Day 7 - It's a wrap
Day 6 was a bit of a downer. I tried to build a system for saving games, but I wanted it to tolerate slight changes to the script, which proved to be difficult. It sort of works, but I don't fully trust it - but then I'm changing the script all the time, which makes it really difficult to restore everything correctly. I was also feeling a bit tired of the script and lacking inspiration as to the puzzles needed for Acts 2 and 3. So I turned in early last night, and after 20 minutes of being in bed, the inspiration started to flow - so much so that I got out of bed to make notes of it all.
From yesterday's low, today was a lot more positive. I started with a solid idea of how the script was going to tie together. I spent the vast majority of the day building out the puzzles and the script, which hasn't changed significantly from day 1. There are some big set pieces in acts 2 and 3 that took a while to draw and write. The game was finally completable with about 3 hours to spare. So I quickly threw in some music and title screens, polished a couple of bits of art, and all too quickly I was out of time.
I didn't get the chance to write responses for that many combinations of objects that you might try, but I think don't think the puzzles are too difficult, so you'll have to try it and let me know.
As always there are things that I'd like to improve, but I think the game is fun, and funny, and I think that the core idea of having the game engine play a stage script is powerful, and the language is extensible. I've started thinking already about how I might pull some of this work out into libraries; some of my colleagues at work are inspired to build on it for their own projects.
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No handler for op instance - That's the main problem. You're not changed the classes to explicitly inherit from object, so they are old-style classes, and the class name is assumed to be 'instance'. In this case it's the classes in the script parser that are the problem.
Not waiting for PENTAGRAM is ready - probably follows from above.
Failed to find route, now disregarding npcs. - harmless and sometimes expected.
cyhawk on 2014/10/26 12:07:I am trying to port Goblit to Python 2.7, so I wouldn't have to miss out. It's starting to get there now, but the whole thing just ran through without any interaction. Just like a stage play indeed :). It was great, but I guess there is more to it. I get the following lines on standard output: (They are repeated a bunch, except for the pentagram one.) Do these indicate actual problems? What is the expected output? Thanks!