Ruckingenur Editor, Alpha Release

Yesterday I released an alpha version of the Ruckingenur Editor to people who submitted an entry for Phase One and everyone else who was on my mailing list. While I intended to wait a few days before releasing it publicly, I figure that I might as well release it now; more people trying it out now means that we can work all the bugs out quicker.

You can download the editor here.

Everything that applied to Ruckingenur II applies to the Ruckingenur Editor; you’ll need .NET 2.0, it’ll probably crash if you’re running a 64-bit version of windows or don’t have a sound card installed, and should be easy to get running under Mono or Parallels.

The editor is fairly straight forward to use, with the only “hidden” feature being that you can hold down shift while dragging a circuit board, project box, or chip to drag everything that is on top of it along with it. While widgets are placed with default DisplayLevel values, you may sometimes have to tweak them to get things to stack the way you want – widgets with higher DisplayLevel values are placed above those with lower DisplayLevel values. When running a .ruck level, the Ruckingenur Player searches for a file called “script.lua” in the same directory and uses that as the script. Sounds and images that you add should be added to the same directory as the .ruck file. Check out the level1-remake folder for a full remake of level 1 from Ruckingenur II built in the Ruckingenur Editor.

You can learn about scripting Ruckingenur levels by exploring the level1-remake and the Ruckingenur Editor API.

If you have any questions or find any bugs, please email me at zachbarth@gmail.com! Good luck!

Phase One has ended!

Phase One of the Ruckingenur Challenge has come to an end! If you haven’t emailed me your submission yet, get it to me as soon as possible. I will begin collating the eight entries I received tomorrow after work; we should have a winner within the next few days. In the meantime, start reading up on Lua if you’re interesting in programming a level for Phase Two of the Ruckingenur Challenge.

26 and 6

26: The number of hours left in Phase One of the Ruckingenur Challenge.
6: The number of entries I’ve received so far.

If you’re working on a level and are stuck, you can email me personally for help at zachbarth@gmail.com. If you have a submission finished, email it to me right away!

Thursday, after Phase One is officially over, I will begin judging the submissions; I’ll be contacting the winner(s) soon after that. If you submitted a level or are on my mailing list, you’ll probably be receiving a link to a beta version of the Ruckingenur Editor within a week or two from now. All in all, it’s a good time to be a Ruckingenur.

Ruckingenur Challenge Poll

With exactly one week until entries are due for Phase One of the Ruckingenur Challenge, I’d like to try to get a feeling for how things are going. So far, I’ve only received one entry – is anyone else working on an entry? Did anyone attempt to start an entry but stop before finishing? Is there anyone who wants to make an entry but needs help with their idea?

I’d love to know how you feel about the Ruckingenur Challenge, so go ahead and post some comments!

Ruckingenur II, Level 7

Continuing the countdown, there are only 8 days left until submissions are due for Phase One of the Ruckingenur Challenge. Y’all best get crackin’.

Yeah, how about that – an entirely hybrid circuit. The exochip on the left is the brain of the drone controller and dispatches commands to the entire drone network. The exochip on the right is responsible for interfacing to the controls and prevents the drone controller from sending any unauthorized commands. After being brought online through the chip on the right, the chip on the left may be instructed to send a self-destruct message to all active drones. Unfortunately, the right chip will not authenticate this command, requiring the player to kill the chip and fake its signal. Upon authentication, the self-destruct command is sent; across the region, drones shut off and come crashing to the ground.

So that’s it – those are the three levels that never made it in to Ruckingenur II. I’m excited to see what you can do!

Does anyone like these sort of posts? Although I don’t have any more Ruckingenur levels to post, I do have more mockups of old games and games that I never made which might be interesting. What would you like to see here between game releases?

Ruckingenur II, Level 6

Continuing with yesterday’s post, I present level six of Ruckingenur II. Remember – there are only 9 days left until Phase One of the Ruckingenur Challenge is due!

