Tokyo Subway Simulator

東京都地下鉄シミュレータ (Tokyo-to Chikatetsu Shimureta) is a simple simulator of the Tokyo Yamanote Line (山手線). I wanted to use the eki (駅) jingles in a game. There are options to toggle the map and toggle displaying the eki (駅) names. This was my first time using multiple viewports in a game. There is an overhead view showing the entire line, and a smaller window showing a closeup of the densha (電車).

I have made a few updates to the game.  The station name is now called out by voice at each station stop.  Station names now displayed in kanji.  I reworked the internals of how stations are stored.

 

Released

Express Lane

Express Lane is a supermarket checkout simulator.  This project started as a spinoff to the Bag Boy game.  The player can control many different aspects of the checkout simulation.

Each customer has a number of items in their cart.  Customers will pick the optimal lane for checkout depending on the number of items in their cart.  Each customer has a happiness value that starts at 100 and gradually reduces to zero.  When the happiness value reaches zero the customer will leave the store without paying.  The rate of customers entering the checkout area can be increased or decreased by the player.

Lanes can be added and removed.  When a new lane is added, it is initially set to closed, and the lane light will be red.  When the lane is opened, the light will change to green and customers will be able to enter the lane.

https://www.instagram.com/p/BH_gHuujqSP/?taken-by=gatechgrad

An express flag can be set for a lane, so the number of items in a customer’s cart must be equal or less than the lane express limit.  The express limit can be increased or decreased.

Each lane has a cashier, who has a speed rating.  A higher rating means that the cashier will ring up items more quickly, which reduces the chances that the customer will leave unhappy.  As a customer rings up an item, the item will be placed in a bag based on the type of item.  Items are separated based on whether they are fragile, poisonous, meat, or vegetable.

There are currently two views in the game.  The first view is a textual listing of each of the lanes will all of the customers and bags lists.  The second view is a 3D view showing all of the lanes and customers.  In the 3D view, the player has to option to control by overhead view or first person view.

Videos

 

 

Released

Ichiban Sokoban

Ichiban Sokoban is a sokoban game that I developed in Unity.  Use the robot to push the crates into the goal areas.  Try to finish the levels in the lowest possible number of moves.  If you get stuck, you can reset the level and try again.

Ichiban Sokoban

Developer Log

I developed Ichiban Sokoban for the Mini LD #67, which had the Classic Mashmix theme.  One of the suggested games to remix was Sokoban.  I had developed a sokoban game years ago in Java for a college course.

I started developing the game by creating a simple Board class in C#, which basically just held the textual representation of the game (I changed the chars to ints for simplicity).  When the player presses an arrow key, it updates the Board, not the game world.

I created another class that actually handles instantiating all of the object in the game world.  When the Board object is updated, all of the GameObjects in the scene update their positions according to the board.  None of the GameObjects in the world have colliders.

The game can parse levels in the standard sokoban text format.  I’m hoping to write a file importer so that players can load their own levels.

I’ve been developing Ichiban Sokoban on the nights and weekends for about two weeks now.  I’m really happy with what I have developed.  The game seems to be received well on GameJolt, as it has quite a few downloads for a desktop game and some positive votes.

I got the file importer working, which reads out of the default application directory using the Application.dataPath variable, with “/maps” appended.  I had to write some extra code to verify the the file extension ends in “.txt”, otherwise it will try to read the “.meta” files that Unity adds by default.

For a Windows build, the “maps” folder must be placed  in the IchibanSokoban_Data folder.  For a Mac build, the “maps” folder must be placed in the “IchibanSokoban.app/Contents” folder.  On MacOS, you have to right click the folder and select to show contents.  Otherwise, double clicking the IchibanSokoban.app folder will start the game.  It is a hassle since on both platforms, the “maps” folder must be copied every time the package is built, since it deletes any folders that already exist there.  I should create a script that automatically copies the maps files after a build.

I am also in the process of adding a timer and best move and score values.

Videos

Links

Steam Greenlight

 

Released