Update 1:
Today is the last day of the contest on which I will get much if any sleep so I guess it's a good thing I slept in for two hours. TMC left me with some pretty solid overworld generation and a woefully incomplete innerworld generation, though I suspect with some more work he'll have something more functional.
Whether that means it's well balanced for player gameplay I'm dubious of. What I'm saying is that I've written some map generation in my time and what he has so forth looks insanely over complicated for our needs and most of his effort was spent getting it to generate for his overcomplicated tiles. As-is his over large sprite has been giving me panic attacks for how it gells with the gameplay. I'm getting ulcers from TMC's mis-matched art style that I can't really get through to him on.
I might sound like I'm laying this down at TMC's feet but the fact of the matter is that this is largely my own damn fault for A) laziness B) being extremely bad at managing this project and clearly communicating the needs of it.
Instead I will blame Giz for spoiling me since he usually tends to shoot for least-effort options as opposed to TMC's most-effort tendencies.
Anyway starting this day off I'm going to be focusing on adding the rest of the essential gameplay. Depending on how long that takes I may very well butcher TMC's tiles into a simpler format and write my own innerworld map generation so I can get something that plays like the actual game tonight, instead of during the deadline day and praying that TMC gets it right. I am terrible at collaboration
Update 2 1:07pm
Started the day off right with 5 minutes of star trek while eating soup.
Update 3 1:28pm
Added HP regen. After seeing a few more generated maps I think this will be fine actually and I need to CHILL OUT.
Update 4 1:59pm
Rebalanced resource depletion rates, costs for resource deprivation, and the resulting death thereof.
Update 5 2:08pm
Added sneak attacks. Even though enemy patterns and level design won't be as elaborate as I hoped this simple little system adds a lot to the proceedings.
Update 6 3:49pm
Implemented 2 new enemy type, both on-map and in-battle.
Update 7 4:12pm
Added oxygen consumption areas and enabling/disabling light source.
Update 8 5:24pm
Added monsters dropping items upon death and some new items.
Update 9 6:34pm
Added some equipment (took time since I had to redo how resources are stored because I didn't realize how the OHR equipment system works), power/energy drops, and some more items.
Update 10 6:52pm
Modified one of the enemy's move patterns to be a bit more interesting.
Update 11 8:10pm
Drew a bunch of crappy sprites for treasure. Fixed a bug relating to under foot treasure.
Update 12 9:21pm
Drew some REALLY awful graphics for in-battle monsters.
Update 13 10:31pm
Drew some REALLY, REALLY, REAAAAALY awful on-map enemy graphics.
Update 14 11:33pm
Wasted a damn hour trying too hard to make a fancy animated backdrop.
Update 15 3:10AM
Added doors and door-related accessories. this took way too long. going to sleep. the good news is we're going to make it.
Update 15 10:49AM
Got synced up with TMC again and what not. He still has a little bit of polish to do in the map gen but we're looking pretty good. We have roughly 11 hours left (ignoring spoon's generous extension into friday afternoon) so I best be getting to work.
Update 16 12:00PM
Added in-game help manual. 10 hours remain :|
Update 17 12:25PM
Added turn based movement while on the overworld map.
Update 18 1:37PM
Revised the sleep system.
Update 19 2:11PM
Gathered and imported sound effects.
Update 20 2:53PM
Tweaked & implemented sound effects.
Update 21 5:43PM
Wrote story. Four hours remaining.
Update 22 3:01AM
We may never really know what happened in these 10 hours but whatever it was I guess I'm done (barring any post-release pre-deadline fixes if I wake up early enough)