Showing posts with label contest. Show all posts
Showing posts with label contest. Show all posts

Thursday, June 19, 2008

Day 158: Reno

I'm currently attending the Smalltalk Solutions conference in Reno, where we sent a man the #kill message, just to see if he understood.

Trust me, if you know Smalltalk, that's a very funny joke.

Good news/bad news on the development front. The good news is that I finished the two tickets I mentioned: #179 was for making lasers that weren't slower than the ships that fired them, and #180 was all about adding "scenery" ships to the tutorial.

That's where I ran into the bad news. The first problem was that adding weapons to the ship in the editor still wasn't working, despite all the testing I'd done. What happened on the back end is that any time you give an object a tag, if it had a tag before it deletes it from the repository and re-registers with the new tag. Whenever I created a new weapon for a ship, it replaced the original! So if I had 2 lasers on board, suddenly the object in the repository would be those same two lasers. It was a mess to track down, but thankfully a relatively easy fix.

The worse news was that it's slow! There are noticeable hiccups in even sectors where there's no combat. The traditional profiling approach of using 'ruby -r profile' had so much overhead I couldn't actually run the game. Thankfully, Ruby-prof exists. It's got a small enough overhead that I can actually play my game.

I have a lot of data to go over for optimizing, and I'm not releasing the tutorial until I'm done, so I have one more ticket to close, #96, which I have aptly titled "OH GOD MY CPU".

For those interested in my contest entry, I am temporarily hosting it on my own machine, so get it while it's still up! I think the contest turned out really well and I'm happy that my entry ended up as good as it was.

Friday, June 13, 2008

Day 153: Contest

I'm taking today, tomorrow, and Sunday off to participate in the RubyWeekend game creation contest. This is the first extended break I've taken from the game since I moved into my new house, and I need it!

I did get some stuff done yesterday, mostly tweaks. Specifically, fixing the combat tutorial and making tutorial items cost money.

This puts me two tickets away from finishing the milestone and therefore the tutorial. I'll probably do a few things at that point:

  1. Create a github project for the game and upload it there.

  2. Branch the current version off and name it kuiper_rubygame_3.0.0. This will be a reference branch, in case I need to port everything back to Rubygame 3. Why make this branch? Because of the next step:

  3. Backport the game to Rubygame 2.3. I've had people interested in at least downloading and playing with the game, and as I'm using the bleeding edge my-version-may-break-daily version of Rubygame, it discourages people from doing so. I'll have the Rubygame 3 branch ready when I need to switch over. Finally, I'll:

  4. Release a 'preview'. This will consist of the tutorial and be announced here and maybe a few other places (forums only, no formal announcements yet). Get feedback, etc.


And after that, I start work on the main campaign!