THE NEW 2012 WEEK LONG OHR RANDOM COLAB CONTEST
Moderators: Bob the Hamster, marionline, SDHawk
TMC & SDHawk... DAY 7 LIVE UPDATE JOURNAL EXTRAVAGANZA
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)
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)
Last edited by SDHawk on Fri Mar 09, 2012 10:02 am, edited 29 times in total.
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
SDHawk & TMC Collab Day 7
Update 1: 11:42pm
Hawk's going to bed so I'll continue the live updates where he left off. Unfortunately he hasn't seen the work I've done today (too busy finishing off his stuff to send to me), which was to add items to and otherwise fix map generation, so he hasn't even seen an actual game yet. I'll continue work, and he can make his final changes when he wakes up. (Edit: I never got it through my head that this was an 8 day contest, not a 7 day one. Thank goodness.)
Update 2: 12:12am
Finally merged together our changes and looked into what Hawk's been up to. His enemy graphics aren't nearly as bad as I expected; I'm not too worried about the graphics anymore. That's what I'll probably be spending most of the rest of the day on, because there's not much more work left on the map gen.
Update 3: 1:03am
Played the game for the first time! Died immediately. Second time, froze to death. Great that player vitals are finally implemented.
Little done aside from a few bugfixes. More work for me to do than I thought. All items are drawn over the hero, and that's not going to be a quick fix, because they're all implemented separately.
Update 4: 2:35am
Implemented saving and loading. Luckily everything was designed with this in mind, but it still took longer than I expected due to random problems such as Hawk's reimplementation of the OHR's builtin tile-based movement (for no benefit that I can see aside from the entertainment of endless bugs) breaking if you saved in the middle of a step. Spent like 20 min trying to create a "Quit? Y/N" menu; tripped over every possible gotcha. I hate menus. Not sure why we're using menus instead of textboxes either. And Hawk accused me of doing everything the hard way!
Update 5: 4:02am
Drew the snowy tiles Hawk asked for, and remapped the overworld. Horribly time consuming. Should have just taken a screenshot and drawn over it. Created an intro all of 5 seconds long. Didn't work, so I had to rewrite it using slices. Horribly time consuming. Fixed bugs related to Hawk's custom movement. Became distracted by stuff Charbile wrote. Made a silly HUD slide-in effect, cause we never realise how precious time is until we squander it.
Update 6: 5:48am
As soon as SDHawk woke up, I lost memory of what I did for the last two hours. I'm not joking. I know I made temperatures dynamic, and some other minor stuff, but that didn't take long... did it?
Update 7: 8:42am
Don't know how I'm still awake. Hawk told me to stop looking for every possible excuse to delay, and just finish the damn map generator. Hours later, I'm still trying to patch over problems with the wall placement due to my idiotic design. This code is as bad as any QBASIC I wrote when I was 13. Productivity zero.
Update 8: 9:23am
ASDFJLASDF!@#!@$!@)$!@$!$&!$%)^$%!
Update 9: 10:52am
I'm through it. Anger at my code kept me awake, but it's subsiding now. Lots of staring at the wall trying to remember what I was doing. Finally fixing a bug due to map state saving: netheir saving nor not saving map state are correct for this game, but I've been switching back and forth between the two in confusion.
Update 10: 3:50pm
Back from my Complex Analysis class. Had sent my map gen changes off right before leaving. Got back to Hawk complaining that my code crashed Game, caused impossible script errors, and anyway the results of my mapgen are terrible. And we only have three hours left too.
Update 11: 6:09pm
We found some quick and dirty workarounds the engine bugs, and I've pretty much defeated the map gen bugs (rewrote wall placement AGAIN). Finally working on something else. Hawk has been fixing the map generator's parameters because my settings were worse than random. I've made a total mess of everything, while Hawk's been doing all the important stuff, and actually succeeding... seems that my attempt to sink this game as a tech demo failed.
Update 12: 8:75pm
Created the final area/challenge of the game. Placing non-randomised buildings unfortunately was not previously supported, so this quick fix, as I had pitched it to Hawk as a solution to our missing ending, was not. Also lots of bug chasing. Walkabout slice gotchas. Wish I was working on the graphics.
Update 13: 9:55pm
Running up and down stairs to keep myself awake. It's not day 8 until I go to sleep! Too bad I didn't start this journal until after a full afternoon of work. Finally doing some 'interesting' map gen, which was the whole reason I set up this big complicated thing for. Wish I was working on the graphics.
Update 14: 11:49pm
Hawk's gone to bed, and it's up to me to do a few misc tasks, fixup whatever graphics I can manage, and do some playtesting. I'm drawing a bed. Such a nice bed.....
