Tomorrow, the World
Bites are common in some areas. Often, snake handlers are bitten who are unaware that this species is able to bite while being held by the neck.
"Tomorrow, the World"
Take over the world with the power of mad science and middle management. Allocate resources, review exciting reports of your minions activities and ultimately secure your path to world domination.
"The world is not enough, but it will do for a start."
Important Gameplay Note
Since the interface misleads people, and running out of money at the start is frustrating:
We didn't get around to implementing anything that relies on the number of copies of a single weapon you carry, so buying multiple copies isn't useful.
"Tomorrow, the World"
Take over the world with the power of mad science and middle management. Allocate resources, review exciting reports of your minions activities and ultimately secure your path to world domination.
"The world is not enough, but it will do for a start."
Important Gameplay Note
Since the interface misleads people, and running out of money at the start is frustrating:
We didn't get around to implementing anything that relies on the number of copies of a single weapon you carry, so buying multiple copies isn't useful.
Awards
The Game That Doesn't End - "One day I started playing it, not knowing what it was..."
Presented by gummbum
Scores
Ratings (show detail)
Overall: 3.0
Fun: 3.2
Production: 2.6
Innovation: 3.1
Respondents: 11
Files
File | Uploader | Date |
---|---|---|
sypikslang-0.1.zip
— final
Zip-file version of final release |
drnlm | 2012/05/13 18:22 |
sypikslang-0.1.exe
— final
Windows installer |
drnlm | 2012/05/13 09:00 |
sypikslang-0.1.tar.gz
— final
Version 0.1 tarball |
drnlm | 2012/05/13 00:01 |
r257_science.png
The prettier research area |
drnlm | 2012/05/12 23:44 |
r161-tech-tree.png
Tech tree |
jerith | 2012/05/11 20:36 |
r120-research.png
Research Area |
hodgestar | 2012/05/10 08:27 |
Diary Entries
Day 1: We have a game (well, maybe)
Although it took some time to settle on exactly how we'd handle the theme, we seem to have settled on a workable idea. In the true spirit of mad science, it's an epic quest to work up from a humble lab to a true global threat by the power of resource management and careful choices of short term objectives.
We don't have a user interace yet, although work on that is progressing. We did add a simple debugigng aid to allow us to poke at bits of the game state, so we can test that things work, so we can at least show that.
We did add a fair amount of the basic game logic and flow, and the designs looking quite clean (although that will probably change by the end of the week), so we should be able to add extra content fairly easily and quickly.
We also have some tests, and they even pass, so that's nice.
We don't have a user interace yet, although work on that is progressing. We did add a simple debugigng aid to allow us to poke at bits of the game state, so we can test that things work, so we can at least show that.
We did add a fair amount of the basic game logic and flow, and the designs looking quite clean (although that will probably change by the end of the week), so we should be able to add extra content fairly easily and quickly.
We also have some tests, and they even pass, so that's nice.
The wrong kind of work
Our team was incredibly busy and productive today, but this flurry of activity was sadly directed at our various day jobs rather than our pyweek project. In between this, we managed find some time to clean up a bit of messy code, add a few more minor features (and tests) and start hooking up the game logic to the GUI.
Hopefully tomorrow's productivity will be better aimed.
Hopefully tomorrow's productivity will be better aimed.
Steady, steady
Once again some extra hours were spent on our day jobs but steady progress was made nonetheless. We added a few tweaks and fixes to the game logic and put together an initial version of the UI. There are still some widgets to add. The look of the game should come together over the next two days. Looking forward to seeing the game take shape!
Now with non-zero pretty
If a sypikslang slips on a muddy patch between some tree roots in the forest, does it curse PEP8?
Today saw numerous improvements including:
Today saw numerous improvements including:
- centred buttons
- simple results and equipment screens
- auto save and load support
- propaganda (our game is good!)
