A slow packaging day
After a good night's sleep (well 5 hours or so), it turned out that our final upload last night wasn't that buggy. There were a couple of obvious crashes to fix, and some packaging improvements to be made.
Summary of the changes from 0.1 to 0.1.1:
- Don't crash if Oni collides with a player after being bounced off the floor
- Don't steal life from skulls
- Don't remove kaneda from the geisha room too early (crash)
- Debugging rectangles off by default (they were already off when DEBUG=False, as in the upload)
- py2exe & py2app packaging
- Correct the game title in the packaging
- Document all keypresses in the Usage screen
- Require both rice destruction and document alterations for agreement to fall through
- Made agreement table square (easier to stand on)
- Fix bug in Kaneda's dialogue tree
- Remove Kaneda from scene again (when appropriate)
- Finish hooking up geisha fish subplot
- Require 8 tails to enter the celestial plane
- Fix crash bug when closing dialogue panes
We are still all pretty gutted after the Saturday sprint to the finish, and haven't done much more development, but we have uploaded our current trunk version (0.2, not marked as a final upload). It has a couple more minor tweaks, but nothing vital. Hopefully there are no remaining serious bugs in the 0.1 series.
We wrote a quick walkthrough, should you get stuck:
http://stefanor.uctleg.net/skaapsteker_docs/walkthrough.html
All in all, we are reasonably happy with the result. The art is beautiful, the game is playable and hopefully fun. It's got a good few warts, which we'll hopefully get to once this PyWeek is over. We were probably a bit ambitious, the game only came together as something playable at the end of the week. (Thus all the last-minute bug fixes.) In fact, a few of us hadn't even played the game through until today. Maybe next time, something simpler -- maybe "Nine Tales Forever"?
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Comments
Yeah, that's probably how I would have done it too. Somebody else wrote that code first :P
gcewing on 2011/04/10 20:56:
Debugging rectangles off by defaultI like to use environment variables to control debugging features. That way they're automatically off whenever the game is run outside of my development setup, and I don't have to worry about forgetting to disable them before releasing.