After hacking the drone transmitter, the insurgents are able to successfully radio and then ambush a drone, as depicted in a movie that may one day be used in a future Ruckingenur product.

In order for the insurgents to locate and destroy the drone controller facilities, the player must trick the crashed drone into thinking that it is flying along its stored waypoints until it believes it has returned to the facility, at which point it may be made to give up the proper IFF codes needed to get within range of the base. Players are assisted by the exochip’s stream of consciousness signal, which provides cryptic hints as to what it requires to advance the hacking process.

Did I mention that exochips look like brains on the inside?

Ruckingenur II, Level 5

As of writing, there are only 10 days left in the Ruckingenur Challenge. If you haven’t started your level yet, get to it – I’ve only received one submission so far!

If you’re lacking inspiration, here’s a special feature to help your creativity along: the fifth level of Ruckingenur II.

As it’s unlikely that I’ll ever implement these levels as designed, I will proceed with full disclosure: the final three (for a total of seven) levels revolved around the exochip as a critical component of the circuits. What is an exochip? As it turns out, the Tangential Forces weren’t acting alone in their campaign of oppression against the Northern Continent; although no one knows the origins of the Visitors, their hybrid biotronics were far superior to any other technologies available, giving the Tangential Forces the military edge they needed to take control. Exochips are the centerpiece of the Visitors’ hybrid biotronic technologies, and consist of a genetically engineered organism capable of interfacing directly to a wide range of electronic signals. While exochips are more complicated than normal integrated circuits and require a constant flow of nutrient-rich exobrine, they are able to trivially learn and reproduce almost any task and can instantaneously communicate with any other exochip via psychic network. They are used extensively in the network of autonomous drones that constantly patrols the Northern Continent, locating hidden insurgent bases and eliminating opportunistic targets.

Level five would introduce the player to exochips, which could be controlled by pulsing various pins mapping to goals, concepts, and positive and negative reinforcement in the exochips’ neural paths. When this drone transmitter was lost, it was disabled; thus, the player’s objective would be to re-enable the device and signal for a drone to return to it, offering the insurgents a chance to ambush the drone when it arrived in an exposed position.

It should be noted that I was unable to create an exochip mechanic that I was happy with and felt properly achieved the same level of reverse engineering verisimilitude as the rest of the game; this is why the last three levels were eliminated from the game.

Hosting Switch

After mooching hosting from my friend Charlie for about three years, I finally have my own web host. I was able to move over my domain to properly point at my website now, too, so make sure you’re visiting zachtronicsindustries.com, and not zachtronics.emala.net. If you’re looking for Ruckingenur II, you can find it here. If you’re looking for the Ruckingenur Challenge, scroll down to the blog post below.

Ruckingenur Challenge

A little bit over a month ago, Ruckingenur II hit Hackaday. Since then, I’ve had over 6000 downloads. Many of you have called out for more levels, which take a great deal of time to make. Others have called for me to create a level editor, something that I wasn’t entirely comfortable with, as I prefer to create games, not tools. As semi-detailed in the previous post, I’ve toyed around with the idea of making more Ruckingenur, but kept on coming up short. A flash of insight today, however, changed my thinking. Introducing…

(That’s the last flashing LED GIF – I promise!)

So here’s the deal:

Phase One

  • You design a puzzle for Ruckingenur.
  • All puzzle designs must be in on or before October 15th, 2008. (That’s two weeks from today, for those of you who don’t know what day it is.)
  • You do not code anything, nor do you create any game art. This is purely design of the puzzle.
  • You may submit as many entries as you want.
  • If I receive fifteen (15) or more complete submissions, I will make a special version of Ruckingenur capable of playing levels created with the included level editor.
  • The author of the best submission will win a Ruckingenur prize pack, most likely filled with electronics related prizes!
  • Submissions may be emailed to me at zachbarth@gmail.com

