Got my thread started here: appdot.net/@mdhughes/116503175647377789
Started with some easy ones, but some coming up are a lot more complex.
Got my thread started here: appdot.net/@mdhughes/116503175647377789
Started with some easy ones, but some coming up are a lot more complex.
Things like mine would be impossible to deploy that way, it’s all “put this Kawa code here, run this build script, modify these config files”. Code alone gets you maybe 50% to running state. Images, sounds, databases, etc. are non-source.
Most Schemes indistinguishably use .scm and some don’t allow shebang lines, so no “magic”; Chez is .ss and there’s a couple that use .s. Lisp I’ve seen .l, .lsp, and .lisp, and no extension (pre modern filesystems).
Didn’t work in Safari, had to load in Chromium.
Looks great, and initially the network layer worked fine, but started lagging very quickly, and soon became completely unresponsive. After a server reboot, losing all data (!!!), we started over.
I planted a giant grid of cabbages. World of cabbages. If you pull a cabbage from a spot where it couldn’t spawn, turns out it becomes an infinite cabbage.
My visions of cabbage world conquest were cut short by lag reaching unusable levels again.
Front end worked fine, if only in one browser, network & server are seriously buggy.
I’ll upload the entire repo at once when it’s a little further along, but there’s nothing specific to deployment there.
For command-line, I use the build script in my Chez Scheme module example. This produces a working ‘binary’, package with scheme-script & .boot, or petite & .boot if you can, and you can just ship a dir and launching script, no containers needed. Repeat on each platform, since nanopass arch varies.
Since I now have 3 WIP graphical Scheme games, two inspired by game jams I didn’t finish in time, I decided to cut my scope and do something that I can succeed at in a week.
I’ve done my bare-minimum cross-platform compiling (testing on Mac & FreeBSD), will spend the last day or two fighting Linux & Windows.
I often post snippets and screenshots on my fediverse, tagged #gamedev
Lovely little game.
Slight room for improvement:
Show inventory icons on-screen, or check off items on the list.
It’s not always clear what things are interactable, or doors will be blocked invisibly, and then they’ll suddenly pop up an interaction which goes by too fast. Can’t re-view the photos, which can make things difficult.
Was there stuff in Room 6, or the trailer park doors I couldn’t re-enter? Music box played very slowly, not sure if there’s anything to it?
Love the ending, it looks threatening but isn’t.
version 0.9.2 now has sound effects (always in Firefox or Chrome; workaround for Safari sometimes works), and fixed being stuck in a New Game dialog loop.
version 0.9.1 is up, many bugs squashed, text is sharper, input should be more correct. There is a global cooldown now, so your deaths are totally your own fault, not sticky keys.
I completed on time, and have a nice playable game. But there’s still much to do!
Posted my Retrospective last week, and I’ve finally recovered/had time to make some progress on the post-7DRL version.
Day 7
Exhausted, I don’t ever work this many days in a row anymore. So I got the overview map done, and rebalanced it a bit more sanely. It is playable and a fun challenge until you get curb-stomped by wights or stuck in a dead-end world.
I have until tonight (Saturday) at midnight, so if I feel up to it later I’ll get to some of my TODO list.
Playable version is up now, let me know what you think!
