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* "Cosmic Supremacy" Fixes the micromanagement bloat of 4X games and the requirement to be online at all times in a persistent real time strategy by letting the player script almost all the economy management and much of the combat.

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A game where the player does not directly control any characters. Instead, one gives a series of instructions to a character, and the character executes them, with the goal being to successfully complete some task. The task may involve battling or fighting, or just getting from one side of the room to the other.

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A game where game, usually a PuzzleGame, in which the player does not directly has little to no direct control any characters. over the game's events. Instead, the player's task is to "set up" the solution, then hit a "go" switch to activate the solution and see if it accomplishes the task correctly. Setting up the solution may require enqueuing objects with a list of commands to follow, or arranging objects on the game board to change the way they react to one gives a series another. If the solution contains elements of instructions randomness or is particularly complex, the player will need to a character, perform [[TrialAndErrorGameplay many unsuccessful test runs]] to adjust the solution before finding one that works.

Programming games usually have no playable characters, but sometimes one will exist for the purpose of setting up
and activating the solutions. It is also common for the game to allow a limited measure of user activity while a solution is running, by means of the playable character executes them, or otherwise, but the player will need to design the solution with the goal being to successfully complete some task. The task may involve battling or fighting, or just getting from one side of the room to the other.
this interaction in mind and plan ahead for it.
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* ''Pac-Man 2: The New Adventures'' swapped out traditional Pac-Man gameplay for a combination of this and EscortMission. The player gives directions to Pac-Man... who may or may not actually choose to follow them.
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* The dojo missions in ''WarioWare DIY''.

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* The dojo missions in ''WarioWare ''VideoGame/{{WarioWare}} DIY''.
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*** The above word is a Roman-alphabet approximation of a Cyrillic-alphabet word, pronounced "konstruktor".
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* Episode 3 of ''StrongBadsCoolGameForAttractivePeople'' features a cross between this and ScriptSwap. You can change the order of records in a DJ's set (and add two from elsewhere), and the DJ will play them in order, scratching each so that it sounds like a movement instruction. His rap partner, dancing on stage, will follow these instructions - even the useless 'do the Wigglie'. [[spoiler:The goal is to get the dancer to punch the DJ in the face.]]
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* Every game by [http://www.zachtronicsindustries.com/ Zachtronics Industries] (former tagline “games for engineers”). Most notably:

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* Every game by [http://www.[[http://www.zachtronicsindustries.com/ Zachtronics Industries] Industries]] (former tagline “games for engineers”). Most notably:
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* The ''DoctorBrain'' series is quite fond of these. All three games have a programming puzzle in them.

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* The ''DoctorBrain'' series is quite fond of these. All three four games have a programming puzzle in them.
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** In ''The Time Warp Of Dr Brain'' there's a bunch of cars which need to get to the appropriate parking spaces. In this version color-coded instructions are placed at the intersections, and cars will follow any appropriately-colored instructions they come across. Harder difficulties add obstacle vehicles which follow predetermined paths and multiple cars of the same color, and even though same-colored cars have interchangeable cars each parking spot can only hold one car.

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** In ''The Time Warp Of Dr Brain'' there's a bunch of cars which need to get to the appropriate parking spaces. In this version color-coded instructions are placed at the intersections, and cars will follow any appropriately-colored instructions they come across. Harder difficulties add obstacle vehicles which follow predetermined paths and multiple cars of the same color, and even though same-colored cars have interchangeable cars each parking spots each spot can only hold one car.
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** In ''The Time Warp Of Doctor Brain'' there's a bunch of cars which need to get to the appropriate color-coded parking spaces. In this version color-coded instructions are placed at the intersections, and cars will follow any appropriately-colored instructions they come across. Harder difficulties add obstacle vehicles which follow predetermined paths and multiple cars of the same color.

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** In ''The Time Warp Of Doctor Dr Brain'' there's a bunch of cars which need to get to the appropriate color-coded parking spaces. In this version color-coded instructions are placed at the intersections, and cars will follow any appropriately-colored instructions they come across. Harder difficulties add obstacle vehicles which follow predetermined paths and multiple cars of the same color.color, and even though same-colored cars have interchangeable cars each parking spot can only hold one car.
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** In ''The Time Warp Of Doctor Brain'' there's a bunch of cars which need to get to the appropriate color-coded parking spaces. In this version color-coded instructions are placed at the intersections, and cars will follow any appropriately-colored instructions they come across. Harder difficulties add obstacle vehicles which follow predetermined paths and multiple cars of the same color.

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gather Zachtronics games together, add KOHCTPYKTOP


* ''[[http://www.kongregate.com/games/krispykrem/the-codex-of-alchemical-engineering?referrer=Dariush Codex of Alchemical Engineering]]''. Quoting the description, 'As an Alchemical Engineer, you must build machines out of mechanical arms and magical glyphs that transform and combine atoms in order to create the compounds required for each level.'

