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:
Two of the fixes were minor plot hook-ups necessary for completing the game (celestial plane, and fish subplot).

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

Debugging rectangles off by default

I 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.
> environment variables to control debugging features

Yeah, that's probably how I would have done it too. Somebody else wrote that code first :P
That would have been me writing the initial options code, I think. Environment variables are a good idea. :)