I, Castaway
╰(*°▽°*)╯
Please read the reamde.txt
Awards
Scores
Ratings (show detail)
Overall: 3.3
Fun: 2.8
Production: 3.6
Innovation: 3.5
Files
File | Uploader | Date |
---|---|---|
I_Castaway_by_DR0ID_and_Gumm-1.0.tar.gz
— final
Final game source |
gummbum | 2020/09/27 08:37 |
Screen1.png
— final
Final screen shot |
gummbum | 2020/09/27 07:50 |
Screenshot_2020-09-27_021040.png
Another debug render |
DR0ID | 2020/09/27 00:11 |
Screenshot_2020-09-21_220135.png
a debug render |
DR0ID | 2020/09/21 21:41 |
Diary Entries
Working on game mechanics
Some game mechanics are in place, but naturally they will need tuning.
We are done...
... for this pyweek. Uploaded what we have. I won't complain that it could be much better or more gameplay. But hey, I learned a few things on the way:
- tiles: there are many and they hurt render performance. I learned two useful workarounds: if the background tiles are all the same then only a single surface the size of the screen + one tile row/column is enough to get scrolling working. The other is composition into bigger surfaces (as long those tiles are static and do not change). We used the second approach.
- using Tiled is great, but parsing the data out was a bit of a pain and cost us some time. Its probably the way we did it. Will have to study it further to know how to do it better
I hope you enjoy the (short) game.
If you run into any trouble running it, don't hesitate to contact us. Make sure to read the readme.txt first thought.
How we used Tiled
Here is a rough description how we used tiled. In the worse case 3 checks are needed (maybe I missed some other combination):
- check properties of the object
- check properties of the tile (within the object)
- check properties of the type of the tile
If you want to play around with this map it can be found in out entry under: data/maps/test_map_3.json
And all images and sprite-sheets used in the map are in: data/graphics