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* Every game by [http://www.zachtronicsindustries.com/ Zachtronics Industries] (former tagline “games for engineers”). Most notably:
**
''[[http://www.kongregate.com/games/krispykrem/the-codex-of-alchemical-engineering?referrer=Dariush com/games/krispykrem/the-codex-of-alchemical-engineering The Codex of Alchemical Engineering]]''. Quoting the description, 'As an Alchemical Engineer, you must build machines out of mechanical arms and magical glyphs that transform and combine atoms in order to create the compounds required for each level.''
** [[{{ptitle9vda7xey}} SpaceChem]]. Each 'reactor' is effectively a [[http://en.wikipedia.org/wiki/Finite-state_machine finite-state machine.]] (Arguably a refinement of Codex.)
** ''KOHCTPYKTOP: Engineer of the People'': design integrated circuits to meet set tasks by laying out doped silicon.



* [[{{ptitle9vda7xey}} SpaceChem]]. Each 'reactor' is effectively a [[http://en.wikipedia.org/wiki/Finite-state_machine finite-state machine.]]

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* [[{{ptitle9vda7xey}} SpaceChem]]. Each 'reactor' is effectively a [[http://en.wikipedia.org/wiki/Finite-state_machine finite-state machine.]]
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Yes, but it\'s a game about programming, not a porgramming game. That felt weird to say.


* Subverted very much with the flash game [[http://www.mausland.de/460.maus Programming God]]. [[spoiler: It's a ButtonMashing game]].

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* Subverted very much with the flash game [[http://www.mausland.de/460.maus Programming God]]. [[spoiler: It's a ButtonMashing game]].
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A style of game where the player does not directly control any characters. Instead, one gives a series of instructions to a character, and the character executes them, with the goal being to successfully complete some task. The task may involve battling or fighting, or just getting from one side of the room to the other.

Not to be confused with InteractiveFiction.

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A style of game where the player does not directly control any characters. Instead, one gives a series of instructions to a character, and the character executes them, with the goal being to successfully complete some task. The task may involve battling or fighting, or just getting from one side of the room to the other.

Not to be confused with InteractiveFiction. Other genres of game can have elements of this through GameplayAutomation.
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* Subverted very much with the flash game [[http://www.mausland.de/460.maus Programming God]]. [[spoiler: It's a ButtonMashing game]].
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* [[{{ptitle9vda7xey}} SpaceChem]]. Each 'reactor' is effectively a [[http://en.wikipedia.org/wiki/Finite-state_machine finite-state machine.]]
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** ''DragonAge'' has combat procedures, simple AI-type selection and a list of conditions and responses. Since the player can only control one character in real time, you have to either rely on these, or pause every split second to micromanage.
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Remember: the instant you say \"How has no one mentioned x yet\", you just did.


* How has noone mentioned [[http://www.brothersoft.com/games/mindrover.html MindRover: The Europa Project]] yet!? It's a vehicle-based 3rd-person shooter where you preprogram the vehicles to fight each other using a visual programming interface. (There are also race and 'sumo' modes). The premise is also pretty entertaining: basically there are a bunch of scientists working on Jupiter's moon Europa and they're boooooored. Programming the miniature vehicles called 'Rovers' to fight each other is just their way of killing time...

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* How has noone mentioned [[http://www.brothersoft.com/games/mindrover.html MindRover: The Europa Project]] yet!? Project]]: It's a vehicle-based 3rd-person shooter where you preprogram the vehicles to fight each other using a visual programming interface. (There are also race and 'sumo' modes). The premise is also pretty entertaining: basically there are a bunch of scientists working on Jupiter's moon Europa and they're boooooored. Programming the miniature vehicles called 'Rovers' to fight each other is just their way of killing time...
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WarioWare

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* The dojo missions in ''WarioWare DIY''.
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* TheIncredibleMachine is so completely immersed in this trope it's a travesty it's this low on the list.

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* TheIncredibleMachine is so completely immersed in this trope it's a travesty it's this low on the list.trope.

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Rewrote the Doctor Brain entry


* ''The Lost Mind of Dr. Brain'': In one of the games therein, the player had a limited number of moves to use to get all the items, and had to program them: "move forward, turn right, move forward", etc.
** ''The Castle of Dr. Brain'' has a similar puzzle. The catch? You program three robot heads, and they don't always obey orders exactly.
** Actually, so did the second game in the series, ''The Island of Dr. Brain''. They love this kind of stuff.

