A list of puns related to "Zachtronics"
I am currently playing around with recreating a system like the simulation in zachtronics hit game opus magnum.
I tried to research a bit in hope to found out if the original system was physics based (collision triggers an error), state based (each simulation tick the simulation tries to validate the state), a mix of both or something total different.
My current design is that I have a simulation server, where "attendees" (Node2D with a specific interface and signals) can participate. The simlation issues several lifecycle signals (on_tick, after_tick, on_validate, on_persists, on_reset etc.) to all its attendee nodes, that for their own, update their data and try to validate if their current state is valid.
I am not happy with the design. For one: I am still not sure if I should check for collisions via the physics system (Area2Ds) or via a deterministic state (the nodes mark their positions in a grid array and there will be an error if a the grid is occupied). The latter gives me the ability to run simulations very fast, multiple at once (like the random tests in other zachtronic games), but can be a hassle to interpolate between the ticks and needs more work to manage.
Another big question for me, is resetting the simulation. In my current approach, the simulation server acts as a mediator and does not manage the state. The attendees manage their own state and reset it if told so (via simulation_reset signal). This approach give me the ability to iterate faster. I just need create a node that implement the simulation attendee interface. But it comes with more boiler code. Especially if I need to check state validity against other attendees (e.g. collision with attendee type A result in a simulation stop, but collisions between attendee A and C are allowed.)
In addition, I want to add a feature, where attendees can detach other attendees from the simulation to manage them on their own. An example for this would be some type of conveyer belts.
What do you guys think I should do? I watched the zachtronic GDC talks, but I am not still sure how they did their simulation engine. Do you guys know a pattern / technique that would suit my needs?
title says it all. I need game ideas similar to prime mover / zachtronics titles. any ideas welcome
Level: UC Berkely
XA:
GRAB 300
COPY F X
COPY X M
MARK TAPE
LINK 800
HOST T
TEST X = T
TJMP DATA
LINK 800
JUMP TAPE
MARK DATA
COPY F X
DROP
GRAB 200
MARK FIND
TEST F = X
FJMP FIND
COPY F T
COPY F X
SEEK -9999
SEEK T
COPY X M
MARK DICTATE
SUBI X 1 X
COPY F M
TEST X = 0
FJMP DICTATE
XB:
GRAB 300
COPY F X
COPY X M
MARK TAPE
LINK 800
HOST T
TEST X = T
TJMP DATA
LINK 800
JUMP TAPE
MARK DATA
COPY F X
DROP
GRAB 200
MARK FIND
TEST F = X
FJMP FIND
COPY F T
COPY F X
SEEK -9999
SEEK T
COPY X M
MARK DICTATE
SUBI X 1 X
COPY F M
TEST X = 0
FJMP DICTATE
I don't really know if the "Zachtronics" label is even correct, kind of like how "Rogue-like" or "Rogue-lite" has specific connotations. Here I'm using it to refer to games which use some kind of programming logic from the player as a game mechanic.
I really enjoy the "Zachtronics" genre of games, where programming is done in a less than literal programming kind of way, such as Opus Magnum, Space Chem, and Infinifactory. To a very small extent we saw these kinds of programming ideas expressed in FFXII's auto-battle system, and it was realized much more robustly in a physical way with Nimbatus (Specifically, the programmer character).
I really enjoy the idea of programming a system, whether it be a group of adventurers, Drone, or factory, and watching it finish out the goal without any intervention on my part once I hit the play button. Unfortunately, with the exception of Nimbatus, it seems like these style games seem to be limited almost exclusively to puzzles, where you're given a very concrete goal, such as in "7 Billion Humans" (Which really doesn't fit my idea of a Zachtronics genre since you are literally programming instead of using programming-like mechanics), and your solution is graded on a curve against other solutions for speed and efficiency.
I'd like to see more games which step outside of the puzzle genre, such as Frozen Synapse (And it's excellent sports themed cousin Frozen Cortex), where you program in your moves and watch it get executed against an opponent, instead of towards a fixed goal. Unfortunately, I really can't think of any others than what I've listed that meet the "programming as a game mechanic" outside of the puzzle genre.
My best guess is that people drawn to the idea of programming as a game mechanic are more drawn towards the puzzle genre as a whole. However, as we saw in [FFXII](https://store.steampowered.com/app/595520/FINAL
... keep reading on reddit โกI am considering buying the Zachtronic puzzle pack and was just wondering which games require printing and how many pages of printing they require.
Hi, I'm looking for very complex games that feel a little bit like (fun) office work, the only games I've ever found like this were Eve Online, Shenzhen I/O, and a few other Zachtronics games. The more management, math and things to keep track of, the better. Bonus points if it makes me do out of game research, or makes me literally use a spreadsheet to be able to play it.
Thanks in advance! :)
Creature in the Well
Streets of Rogue
Regular Human Basketball
Love is Dead
Evergarden
Avernum 3: Ruined World
NAIRI: Tower of Shirin
Of Orcs and Men
Sword Legacy Omen
11-11 Memories Retold
The Spiral Scouts
God's Trigger
2Dark
Aarklash: Legacy
State of Mind
Swords and Soldiers 2 Shawarmageddon
Outcast - Second Contact
Puss!
Yoku's Island Express
Road Redemption
I'm Zach Barth, the creative director of the game studio Zachtronics. I've been making "indie games" for a while now, including Infiniminer, SpaceChem, Ironclad Tactics, Infinifactory, TIS-100, SHENZHEN I/O, Opus Magnum, and the recently released EXAPUNKS.
Today I'm here with the Zachtronics team to answer your questions! We recently launched EXAPUNKS, our 90s-inspired, maybe-cyberpunk-maybe-not, hacking/programming/open-ended puzzle game, and would love to answer any questions you have about that, or any other game we've made, or anything else that has to do with Zachtronics.
EXAPUNKS: http://www.zachtronics.com/exapunks/
PROOF: http://www.zachtronics.com/proof.txt
EDIT: If you're going to post EXAPUNKS spoilers, put them in some spoiler tags! >!Like this!<
This week's puzzle chat is Zachtronics! They are a developer, not a game, so any of their games are fair to discuss!
Some links: Website, Zachtronics Puzzle Pack on Steam
Direct games:
Feel free to discuss any part of any of the games!
As the title says im looking for any games like any of the zachtronics games,
I've played
[Exapunks](https://store.steampowered.com/app/716490/EXAPUNKS/)
[Opus Magnum](https://store.steampowered.com/app/558990/Opus_Magnum/)
[Shenzhen I/O](https://store.steampowered.com/app/504210/SHENZHEN_IO/)
Anything similar to these would be appreciated, or even just in the same genre (coding-esque puzzle solving), I dont mind having to pay!
Thank you
edit:hyperlinks?
Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.