Prison Architect

Prison Architect

Arcade Games
31 Comments
MAGGOTYEYES 4 Dec, 2020 @ 5:04pm 
很好的mod!Thanks alot
Maximus 17 Dec, 2019 @ 9:25pm 
murgh, once again, never fails to deliver the best mods
YO NAN is Simcity DOCTRINE 29 Apr, 2019 @ 12:09pm 
Nice Mod, One thing is could you maybe add more games?
murgh  [author] 17 Mar, 2019 @ 7:24am 
Thanks :lunar2019coolpig:

btw Pacman will be implemented, but I had to halt the project due to circumstances and when I looked at it again a few days ago I found out it's too unstable to publish.

No release date known, I need my time to do some other things at the moment.
Unless some lua god wants to give it a shot and fix the spaghetti mess awesome code which I have so far, and implement the stuff which is still needed.
viqua 13 Mar, 2019 @ 7:45am 
as always,your mod is so much fun & original,seriously,you are one of the best modder of the PA community :steamhappy:
murgh  [author] 1 Feb, 2019 @ 10:58am 
I found this nice extensive website [www.gamasutra.com] with a lot of detailed info on the mechanics of Pacman, so I'm busy implementing as much things from the original game as possible/doable.

As I wrote earlier, I had monsters just chasing pacman as soon as the game starts, but there's a lot more to it than just that. So when I found this website I was delighted to see what happens behind the scenes in that game engine, which helps a lot to make it more like the real pacman. Now they will leave the monster cave the official way and they will Scatter around in their maze area. Next will be to implement the Chase and Frightened modes and the rules which come with that.

I also wrote some evasion tactics for Pacman, I couldn't find something suitable for that yet - but the stuff I came up with seems to do the job well enough for now.
murgh  [author] 1 Feb, 2019 @ 10:56am 
The evasion tactic is simple but efficient: pacman has a 5x5 tiles 'view range' around him, and when a monster enters that 25 tiles grid, pacman will look at the opposite of the monster in a 3x3 tiles area for a free route and take the one as far away from the monster as possible. This won't help him much when several monsters trap him in a corner, but in open space pacman won't stumble right into a monsters' mouth either for no reason.
murgh  [author] 23 Jan, 2019 @ 10:07am 
A little update on the Pacman coding status:
- pacman AI is working and munching all food on the map
- monster AI is working and chasing pacman
- pacman and monsters animate when eating or dying

To do:
- implement fruit so pacman can chase monsters
- make more than 1 level
- and some more tweaking and stuff... :steamhappy:
murgh  [author] 23 Jan, 2019 @ 9:19am 
You will need to place a new Arcade Cabinet: existing ones in your prison won't have the custom report screens.
GGdardarder 23 Jan, 2019 @ 7:10am 
Why i cant play it?
murgh  [author] 22 Jan, 2019 @ 4:22am 
Too busy playing Space Invaders instead? :steamhappy:
Sasha Pines (no brain) 22 Jan, 2019 @ 4:05am 
only use this when no prisoner is causing trouble becuase right now i didnt able to save snitch
BONUS DUCKS 21 Jan, 2019 @ 2:30pm 
COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL i love pac man :slimetabby:
murgh  [author] 21 Jan, 2019 @ 4:45am 
Yea, I found it back then in the game files and immediately thought it could do with some more games as well. Looks like Pacman will be coming up, the code for these old games is all similar in some way, which makes it easier to create. Got a maze working, got an animated pacman munching the food working, things are looking well so far.
qcs2017 20 Jan, 2019 @ 10:53pm 
Ahh I knew someone would discover the arcade script in the game file. I mentioned it in a "silent upgrade" discussion, but I don't have the time to explore it like you seem to have :steamhappy:

Great thing to have, and there's some mighty LUA fu in you.
murgh  [author] 20 Jan, 2019 @ 2:41pm 
I know, it's very early stage. Currently the script is just drawing the maze and the food dots. But at least I got that working now :) Next is creating some monster sprites and coding the rest of the game engine. I guess most of that can be handled in a similar way as the already existing games inside this mod, so fk all those huge pacman scripts out there, I'll make one myself.
murgh  [author] 20 Jan, 2019 @ 2:37pm 
Ok ok, trying to get Pacman inside as well... let me see. Let's start with uploading a screenshot :)
murgh  [author] 20 Jan, 2019 @ 5:28am 
Oops, forgot to save who played...