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* The ''DoctorBrain'' series is quite fond of these. All three games have a programming puzzle in them.
** In ''Castle of Dr Brain'', it's a simple maze with three important objects. If you play on Standard or Expert, the robot heads break after success, and only one of the three follows your program exactly as written. The others are one which always does the opposite of what you tell it, and the other alternates between truth and lies.
** In ''The Island of Dr Brain'', you're programming a robot to retrieve packages from around a randomised lab. One cartridge has the robot behave normally, one has random bugs (which make it do the opposite of the written instruction) and the third one makes the robot stop and watch any monitor it goes past! Unsurprisingly, anyone using the third cartridge will be trying to make the robot's route avoid monitors. Oh, and on the harder difficulties, the cartridges burn out after the robot successfully delivers a crate to you, forcing you to use all three, just like the robot heads in the first game.
** In
''The Lost Mind of Dr. Brain'': In Dr Brain'', you're programming an icon of Dr Brain to collect brain icons. Novice difficulty restricts programming to just the seven-line Main program. Expert and Genius have, respectively, one of the games therein, the player had a limited number of moves to use to get all the items, and had to program them: "move forward, turn right, move forward", etc.
** ''The Castle of Dr. Brain'' has a similar puzzle. The catch? You program three robot heads,
two subroutines and they don't always obey orders exactly.
** Actually, so did the second game in the series, ''The Island of Dr. Brain''. They love this kind of stuff.
a lot more brains to collect.
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* The (now open-source) robot fighting game ''Roboforge'' is built around this.
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* ''Globulation 2'' is a partial example. It's freeware game which doesn't let you directly control your units; instead, you give various "orders" to all of your units of a certain type, and the game's AI takes over. For example, instead of leading your soldiers directly into an enemy base, you drop an "invasion flag," which attracts soldiers to come and knock stuff over. Workers are controlled by clicking on the building you want staffed and assigning more workers to it. And units will automatically check out any new upgrade building you make. This concept wouldn't work if it weren't for the game's utter, ''utter'' aversion of ArtificialStupidity.

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* ''Globulation 2'' is a partial example. It's freeware game which doesn't let you directly control your units; instead, you give various "orders" to all of your units of a certain type, and the game's AI takes over. For example, instead of leading your soldiers directly into an enemy base, you drop an "invasion flag," which attracts soldiers to come and knock stuff over. Workers are controlled by clicking on the building you want staffed and assigning more workers to it. You set a "forbidden zone" where you don't want the to go and "clear area" where you want workers to collect crops or wood. And units will automatically check out any new upgrade building you make. This concept wouldn't work if it weren't for the game's utter, ''utter'' aversion of ArtificialStupidity.
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* TheIncredibleMachine is so completely immersed in this trope it's a travesty it's this low on the list.
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* [[http://galaxyhack.sourceforge.net/screenshots.php Galaxy Hack]] sets entire fleets of spaceships against each other, each armed only with the AI they are assigned. Oh, and their weapons. :) This is a Free, Open Source game.

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* [[http://galaxyhack.sourceforge.net/screenshots.php Galaxy Hack]] sets entire fleets of spaceships against each other, each armed only with helpless except for the AI they are assigned.you write and assign them. Oh, and their weapons. :) This is a Free, Open Source game.
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* [[http://galaxyhack.sourceforge.net/screenshots.php Galaxy Hack]] sets entire fleets of spaceships against each other, each armed only with the AI they are assigned. Oh, and their weapons. :) This is a Free, Open Source game.
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Mindrover

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* How has noone mentioned [[http://www.brothersoft.com/games/mindrover.html MindRover: The Europa Project]] yet!? It's a vehicle-based 3rd-person shooter where you preprogram the vehicles to fight each other using a visual programming interface. (There are also race and 'sumo' modes). The premise is also pretty entertaining: basically there are a bunch of scientists working on Jupiter's moon Europa and they're boooooored. Programming the miniature vehicles called 'Rovers' to fight each other is just their way of killing time...
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** Actually, so did the second game in the series, ''The Island of Dr. Brain''. They love this kind of stuff.


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* A series of two burglary-based games called ''The Clue'' and ''The Sting'' went a step further with this. You had to plan an entire burglary from start to finish, by issuing exact orders and timings to each of your burglars. Then, you'd watch the heist take place and hope your plan would work out as well as it did in the training.
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* ''[[http://www.kongregate.com/games/krispykrem/the-codex-of-alchemical-engineering?referrer=Dariush Codex of Alchemical Engineering]]''. Quoting the description, 'As an Alchemical Engineer, you must build machines out of mechanical arms and magical glyphs that transform and combine atoms in order to create the compounds required for each level.'
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* ''ChipWits'' has you assemble the eponymous robots' flowchart-style AI out of draggable icons. It's one of the few Programming Games aimed at children.

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