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CGamesPlay 21:35, 05 Mar 2006 GMT
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And now all of rendering is done. Now we need to make an interface and make it playable. Dustin says that the server is also coming along.
For those of you that don't know, which should be all of you, we're making an MMO resource management game :) You have to build a railway ndustry while competing with the others.
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Graue 20:33, 05 Mar 2006 GMT
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Now the game has a "help screen", or rather, the game *is* a help screen, because it has a legend on the side of the screen telling you what to do. There is now also a time limit, and you have to kill all the monsters within the time limit. So the game satisfies all the rules at this point. There's still much to be done, however.
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Steven Silvey 19:46, 05 Mar 2006 GMT
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Wow, amarillion, your game looks great! Can't wait to play it!
Just woke up from my "nap", see below. Going to eat some breakfast and then, most likely, program all the way to the deadline time (with the exception of one to two limited breaks). Ah, the clutch.
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amarillion 19:12, 05 Mar 2006 GMT
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Trains carry passengers from station to station. Next: building new trains, and a win condition!
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CGamesPlay 18:54, 05 Mar 2006 GMT
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Here is our first visible screenshot! Not much progress you say? I hope you're wrong!
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FalseMasterJ 18:54, 05 Mar 2006 GMT
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This is the last day. I have gone too far to quit now.
if I have to stay up all night utill the last hour, I will.
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Ceagon 18:44, 05 Mar 2006 GMT
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Well right now I'm having a rootbeer with a puzzled look on my face... WHY can't I grasp this idea of pathfinding a point limited by a max number of moves?? Oh well. =/
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Niunio 18:38, 05 Mar 2006 GMT
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My entry is finished. Now I'm making some aestetics, as score labels, dificult levels, graphics, sound...
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Deathlord 18:19, 05 Mar 2006 GMT
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http://www.masterlenman.de/dls/TINSsrc.zip
http://www.masterlenman.de/dls/TINS.zip
We were not able to finish our entry, but here it is anyway. ;)
We're sorry but we don't have time to provide a makefile for linux.
The game is quite fun to play, although it is not really finished and some nice features didn't make it into this final version.
Enjoy!
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ahuillet 17:45, 05 Mar 2006 GMT
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difficulty levels : done
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Graue 17:28, 05 Mar 2006 GMT
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I added bullets to the game, so you can shoot the enemies. All that's left now is: timer; randomly assembled levels; help screen.
The game hasn't been freezing lately, so hopefully I unintentionally fixed the bug while improving stuff. I also added a bunch of sanity checks all over my code. Everything is sane.
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ahuillet 17:19, 05 Mar 2006 GMT
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Eradicator beam's ready ! This game is almost funny now !
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miran 17:08, 05 Mar 2006 GMT
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Woohoo, game complete. Everything I planned is in there, I seem to have crushed all the mysterious bugs and I would even have time left if I didn't have to go to bed soon and to work tomorow morning.
I'll upload the official source entry as soon as I find where that can be done. In the meanwhile the Windows binary (with source) is here: http://ferisrv5.uni-mb.si/~ma0747/downloads.asp?file=archives/dodger.zip
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Niunio 17:05, 05 Mar 2006 GMT
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The title screen. The ASCII train moves through the screen and shows the key commands.
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amarillion 17:00, 05 Mar 2006 GMT
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Much improved graphics, thanks to Max.
I thought I'd give you a nice skyline of the beautiful city of Maastricht :)
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Graue 16:12, 05 Mar 2006 GMT
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The game froze on me three times, and I have no idea why... I'm trying to reproduce the freeze with debugging enabled and get a core dump, but no luck so far. Now it's getting lucky and not freezing... I've checked my code repeatedly and don't see anything wrong.
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MaxEd 16:09, 05 Mar 2006 GMT
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I'm out of competition. 3 days is too little time for me, I used to spending months just thinking of game idea...
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Master Lenman 15:35, 05 Mar 2006 GMT
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Deathlord and me haven't logged for a while, so here's a quite recent screenshot.
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Steven Silvey 15:16, 05 Mar 2006 GMT
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I've finally made enough progress to constitute a break. I worked through the entire evening and I've noticed a significant decrease in my code/effect-iency. So, I think I'll take a little nap.
Hopefully I can wake up...there's way more to do!
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guilt 14:40, 05 Mar 2006 GMT
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I don't plan to work anymore ... what's done is done...
I'm hereby submitting my entry (with every imperfection it has!!! )
ASCIITrain, downloadable at:
http://guilt.bafsoft.net/downloads/wip/AT/
Requires: Allegro to build.
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Steven Silvey 14:04, 05 Mar 2006 GMT
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Huzzah! Progress, but not quite fast enough for me to catch up. It's an all-weekender! My eyes are already starting to bug out...
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guilt 13:55, 05 Mar 2006 GMT
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Well.. I pushed in a game screen :) and made the timer more prominent..
Not much of gameplay, (but kinda playable) .. the timer and game system is working...
Also added some midi music, cleaned out the menu and game interface, pushed off some bugs... time for README and then the release.
If possible, i'll make more ASCII art levels :)
This TINS was a lot of fun. I still have to get over my fear of game-board-o-phobia! :)
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Tigge 13:55, 05 Mar 2006 GMT
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Even more progress.
The framework with menus and everything are mostly done. The mapeditor recieved a few additions (like load and save dialogs)
The trains are in, the tracks are in, time is a very important element in the game. The only thing still left is the help system and the ASCII gfx. I was hoping I could combine those.
The graphics are redone (at least the tracks) and I added some new enviroments like snow and desert.
I still need a more track switches. If you have an idea. please tell me.
Here is some random shot from both the game and the map editor:
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Niunio 13:10, 05 Mar 2006 GMT
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GAME COMPLETE! Yes, after a hard work fixing some bugs in the derailment detection the game engine is complete.
So this afternoon and tomorrow morning I can spend time with the player menu, the help screen, the ASCII art and (hopefully) sounds and level design.
I'LL FINISH MY ENTRY! 8^D
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amarillion 12:27, 05 Mar 2006 GMT
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pathfinder working!
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