PyWeek - Bibron's burrowing asp.
The Game That Doesn't End - "One day I started playing it, not knowing what it was..."
Presented by gummbum
8% respondents marked the game as not working.
|sypikslang-0.1.zip — final||1.47 Mbytes||drnlm||2012/05/13 18:22|
|Zip-file version of final release|
|sypikslang-0.1.exe — final||8.25 Mbytes||drnlm||2012/05/13 09:00|
|sypikslang-0.1.tar.gz — final||1.44 Mbytes||drnlm||2012/05/13 00:01|
|Version 0.1 tarball|
|r257_science.png||203.44 Kbytes||drnlm||2012/05/12 23:44|
|The prettier research area|
|r161-tech-tree.png||24.16 Kbytes||jerith||2012/05/11 20:36|
|r120-research.png||12.08 Kbytes||hodgestar||2012/05/10 08:27|
Sunday 13 May, 2012
[ drnlm @ 00:15 ] Adding pretty and content
Today was about prettifying and content. We filled in numerous missions, we added more tech items, we added lots of graphics and fixed numerous bugs and generally spent far too much time working at a frantic pace, but the game is finally in reasonable shape.
It's not balanced, or even that well playtested, but it is possible to win the game (and we even added a "you've won" screen).
The reduced team, and the corresponding lack of student members able to work on the game during working hours, did limit what we could achieve. Several features got dropped on the floor near the end - there was a plan to have more evnents happen, and the possiblity of attacks on your base, for example - due to lack of time, and several schemes need more fleshing out, but the central game concept is there, and hopefully will entertain the players.
As always, pyweek was a blast, with far too much frantic coding, and not enough considered thought or forward planning, but, as always, I more than little amazed at what can be produced in a week.
Now on to the really fun bit - judging the other games.
Friday 11 May, 2012
[ jerith @ 21:06 ] Soon, my lovelies. Soon...
We still have a lot of work to do, but it's starting to come together. Unfortunately, I get on an aeroplane tomorrow and spend most of the last 16 hours of pyweek (and the 20 after that) in the air, so I won't be around for the finish.
We gained a tech tree visualization script yesterday, and I spent part of the afternoon tweaking it to draw more useful pictures:
While this won't show up in the actual game, the script to generate it will be in the source package.
We also overhauled the mission infrastructure and added support for actually using equipment statistics. This means that your lightning guns are more powerful than the standard pistols you start with. (As long as they don't fail spectacularly and electrocute your entire squad of minions.)
The GUI saw some improvements, but still isn't anywhere close to what we'd like. The bulk of the heavy lifting has been done, and we have a solid set of widgets and such, but we need to add a big bucket of "pretty" to it.
We've also started getting the packaging sorted out, mostly because Nitwit's creativity failed him and he needed something tedious to reignite it. (I hope that happens soon, because we need him to crank out missions and equipment.)
Tonight, I conquer my packing. Tomorrow, the world!
Thursday 10 May, 2012
[ Rizziepit @ 22:51 ] So.many.icons.
Some improvements were made on missions today but we are pretty behind on art. Hopefully we can get a whole bunch of icons done tonight. I am the lucky team member nominated for art - if the game art is terrible, blame it on me. Only 2 days to go! The pressure is kicking in a bit now...
Wednesday 09 May, 2012
[ hodgestar @ 22:44 ] Now with non-zero pretty
If a sypikslang slips on a muddy patch between some tree roots in the forest, does it curse PEP8?
Today saw numerous improvements including:
- centred buttons
- simple results and equipment screens
- auto save and load support
- propaganda (our game is good!)
- displaying of long descriptions for missions
- add a mission that allows the game to be completed
- new widgets
- text that fits on buttons
- your reputation now proceeds you
- better research tree visualization
- addition of new team member (me!)
Tuesday 08 May, 2012
[ Rizziepit @ 22:56 ] Steady, steady
Once again some extra hours were spent on our day jobs but steady progress was made nonetheless. We added a few tweaks and fixes to the game logic and put together an initial version of the UI. There are still some widgets to add. The look of the game should come together over the next two days. Looking forward to seeing the game take shape!
Monday 07 May, 2012
[ jerith @ 22:57 ] The wrong kind of work
Our team was incredibly busy and productive today, but this flurry of activity was sadly directed at our various day jobs rather than our pyweek project. In between this, we managed find some time to clean up a bit of messy code, add a few more minor features (and tests) and start hooking up the game logic to the GUI.
Hopefully tomorrow's productivity will be better aimed.
Sunday 06 May, 2012
[ drnlm @ 19:48 ] Day 1: We have a game (well, maybe)
Although it took some time to settle on exactly how we'd handle the theme, we seem to have settled on a workable idea. In the true spirit of mad science, it's an epic quest to work up from a humble lab to a true global threat by the power of resource management and careful choices of short term objectives.
We don't have a user interace yet, although work on that is progressing. We did add a simple debugigng aid to allow us to poke at bits of the game state, so we can test that things work, so we can at least show that.
We did add a fair amount of the basic game logic and flow, and the designs looking quite clean (although that will probably change by the end of the week), so we should be able to add extra content fairly easily and quickly.
We also have some tests, and they even pass, so that's nice.