@Flick- I love that map *.*

@Lige- thx man xD


It's really interesting seeing the ways people have come up with to use these new features. Such a wide variety of projects..
I better see someone in a burlap sack in the basement >_<
BYOND Key: Pokemonred200
Time-zone: EST
Likelihood of project submission: Unlikely, since I'm guessing I'll only have a week, but I'll try.
In response to SuperSaiyanGokuX
Day 7 -

Finally got an element of my map that had been bothering me (couldn't get it to look right) to a passable level of aesthetic quality.

And, it turns out that my "wasted" day 5 wasn't a total waste after all, as I used that groundwork to engineer a landing/title screen. Along with implementing map tear-down at round-end and re-gen at round start (was previously only generating at world start, and there were no round-end/round-start functions in place).

Still a little performance hit during each transition, but I'm not sure it's worth fussing over it until everything else is done.

1) I've got to finish up the mobs (artwork and programming, including their animate() effects, behavior, interactions with the player, etc.)

2) Finish the HUD (the important element is in and working; I just need to add some secondary elements, and perhaps a nice frame for the whole thing)

3) Finalize the skin (I'm currently using a rudimentary interface that isn't much different than the default; but for the released version of the game, there will be no verbs and no text input/output elements, it will just be the map)

4) Program all necessary functions that will actually make this a game (it currently looks pretty, and it's fun to move around in the environment, and the most important stat along with the means of displaying and adjusting it are in place, but ultimately the objective is not programmed, nor even fully decided...lol)

5) It needs a landing screen for login/between runs (part of yesterday's "wasted" effort might help me with this, though).

6) It needs some form of instructions. I may end up having to just have an outside document (or the hub page description) explain the gameplay, rather than have something in-game. But this is time-dependent. If there's enough left before the deadline, I'll stick the instructions into the game (maybe via a toggle-able interface element, I dunno)

7) It needs a NAME! lol It's got a definite theme, in a specific environment, and the gameplay objective (while not entirely finalized) is pretty narrow, so you'd think that settling on a name should be easy. Well, maybe it will be, and I just haven't put enough thought into it yet, but so far, the project is just named "500contest"...lol

8) And here goes the million other little details that I'm just not thinking of at the moment, but will likely rear their ugly little heads in a week from now...lol

9) [Edit:] And I forgot to add Sound to the List. That's a big one.

Day 7 -
A lot of the core done, will show GIF tomorrow.
In response to Ishuri
Noooooo, gif now :d
Day 7 -

I've got a whole lot of progress done with random generation. Races generate with their own personalities, biology, governments, relationships, possessions, technology, and so much more.

Star systems generate with a few planets, all of which come with their own unique atmospheric compositions, weather/tectonics, etc.

Here's a random screenshot.
Well this looks like a very interesting game contest looks like Doohl and Ishuri are doing very well i hope all of you good luck.

-NeZoX
I had to back out of my first attempt at an entry. I haven't had a lot of time to work on my second attempt, but I've got pathing and objectives working properly. The current graphics are all placeholders. I'm hoping to have the majority of gameplay done within the next two days, and spend the rest of the week on graphics and sound.

This screencap shows the pathfinding library doing its work. Tomorrow, I should be setting up proper tunnel digging jobs, as well as setting up the tower behaviors and enemy AI, and the like, so we'll see where we go from there.

Huge setback today, getting slopes to work correctly has been a nightmare.

Good thing for DatumPoint, though, otherwise, I never would have gotten it working right.

Wow, Ter. I would love to try out that game.
Days 8 & 9 -

Not as productive as I would have liked, but still made some progress. Not enough on anything to knock stuff completely off my To-Do list, but some small steps along several fronts.

Mobs are mostly drawn, and declared in the code (with no real functionality yet; just the name and icon_state defined, along with some animate() loops for each to give them some visual flair; just enough for me to place them on the map and check that they look nice)

I added a maptext output object, and messed with it a bit. This is the first time I've ever used maptext! Hooray for learning!

I'm starting to feel the deadline crunch. Only a little over 3 1/2 days to go, according to the timer clock (but wait... isn't that counting until the 18th begins? shouldn't we have until the end of Friday? I see that the forum reports the deadline is Friday at 3AM, so really Thursday is effectively the final day? Oh well...)
In response to Ter13
Looks really slick, I particularly like the little spinning effect of those boxes when you click somewhere and the way you move the clients eye by moving the mouse to the edge of the map.
It's highly unlikely that I will finish in time, but I am liking the project so far. I am hitting small bumps in progress along the way but nothing too bad. I'm looking over the entire source code right now to check out what I need to work on next. My strong urge to want to make things perfect always makes this sort of work tedious and time-consuming.

I could have stuck with a less ambitious project, but I can't start over now. We'll see what it looks like on the 16th. I'm still going to submit it even if it's just a mess of source code and assets, and not very playable. I might still work on it afterwards too.
My two artists haven't done anything. I probably won't submit anything unless a miracle occurs. But not just any miracle -- a Christmas miracle. I need all the miracle power I can get.
I haven't had a lot of time to work on this, but I'm keeping it as simple as possible and, hey, I wrote 100% submission certainty so I can't back out now!

If anything, this project has motivated me to learn about animate() and matrices more quickly than I would have on my own :)
Having a serious crisis of faith right now. I'm trying to push through it, but it's been roadblock after roadblock at this point.
Yeah I dumped my older idea to try another one. A much simpler one, which will probably show off more stuff about v500 than what I had intended.
I'm running into the opposite, I kind of realized my new idea that's pretty much done doesn't really show off anything other than color, maptext and alpha. The most I have at the moment are fade-in effects for stuff. :(

Don't want to just add random v500 features just cause though.
Page: 1 2 3 ... 10 11 12 13 14 15 16 17