A. There is no win condition. You play until the towns die. The more life a town has, the more mana and score you gain. As a town gets weaker, it provides less score/mana. So it’s really just a ‘high score’ game.
B. Can’t test on every OS. Worked on Slackware, win xp, and Ubuntu. OS’s that have problems playing it (such as Fedora 9 or Vista) may just have inherent problems to begin with. Both FC9 and Vista are… well, you know.
So I feel fairly recovered from the weekend. I’ve played and reviewed a handful of the entries, and I’m pretty impressed by a lot of them. So, here are my postmortem thoughts on the whole deal.
Music somehow synced up very well…
I am no longer working on the program itself, so I’m putting this up as a FINAL. I have provided both a binary linux and binary windows version. I have confirmed the binary linux version works under Ubuntu once the allegro lib has been linked in to the system. The readme has the info, but there is only one step that needs to be done to run the game under linux:
This will link in the library and update the dynamic linker. The binary should run after this is done.
The win32 version is straightforward and should work as expected.
Both include source.
Here is a screenie:
Have a basic package put together now, which is built for linux (slackware specifically), and is binary complete. It requires the allegro 4.2 library to run, but I have provided said library in the package. The library requires a quick build and install, but instructions are provided in the README.TXT, and is extremely straight-forward.
Of course, this needs testing to see if it will even work. If it doesn’t work than the allegro development lib will need to be installed, and if that is the case I will package that lib instead.
Anyway. A win32 version will be forthcoming.
…and I’m starting to get pretty frustrated. I don’t have a lot left to do, but I am consistantly beset with nasty memory bugs that have to do with the way I implemented linked-list data freeing. I’m not sure exactly WHY its happening though. Since I’m starting to get pretty sore, my wrists are hurting, and I’m exhausted, my enthusiasm is quickly waning. Almost tempted to put the blasted thing up as final and call it a weekend. : P
Here’s a current screenie:
Well it’s the end of the day for me. I’ve got a pretty solid chunk done, and at this point I’m implementing game logic. I’m stuck on a weird memory bug, but I’m too tired to process it, so to bed! Let’s aim for 6-7 hours tonight.
Finish up game logic (75% done with this at least)
Implement user-interaction (simple probably)
Sound (potentially time-consuming)
Some kind of intro/title screen
After a nice night of sleep (8 hours yay), I’ve started actual coding. I’ve got most of my data structs and whatnot done, handling for those etc. I’ve got my general design in my head and my checklist written out in a text file. Milestone 1 will be getting a screen with all basic elements displaying. I’m aiming to have this hopefully no later than 5PM tonight, but we’ll see. Nothing with screenshotting yet, so no screenshots. I may post a pic of my workspace later when I get access to my roommates digicam.
I’m hoping what I’m working on will in fact be interesting enough to play; I have been dubious. It’s a tough theme since there have been SO DAMNED MANY tower-themed games made over the years. I’ve got a backup idea if this one doesn’t pan out, but it may come down to the wire if I have to run with that one.
Some specs of my work environment:
Lenovo Thinkpad T61, 2.4 Core2 Duo, 1GB mem
XFCE4 for my wm, though I am more partial to e16 usually
Straight-up C for language
vim for editing
GIMP for graphics
Probably sfxr for audio, though I may get fancy with my guitar if I have time
I also have a tower with a tri-boot Slackware 12/WindowsXP/Debian64 setup; I’ll be using it for judging games that I can only run on Windows, so I don’t have to screw around with wine.
I’m using the allegro lib for most everything; I don’t need anything special so it works fine.