, is a single player game where you are playing against the
- environment. In it you try to build a town in a world that has fires, floods,
- volcanos, and so on. The SimBlob project also includes a second game, which
- will have less city building and more resource management. This game has not
- yet been designed. I have written several possibilities for games that could
- fit into the SimBlob project; they are listed on the web page. The blobs might
- live in a large city; they might be building a town to compete with other
- towns; they might have towns already, and want you to link them together with
- trade; or they might be seeking to take advantage of the natural resources on
- Mars. I am starting to write up a design document for The Silver Kingdoms,
- which is my current favorite choice for a second game; I will post that
- document here soon. Comments and suggestions are appreciated.
-
- For the latest information about BlobCity, visit the web page at
- http://www-cs-students.stanford.edu/~amitp/games.html
-
-
- ΓòÉΓòÉΓòÉ 3. Playing ΓòÉΓòÉΓòÉ
-
- At present, the game is playable, although it's not complete. (The main problem
- is lack of documentation and the inability to save and load games, IMO.) The
- play in BlobCity is "Blobs vs. Nature" (single player) instead of "Blobs vs.
- Blobs" (human player vs. computer players), which is planned for the second
- SimBlob game. Like SimCity, there is no predetermined goal; instead you set
- your own goals. You are building a town and seek to conquer the elements. Try
- to build your towns to withstand floods, yet be near sources of water. Try to
- build your towns to withstand fires, yet be near forests. Try to achieve
- 600,000 population without auto-build mode. Try to have more food than people
- in your town.
-
- Other things to try:
-
- 1. If you want to create irrigation channels, start at a water source on a
- mountain. Build a walled channel that slopes gently downwards. Along this
- channel, build gates. Outside the channel, starting from each gate, build
- a trench. This trench will receive some water from the main channel, but
- due to the gate, will not take all of the water. Note: This works better
- if you can put several water sources inside the walled channel.
-
- 2. To protect against fires, put fire watchtowers in spaces that the blobs
- aren't going to build in anyway. For example, a common road pattern is a
- hexagon with seven spaces inside; with this, only six will be used by the
- blobs, and the middle hex can be filled with a watchtower.
-
- 3. To protect against floods, either build flood trenches that will catch
- and divert flooding, or place trenches in open spots that blobs don't
- build in. The first solution will keep flooding from occuring; the second
- solution will drain water away if your town does get flooding.
-
- 4. To get the most from a water source, force the water go go down a gentle
- slope. On a steep slope, water will flow faster, and your river or
- channel will be shorter, so fewer farms will benefit.
-
- 5. Build a village and turn on Auto-Build mode. You can watch the builder
- blobs go crazy trying to extend the village.
-
-
- ΓòÉΓòÉΓòÉ 4. Simulation ΓòÉΓòÉΓòÉ
-
- Farms and houses will be created automatically around roads; the blobs will
- only move into a hex adjacent to a road. (They will not move in next to a
- bridge.) If you have Auto Build Mode on, then roads and bridges will be created
- and extended automatically.
-
- Anything that needs to be built will be marked with a hexagon, and then a
- builder blob will go there to build it.
-
- Water will flow downhill. Trenches are 50 feet deep, so water will flow into
- them. Walls are 120 feet high, so they block most water. Gates are also 120
- feet high, but they allow a small amount of water to pass through. You can use
- gates to build spillways or controlled release points on dams; or you can use
- them as openings on the sides of an irrigation canal, to let out small amounts
- of water to side canals.
-
- Economic, military, and political simulation are not yet in place. I am using
- cellular automata and network flow algorithms to determine how many people can
- "flow" from certain points (houses) to other points (farms). I am using the
- same algorithms for making food "flow" from farms to houses. For now, workers
- producing food forms the entire basis for BlobCity's economy. BlobCity will
- probably not have any military simulation and is unlikely to have any political
- simulation; these two are more likely to be in the second SimBlob game.