
For my first compo, things are going well. I have an idea. I have a prototype and I have icky, vomitworthy, stretched and scaled programmer art.
The idea is based around owls (as I can’t draw owls, at the moment they are O.W.L. spy planes) that poo on towers. There is one evil tower and several good towers. The aim is to destroy the evil tower while harming as few good towers as possible, without being able to tell one from the other. I hope to add a time limit and owl limit (or perhaps owl feeding limit), and possibly some powerups.
So far there are:
- O.W.L.s
- Poops
- Extremely dodgy particle effects.
- Code to remove particle effects if the framerate drops.
- Randomly generated levels.
- A poop sound that changes pitch depending on owl height. (But that doesn’t work perfectly).
The game is being developed in C++ with the SFML library. I hadn’t used SFML before, and I quite like it, although its sound code is horribly broken and there are some grating design issues.
Unfortunately, my win32 machine is br0ken, and the game has been developed under 64bit linux, so I may have to release it on a platform that no one has
.
We’ll see how this goes.
Happy Hacking!
That’s what cross-compilers are for! See if your distro has a package for mingw (or xmingw, mingw32, etc), then just compile your game and dependencies with that. Use wine for testing =)
Failing that, you could always ask someone to compile it for you when it’s done.