PyWeek - Robot Underground 1.0.2
Here it is, our first post-pyweek release. There've been a lot of cosmetic changes and I don't know what they are anymore but I'll mention some key differences here:
- Item names are more interesting than they used to be.
- The inventory menu is new and improved.
- Targeting enemies is easier now.
- Balance has been tweaked.
- We added a new weapon. :-)
- A million little things.
Basically, it works better now. Feel free to post feedback to this diary. Our next release (a couple of months away I would estimate) will be a massive content upgrade.
— Chard on 2008/04/23 09:44 of Super Effective 6
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By adam on 2008/04/23 13:53:
As Chard says, there are a lot of minor fixes in this release, but there are a few more which might merit particular attention:By Tigga on 2008/04/23 22:38:
I'm not sure if you could before, but I discovered holding down left-click lets moving be good. Might I suggest that it updates more often though - at the moment if you don't move the mouse it doesn't update.By richard on 2008/04/26 09:35:
Sorry folks:File "lib/missionmode.py", line 794, in on_weapon_fire self.weapon_icons[idx].border = WEAPON_ICON_BORDER_FIRINGBy richard on 2008/04/26 09:39:
Bugger, and then a little while later in an "outer zone" mission:File "lib/missionmode.py", line 659, in on_mouse_press if self.mission.canEject and self.eject_icon.on_mouse_press(x, y, button, modifiers): File "lib/button.py", line 36, in on_mouse_press self.fn(*self.args) File "lib/missionmode.py", line 911, in eject_clicked self.mission.runScript(self.mission.ejectScript) File "lib/mission.py", line 106, in runScript self.advanceScript() File "lib/mission.py", line 115, in advanceScript self.currentScript.advance() File "lib/script.py", line 292, in advance state = self.generator.send(self.last_choice) File "lib/content/act3.py", line 446, in eject plotstate["nextScene"] = plotstate['act3.ozfrom'] File "lib/script.py", line 36, in __getitem__ return self._obj[key] KeyError: 'act3.ozfrom'By Martin on 2008/04/26 09:47:
@richard: Don't apologise, bug reports are great! I've fixed the second one. What exactly was the error from the first one?By Tigga on 2008/04/26 12:10:
Oh - another thing. Targetting could perhaps be made even easier on windowed mode? It's still fairly tricky.My other, perhaps more game-chaning suggestion, would be to alter the default zoom level to a bit further out. It seems odd that many guns can auto-fire to off the screen, and you can often be shot by things you can't see. In the earlier levels it feels about right, but as everything gets bigger, and range gets longer, I find I want to be able to see more.
By gcewing on 2008/04/26 23:25:
In the earlier levels it feels about right, but as everything gets bigger, and range gets longer, I find I want to be able to see more.Maybe the default zoom level could adapt to the range of the weapon you're using and the enemies in the level.
By adam on 2008/04/27 07:12:
We're probably going to mess with the zoom level in some way at some point, but it won't be coming before the next big upgrade, since at the moment, we're reliant on the fixed zoom level for making sure certain things aren't visible to the player. Once it's possible to zoom out without revealing any aesthetically displeasing inconsistencies, we may well add limited zoom control to the interface.