Update 15: 2:10am
I knew it would come down to this. Redrawing most of Hawk's graphics at the last minute. I've got time, right? Actually nearly done; 1 1/2 walkabout sets to go. Then to finish the hero sprite, and then do the actual stuff that needs doing. Should have just stuck to removing the black outlines.
Update 16: 3:25am
Panicking now. Decided to stop drawing graphics and start inserting them in the game.
Update 17: 4:34am
Just scripted the ending, which I'd created the map for earlier. the rest of the wish list is out the window. Oh dear, there are bugs; can't even test the ending yet.
Update 18: 6:31am
Submitted the game a little while ago. It was a mad rush to fix every bug I found, including an annoying non-determinism in the map generator, put in the graphics, and slap together a zip. Didn't start work on the hero sprite until 8 minutes before the deadline! That's why it went over a bit.
Update 1: 11:42pm
Hawk's going to bed so I'll continue the live updates where he left off. Unfortunately he hasn't seen the work I've done today (too busy finishing off his stuff to send to me), which was to add items to and otherwise fix map generation, so he hasn't even seen an actual game yet. I'll continue work, and he can make his final changes when he wakes up. (Edit: I never got it through my head that this was an 8 day contest, not a 7 day one. Thank goodness.)
Update 2: 12:12am
Finally merged together our changes and looked into what Hawk's been up to. His enemy graphics aren't nearly as bad as I expected; I'm not too worried about the graphics anymore. That's what I'll probably be spending most of the rest of the day on, because there's not much more work left on the map gen.
Update 3: 1:03am
Played the game for the first time! Died immediately. Second time, froze to death. Great that player vitals are finally implemented.
Little done aside from a few bugfixes. More work for me to do than I thought. All items are drawn over the hero, and that's not going to be a quick fix, because they're all implemented separately.
Update 4: 2:35am
Implemented saving and loading. Luckily everything was designed with this in mind, but it still took longer than I expected due to random problems such as Hawk's reimplementation of the OHR's builtin tile-based movement (for no benefit that I can see aside from the entertainment of endless bugs) breaking if you saved in the middle of a step. Spent like 20 min trying to create a "Quit? Y/N" menu; tripped over every possible gotcha. I hate menus. Not sure why we're using menus instead of textboxes either. And Hawk accused me of doing everything the hard way!
Update 5: 4:02am
Drew the snowy tiles Hawk asked for, and remapped the overworld. Horribly time consuming. Should have just taken a screenshot and drawn over it. Created an intro all of 5 seconds long. Didn't work, so I had to rewrite it using slices. Horribly time consuming. Fixed bugs related to Hawk's custom movement. Became distracted by stuff Charbile wrote. Made a silly HUD slide-in effect, cause we never realise how precious time is until we squander it.
Update 6: 5:48am
As soon as SDHawk woke up, I lost memory of what I did for the last two hours. I'm not joking. I know I made temperatures dynamic, and some other minor stuff, but that didn't take long... did it?
Update 7: 8:42am
Don't know how I'm still awake. Hawk told me to stop looking for every possible excuse to delay, and just finish the damn map generator. Hours later, I'm still trying to patch over problems with the wall placement due to my idiotic design. This code is as bad as any QBASIC I wrote when I was 13. Productivity zero.
Update 8: 9:23am
ASDFJLASDF!@#!@$!@)$!@$!$&!$%)^$%!
Update 9: 10:52am
I'm through it. Anger at my code kept me awake, but it's subsiding now. Lots of staring at the wall trying to remember what I was doing. Finally fixing a bug due to map state saving: netheir saving nor not saving map state are correct for this game, but I've been switching back and forth between the two in confusion.
Update 10: 3:50pm
Back from my Complex Analysis class. Had sent my map gen changes off right before leaving. Got back to Hawk complaining that my code crashed Game, caused impossible script errors, and anyway the results of my mapgen are terrible. And we only have three hours left too.
Update 11: 6:09pm
We found some quick and dirty workarounds the engine bugs, and I've pretty much defeated the map gen bugs (rewrote wall placement AGAIN). Finally working on something else. Hawk has been fixing the map generator's parameters because my settings were worse than random. I've made a total mess of everything, while Hawk's been doing all the important stuff, and actually succeeding... seems that my attempt to sink this game as a tech demo failed.
Update 12: 8:75pm
Created the final area/challenge of the game. Placing non-randomised buildings unfortunately was not previously supported, so this quick fix, as I had pitched it to Hawk as a solution to our missing ending, was not. Also lots of bug chasing. Walkabout slice gotchas. Wish I was working on the graphics.
Update 13: 9:55pm
Running up and down stairs to keep myself awake. It's not day 8 until I go to sleep! Too bad I didn't start this journal until after a full afternoon of work. Finally doing some 'interesting' map gen, which was the whole reason I set up this big complicated thing for. Wish I was working on the graphics.
