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Day 7 till 2 in the morning:

Got friend over to work his as well. Finishing all the major implementations and testing. Major bugs appeared because of all things a mimic. The draw system that made it appear as an item instead of an item was killing the rest of the monster draws while it was hidden, a maddening bug to figure out. Also the graph and tile locaitons for rooms was not properly updating but due to the sorta soft ball design was un noticeable until I started appearing in walls.


Technical day7:

I always start in an afternoon and release on an afternoon so I kinda have an "8th day" in that I sleep 7 times over the course of this. These final frantic hours were spent fixing some potion throwing glitches, figuring out why leveled up hp was being reset to level 1 stats, adding in losing screen, wining screen, and absolutely making sure the game was able to be "completed". Now I do not have a full run from floor 1 to the bottom and then to top but I have gone as far as I could, died, restarted a level 1 character on that floor and survived getting down to the mc'guffin snatching it and getting back while repeating the process. Very hard to do when at that point a certain ranged enemy has a only a 3/8 shot of not killing you, at that point you should have a standby potion to nullify the attack or enough HP to tank it, though really the game is about assessing the situation and noodling my way past it which I have proven can be done. Compiling to Exe was a pain it was every year but I managed to do it, forgot that it wasn't installed on this machine and had to once again do the black magic dance of setting py2exe and making a scripting file to package things correctly again and getting it uploaded. I would say I was technicly over time but I had finished a halfhour before my start time and was more wrestling with distribution details which isn't part of the challenge.