- displaying of long descriptions for missions
- add a mission that allows the game to be completed
- new widgets
- text that fits on buttons
- your reputation now proceeds you
- better research tree visualization
- addition of new team member (me!)
I thought I wasn't going to be able contribute at all this pyweek but the surprise availability of an internet connection in the middle of the forest meant I was able to get in a few minor patches today (and write the diary entry).
So.many.icons.
Some improvements were made on missions today but we are pretty behind on art. Hopefully we can get a whole bunch of icons done tonight. I am the lucky team member nominated for art - if the game art is terrible, blame it on me. Only 2 days to go! The pressure is kicking in a bit now...
Soon, my lovelies. Soon...
We still have a lot of work to do, but it's starting to come together. Unfortunately, I get on an aeroplane tomorrow and spend most of the last 16 hours of pyweek (and the 20 after that) in the air, so I won't be around for the finish.
We gained a tech tree visualization script yesterday, and I spent part of the afternoon tweaking it to draw more useful pictures:
While this won't show up in the actual game, the script to generate it will be in the source package.
We also overhauled the mission infrastructure and added support for actually using equipment statistics. This means that your lightning guns are more powerful than the standard pistols you start with. (As long as they don't fail spectacularly and electrocute your entire squad of minions.)
The GUI saw some improvements, but still isn't anywhere close to what we'd like. The bulk of the heavy lifting has been done, and we have a solid set of widgets and such, but we need to add a big bucket of "pretty" to it.
We've also started getting the packaging sorted out, mostly because Nitwit's creativity failed him and he needed something tedious to reignite it. (I hope that happens soon, because we need him to crank out missions and equipment.)
Tonight, I conquer my packing. Tomorrow, the world!
We gained a tech tree visualization script yesterday, and I spent part of the afternoon tweaking it to draw more useful pictures:
While this won't show up in the actual game, the script to generate it will be in the source package.
We also overhauled the mission infrastructure and added support for actually using equipment statistics. This means that your lightning guns are more powerful than the standard pistols you start with. (As long as they don't fail spectacularly and electrocute your entire squad of minions.)
The GUI saw some improvements, but still isn't anywhere close to what we'd like. The bulk of the heavy lifting has been done, and we have a solid set of widgets and such, but we need to add a big bucket of "pretty" to it.
We've also started getting the packaging sorted out, mostly because Nitwit's creativity failed him and he needed something tedious to reignite it. (I hope that happens soon, because we need him to crank out missions and equipment.)
Tonight, I conquer my packing. Tomorrow, the world!
Adding pretty and content
Today was about prettifying and content. We filled in numerous missions, we added more tech items, we added lots of graphics and fixed numerous bugs and generally spent far too much time working at a frantic pace, but the game is finally in reasonable shape.
It's not balanced, or even that well playtested, but it is possible to win the game (and we even added a "you've won" screen).
The reduced team, and the corresponding lack of student members able to work on the game during working hours, did limit what we could achieve. Several features got dropped on the floor near the end - there was a plan to have more evnents happen, and the possiblity of attacks on your base, for example - due to lack of time, and several schemes need more fleshing out, but the central game concept is there, and hopefully will entertain the players.
As always, pyweek was a blast, with far too much frantic coding, and not enough considered thought or forward planning, but, as always, I more than little amazed at what can be produced in a week.
Now on to the really fun bit - judging the other games.
It's not balanced, or even that well playtested, but it is possible to win the game (and we even added a "you've won" screen).
The reduced team, and the corresponding lack of student members able to work on the game during working hours, did limit what we could achieve. Several features got dropped on the floor near the end - there was a plan to have more evnents happen, and the possiblity of attacks on your base, for example - due to lack of time, and several schemes need more fleshing out, but the central game concept is there, and hopefully will entertain the players.
As always, pyweek was a blast, with far too much frantic coding, and not enough considered thought or forward planning, but, as always, I more than little amazed at what can be produced in a week.
Now on to the really fun bit - judging the other games.