Update 14: 11:49pm
Hawk's gone to bed, and it's up to me to do a few misc tasks, fixup whatever graphics I can manage, and do some playtesting. I'm drawing a bed. Such a nice bed.....
Update 15: 2:10am
I knew it would come down to this. Redrawing most of Hawk's graphics at the last minute. I've got time, right? Actually nearly done; 1 1/2 walkabout sets to go. Then to finish the hero sprite, and then do the actual stuff that needs doing. Should have just stuck to removing the black outlines.
Update 16: 3:25am
Panicking now. Decided to stop drawing graphics and start inserting them in the game.
Update 17: 4:34am
Just scripted the ending, which I'd created the map for earlier. the rest of the wish list is out the window. Oh dear, there are bugs; can't even test the ending yet.
Update 18: 6:31am
Submitted the game a little while ago. It was a mad rush to fix every bug I found, including an annoying non-determinism in the map generator, put in the graphics, and slap together a zip. Didn't start work on the hero sprite until 8 minutes before the deadline! That's why it went over a bit.
Last edited by TMC on Fri Mar 09, 2012 5:36 pm, edited 23 times in total.
Giz & Sephy - Day 7
I think I foresaw the time-limit issue back at the start of the contest, so I tried to design a game that would be interesting to play but ridiculously easy to implement.
And, well, we still wound up cutting it really close.
I get off work at 3:15 and get home at about 3:45. Cutting out an hour for dinner, I have about 5 hours to work on this thing before I go to bed at 9:30 (maybe 9:45 if I push it). And that will be the last chance I get to work on the game before the deadline.
I think I was really hoping for a rerun of the first collab contest where all the other teams run out of time and drop out. :<
I think I foresaw the time-limit issue back at the start of the contest, so I tried to design a game that would be interesting to play but ridiculously easy to implement.
And, well, we still wound up cutting it really close.
I get off work at 3:15 and get home at about 3:45. Cutting out an hour for dinner, I have about 5 hours to work on this thing before I go to bed at 9:30 (maybe 9:45 if I push it). And that will be the last chance I get to work on the game before the deadline.
I think I was really hoping for a rerun of the first collab contest where all the other teams run out of time and drop out. :<
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6462
- Joined: Mon Dec 08, 2008 7:07 am
- Contact:
- Bob the Hamster
- Lord of the Slimes
- Posts: 7658
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
<img src="http://www.slimesalad.com/forum/files/v ... ts_599.png">
<a href="http://www.slimesalad.com/forum/viewgam ... =4987">The Death of Von Stabbingmore</a>
<a href="http://www.slimesalad.com/forum/viewgam ... =4987">The Death of Von Stabbingmore</a>
- Bob the Hamster
- Lord of the Slimes
- Posts: 7658
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
it looks like Team GizSephy and Team TMCHawk could use a little more time, and in support of that idea, I want to draw attention to:
<a href="https://en.wikipedia.org/wiki/French_Re ... _week">The 10 Day Week of the French Revolutionary Calendar</a>
<a href="https://en.wikipedia.org/wiki/Egyptian_calendar">The 10 Day Week of the Egyptian Calendar</a>
<a href="https://en.wikipedia.org/wiki/Week#China">The 10 Day Week of the Tang Dynasty</a>
<img src="https://upload.wikimedia.org/wikipedia/ ... ropped.jpg">
... there is also this Aztec stone calendar showing their 20-day week, but that might be taking things a bit too far ;)
<a href="https://en.wikipedia.org/wiki/French_Re ... _week">The 10 Day Week of the French Revolutionary Calendar</a>
<a href="https://en.wikipedia.org/wiki/Egyptian_calendar">The 10 Day Week of the Egyptian Calendar</a>
<a href="https://en.wikipedia.org/wiki/Week#China">The 10 Day Week of the Tang Dynasty</a>
<img src="https://upload.wikimedia.org/wikipedia/ ... ropped.jpg">
... there is also this Aztec stone calendar showing their 20-day week, but that might be taking things a bit too far ;)
Last edited by Bob the Hamster on Fri Mar 09, 2012 4:31 pm, edited 2 times in total.
Our game is uploaded!
http://www.slimesalad.com/forum/viewtop ... 9996#89996
Please forgive the few minutes I went over. Trouble uploading, haven't slept since day 7, so I think that counts as on time, etc.
*Looks forward to playing own game*
http://www.slimesalad.com/forum/viewtop ... 9996#89996
Please forgive the few minutes I went over. Trouble uploading, haven't slept since day 7, so I think that counts as on time, etc.
*Looks forward to playing own game*