Design Requirements

  • Your submissions should include the following:
    • A short description of the puzzle, including an objective.
    • A semi-detailed description of the internal state, i.e. how the device works. It’s a good idea to think of your device as a state machine.
    • A short description of a possible solution. More solutions make for a better puzzle.
    • A list of all test points, describing:
      • How their voltages are determined.
      • How pulsing them high and low effects the state of the device.
      • How they respond to serial data, and when they emit serial data.
      • What registers are available if the test point corresponds to a debug pin on a chip, and how their values are generated and affect the device state.
    • Some sort of quick drawing (mspaint is fine) detailing the layout of all components and interface items.
    • A list of any special art or rendering your puzzle would need. Assume that the level editor will include common components like chips, LEDs, switches, and displays and tools to draw common things like circuit boards and tracks between components.
  • I suggest you play through Ruckingenur II again, paying attention to these details in the puzzles.
  • A good puzzle shouldn’t let a player get stuck in a loop of unsolvability, where they’ve done something preventing them from solving the puzzle, yet are unaware that they are stuck because of it.
  • A good puzzle shouldn’t require a player to use trial and error to solve the puzzle.

Phase Two

  • After I finish the level editor, I will release it to the public. There’s a good chance that people who submitted an entry in Phase One will receive it earlier than those who didn’t.
  • You create a level. While you won’t have to create any artwork, you will have to program the implementation (most likely in Python Lua, something you should look into if you’re interested in this).
    • If you intend to create a level, you should really submit the design in Phase One. This will help me judge what functionality is needed in the level editor and ensure that it can create puzzles with sufficient richness and depth.
  • You send me your level. I will work with everyone who submits a level to make sure that all the levels fit together coherently and with a uniform implementation of the mechanics. While I worry that this may seem authoritarian to some people, that’s really not my intention – I just want to make sure that, because of the uniqueness of Ruckingenur puzzles, everyone’s puzzles fit together.
  • After collecting all the finished levels, I will sort them by difficulty and release a special Community Edition of Ruckingenur. Everyone who created a level will be gratuitously credited.
  • Everyone wins!
  • The author of the best puzzle might win something extra!

Constructive commentators are encouraged to leave constructive comments. If you have a question, ask it in the comments so everyone can see – I’ll answer it there. Otherwise, start working on those levels!

Design Methodology

My favorite method for designing things (games, mostly) is to begin by making use-cases or mockups of what I’d like to ultimately create. For games, this has meant creating screenshots that depict examples of the things that would be present in the actual product, such as objects or interactions or interfaces. Neat things about this method:

– It’s fairly free form, and allows me to quickly re-work ideas while still getting a good feel for what the game would be like.

– I can cover all aspects of the game broadly but without significant depth, allowing for a good “big picture”.

– The finished mockups convey an idea better than just text.

– It’s a great way to mentally “try out” an idea so that, even if I don’t actually like it, I can move on knowing that I at least explored it.

– When I’m finished, I’ll have some prototype artwork and design items to use in the game, allowing me to get right to programming a prototype.

I’m trying to figure out what the next thing I make should be, so I’ve been doing this quite a bit lately. While I gather my thoughts, I intend to fill the posting void over the next few days (weeks?) with stories of projects that either never made the cut or haven’t been fully explored yet. Falling into the second category is today’s topic: Ruckingenur Online!

The idea is as follows: half Ruckingenur, half collaborative real-time exploration game. Played in small groups of one to twenty people on small virtual “servers”, players work together to unlock and solve Ruckingenur-style puzzles as they fight a losing battle against the Tangential Forces.

Unfortunately, the creation-time to play-time ratio for Ruckingenur is really small (which is bad), and I have doubts about how well the multiplayer aspect would work, so I feel like my time would be better spent creating a new game instead. If I can’t think of anything good, though, this is the first idea I’ll be turning back to – Ruckingenur Online just sounds so sexy!