Mod updated:
- Arcade cabinet now saves top 3 high scores and holder ("player" or "ai") for Snake and Invaders
murgh  [author] 20 Jan, 2019 @ 5:00am 
Might as well save the top 3 highscores then, so mod got updated again :)
murgh  [author] 20 Jan, 2019 @ 3:31am 
Mod update:

- Your High Scores for Snake and Space Invaders are now saved to the Arcade Cabinet.
murgh  [author] 19 Jan, 2019 @ 5:18pm 
Mod update:

- added scoreboard for snake
- score now remains visible when game over
murgh  [author] 19 Jan, 2019 @ 2:37pm 
I reverted the 1 shot 1 kill, the turret ai would not be able to survive higher levels that way...
murgh  [author] 19 Jan, 2019 @ 9:59am 
Mod update:
- turret won't waste tons of ammo in AI mode any more, but tries to do 1 shot 1 kill
- boss now has a health bar on top
- boss now throws bullets in random direction
- invader armour increases each level instead of each wave
murgh  [author] 19 Jan, 2019 @ 5:42am 
Mod update:

- Invaders will now cycle through all 14 invader types, then show a Boss, then rinse and repeat for 10 times until the game is over.
- The turret now even has a few more braincells to deal with all the invaders in a more efficient way when in AI mode.
- Changed explosion sprite a bit and also the locations where it spawns.
- Made turret sprite a bit bigger so that a bullet can actually fit inside that thing before it's fired.
- Turret will head for the invader which is nearest to ground to finish him off first, and shoot anything that comes across its path while heading towards that invader. (it used to just slide from left to right until screen edge was reached)
murgh  [author] 18 Jan, 2019 @ 5:22pm 
I'm not sure if I will add more games. I had a look at things like PacMan to get an idea on how much scripting would roughly be required to get something like that working, but Lua scripts for such games seem to need way more code than the stuff currently inside here. If you're some unholy scripting god who can manage to make a tiny pacman script, you're welcome!

Perhaps I could expand the Invaders game a bit, with more rows of enemies or bosses in between more levels or turret upgrades, little things like that.
murgh  [author] 18 Jan, 2019 @ 5:08pm 
Mod update:

- added some sounds fx when a game starts / ends (must be zoomed in at arcade cabinet)
- fixed a few little bugs and maybe made some new ones
murgh  [author] 18 Jan, 2019 @ 12:34pm 
I've uploaded a video above so you can see the games in action.
What you see is the AI playing the games by itself, because I didn't feel like touching the buttons during recording the video. But you can take over control at any time and play yourself as well.
murgh  [author] 18 Jan, 2019 @ 11:24am 
Mod update:

- cleaned up the sprites,
- made button locations more consistent,
- added AI for Snake as well, (a dumb one which will bite its tail sometimes)
- improved AI for Invaders a bit (it now has a couple more brain cells to think),
- added buttons to toggle the AI for Invaders and Snake on/off
murgh  [author] 18 Jan, 2019 @ 11:21am 
It's amazing how much fun a simple game like Space Invaders can be. :steamhappy:
murgh  [author] 18 Jan, 2019 @ 3:03am 
Note that you will need to place a fresh Arcade Cabinet: existing ones in your prison won't have the custom report screens.
murgh  [author] 18 Jan, 2019 @ 2:46am 
Yessss, this is mod number 1337 in the workshop, what a nice coincidence :D