Nelly's Rooftop Garden
Awards
Scores
Ratings (show detail)
Overall: 4.4
Fun: 4.4
Production: 4.2
Innovation: 4.6
Files
File | Uploader | Date |
---|---|---|
sc10.png
— final
Fancy new level-selection screen |
alex | 2006/05/01 02:09 |
nelly-1.0.tar.gz
— final
Post-competition revised special edition |
alex | 2006/05/01 01:58 |
sc9.png
Scene from one of the later levels |
alex | 2006/04/01 22:56 |
rushed-0.3.tar.gz
— final
Final submit |
alex | 2006/04/01 22:55 |
sc7.png
Final game screenshot |
alex | 2006/04/01 19:52 |
sc8.png
Title screen |
alex | 2006/04/01 19:51 |
rushed-0.2.tar.gz
— final
Beta |
alex | 2006/04/01 19:51 |
rushed-0.1.tar.gz
working demo, not really a game yet |
alex | 2006/03/31 16:19 |
sc6.png
interfaced |
alex | 2006/03/31 16:02 |
rushed.tar.gz
Test particle and interaction |
alex | 2006/03/29 14:46 |
sc5.png
interactivity |
alex | 2006/03/29 14:45 |
sc4.png
perpetual |
alex | 2006/03/27 13:03 |
sc3.png
condensation |
alex | 2006/03/26 13:47 |
sc2.png
steamy particles with collision |
alex | 2006/03/26 06:25 |
sc1.png
steamy particles |
alex | 2006/03/26 02:55 |
Diary Entries
steamy particles
condensation
perpetual
speedier
interactivity
Whee.. now we can place objects and move them around and see how the steam and water react. Don't worry, the gaminess is not too far away now!
Have a play: rushed.tar.gz (requires pygame & pyopengl). Click to place an object, click&drag to reposition it, and click and drag the rotation handles (shown below) to rotate it. Easy eh?
end in sight
Lots of work done today but not so much to show for it. Most of it was spent rearranging code, refactoring and optimising. Moving the collision, response, game-logic and drawing code all into separate components not only saves my sanity, it boosts framerate from 10fps to around 20 for a typical scenario.
A more robust user interface is in place now, so selecting a tool, dragging & rotating it and having all the collision models update is working pretty solidly. Getting the rest of the tools in should be a snap. The screenshot here shows the level editor (the blue collision boundaries are editable).
Also in the screenshot is a flower, somewhat droopy.. indicating it's not receiving quite enough water.
Still a mammoth amount of work to be done.. hopefully a tad under 24 hours' worth :-)
A game emergeth!
Most of Friday was coding and drawing, then 5 hours sleep, then 22 hours straight coding since then until now. But it paid off! I honestly didn't think I'd get a playable game out of this idea, but I did, and you can play it.
There are only 8 levels so far, plus the sandbox free-for-all, I will see how many more levels I can add before the deadline.
Really, really done.
You get value for money:
- 15 (mostly) challenging levels
- Free-play "sandpit" to nourish your creativity
- Integrated level designer to challenge friends, family and strangers
- Detailed subplot and deep metaphorical insight into the nature of humanity (must read between lines and have awful lot of imagination).
Don't wait, start steaming today!
Hurrah.
Post-competition revised special edition
Nelly has had a couple of bugs fixed, some UI tweaks to make it a bit more mouse-friendly and, by popular demand, a level-selection screen. You can download the update here nelly-1.0.tar.gz or admire her new permanent web page: http://www.partiallydisassembled.net/nelly.
I had lotsa fun during the competition, so many thanks to you all and Richard especially for making it all work. I wrote a little more introspection stuff in my blog.
See you all in six months!