THE NEW 2012 WEEK LONG OHR RANDOM COLAB CONTEST

Make games! Discuss those games here.

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SDHawk
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Post by 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)
Last edited by SDHawk on Fri Mar 09, 2012 10:02 am, edited 29 times in total.
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Spoonweaver
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Post by Spoonweaver »

Master K and I are done. You can download our contest entry now. If you dare.

[game]Dreadful Occupant[/game]
TMC
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Post by TMC »

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.
Last edited by TMC on Fri Mar 09, 2012 5:36 pm, edited 23 times in total.
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RMSephy
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Post by RMSephy »

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. :<
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charbile
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Post by charbile »

Spoon, Masta K:

How do you hide? Every time I select 'hide' it doesn't seem to work. The character vanishes and reappears.
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Spoonweaver
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Post by Spoonweaver »

When the character vanishes, you are hiding, hitting any other button makes him stop hiding. Why was that in spoilers?
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charbile
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Post by charbile »

Cause I didn't want to distract other people wanting to focus on their stuff before the deadline.

The problem is once I press a key to hide, it stops hiding me. You may need some kind of wait in there. Does the ohr have a way to clear the keyboard input?
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Spoonweaver
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Post by Spoonweaver »

I did put a wait in there though... weird

it works fine for me
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Gizmog
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Post by Gizmog »

CRISIS TIME STATUS REPORT:

We're throwing it all away and making a weeaboo game. HELL YES!
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Spoonweaver
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Post by Spoonweaver »

I'm a bit surprised at the fact that No other teams has submitted their game yet, but I suppose when I extended the deadline I was basically asking for this.
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charbile
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Post by charbile »

SPOOOOOON

I want to enjoy your game but it won't let me hide :(

I tried again and it still doesn't work. Does it work for anyone else? Am I the only one? Is there some specific key and way in which you tested it?
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Bob the Hamster
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Post by Bob the Hamster »

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Post by Gizmog »

Sephy and I are in pretty serious trouble. I've got an idea I want to run by him before we call it quits, but right now it looks like the best case scenario is throwing out most of the game and being 48 hours late. Worst case is a dang ol' did not finish.
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Bob the Hamster
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Post by Bob the Hamster »

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 ;)
Last edited by Bob the Hamster on Fri Mar 09, 2012 4:31 pm, edited 2 times in total.
TMC
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Post by TMC »

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*
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