@Buch: Woah, those are some nice fun tiles! I'll see if I can get them put in-game tonight. :)
As far as the crash, I've never tested on Windows, so I'll do that tonight as well. The crash appears as if it's in the sound manager. I'm not sure, since it's in the library I'm using rather than my code. Try running the script like this:
python main.py nosound nogldebug
I had problems with that on my Ubuntu machine too until I installed AVBin... though that probably should have come with your Pyglet binary...
Ooh, forgot to say: The controls are the arrow keys for your thrusters and `a` for lasers. There's an experimental radar bound to the `s` key. Shields are `spacebar`.
All of these controls are configurable in the ship file. This one was pretty hastily thrown together and it's pretty fragile.
Okay, repo everyone! All my warnings persist; there's more of a tech demo than a game right now. When you die or get damaged beyond repair, you'll have to restart the game completely. There's nothing saying "you win". It's probably quite slow on less beefy computers. That in mind, *I* still think it's fun. :)
Let me know if there's any trouble getting the dependencies set up.
@SpiderDave: Wow, that's an interesting idea. I wouldn't know how to go about doing that algorithm in OpenGL, but it's worth looking into. I will definitely use some of your ship designs though; they look much nicer than mine.
@Blarumyrran: I like the idea of abstract, though I still want it to visibly be a spaceship. I wouldn't know what that would be like... I'm definitely not an artist.
I wonder what it would take to modularize and vectorize something like the spaceship tutorial...
Yeah, the background doesn't look like it matches at all. It's just a placeholder (and simply a photo from NASA at that). Eventually I plan on procedurally generating the background.
I thought it was an original idea, but someone yesterday pointed me to Captain Forever which has a similar idea. This will be quite different from that, but right now, Captain Forever is MUCH more polished. I'm looking into its gameplay right now as a way to help make my ships more easily controlled. There are already way more customization options in my game, but you've got to make them by editing config files. In the coming months, there will be a way to construct your ship in-game.
I do keep leaning towards high quality SVGs or painted art. I wonder if anyone out there would be interested in doing a mockup? Like I said before, once I settle on a style, I'm going to commission a whole set.
There's no (public) repo yet; I was a bit embarrassed to release it now. But I suppose that's part of open game development, so I'll probably post a repo and instructions on how to run tonight. Fair warning: it's not optimized in the slightest, so on slower computers, you might not get to play it like I do.
Three of the switches are safe, the other 6 are deadly. The two books in the room are the keys to the puzzle. Let me know if you're having trouble figuring it out!
@Redshrike: Yeah, I did think about making a list. Then partway through I realized that it would take a LONG TIME. But since you're interested in a comprehensive list (and I'm not really an artist), I think I'll go ahead and itemize everything that IS done and COULD BE done.
:) Yep, the Nethack list is pretty huge. On the other hand, it does really cover its bases...
The most obvious things from the Nethack list I would want to see:
Fantasy races/classes: Hobbit, dwarf, gnome, elf. Thief, wizard, knight, etc.
Monsters: Various ghosts, various elementals, minoutaur, lich, mummy, snake, rat, bat. My guess is that some of these could be collected from elsewhere on OGA?
Either way, it's already an excellent set! Keep up the good work!
Hmm, I wonder if this set could be evenually expanded to cover the whole Nethack monster list. If so, I'd be quite happy to compile them into a (large but very nice) Nethack tileset. Some of the larger monsters might have a little trouble fitting, but whatever.
Also, if you are ever running out of ideas for what to make next, I seriously recommend looking at the Nethack monster list. It's a bit sparse on graphics (duh), but it's quite diverse in flavor.
Nope, that's the end of the current content. Soon we'll be cooking up an original storyline and working hard on lots of content.
@Buch: Woah, those are some nice fun tiles! I'll see if I can get them put in-game tonight. :)
As far as the crash, I've never tested on Windows, so I'll do that tonight as well. The crash appears as if it's in the sound manager. I'm not sure, since it's in the library I'm using rather than my code. Try running the script like this:
python main.py nosound nogldebug
I had problems with that on my Ubuntu machine too until I installed AVBin... though that probably should have come with your Pyglet binary...
Ooh, forgot to say: The controls are the arrow keys for your thrusters and `a` for lasers. There's an experimental radar bound to the `s` key. Shields are `spacebar`.
All of these controls are configurable in the ship file. This one was pretty hastily thrown together and it's pretty fragile.
Okay, repo everyone! All my warnings persist; there's more of a tech demo than a game right now. When you die or get damaged beyond repair, you'll have to restart the game completely. There's nothing saying "you win". It's probably quite slow on less beefy computers. That in mind, *I* still think it's fun. :)
https://github.com/pennomi/nihil-ace
Let me know if there's any trouble getting the dependencies set up.
@SpiderDave: Wow, that's an interesting idea. I wouldn't know how to go about doing that algorithm in OpenGL, but it's worth looking into. I will definitely use some of your ship designs though; they look much nicer than mine.
@Blarumyrran: I like the idea of abstract, though I still want it to visibly be a spaceship. I wouldn't know what that would be like... I'm definitely not an artist.
I wonder what it would take to modularize and vectorize something like the spaceship tutorial...
Yeah, the background doesn't look like it matches at all. It's just a placeholder (and simply a photo from NASA at that). Eventually I plan on procedurally generating the background.
I thought it was an original idea, but someone yesterday pointed me to Captain Forever which has a similar idea. This will be quite different from that, but right now, Captain Forever is MUCH more polished. I'm looking into its gameplay right now as a way to help make my ships more easily controlled. There are already way more customization options in my game, but you've got to make them by editing config files. In the coming months, there will be a way to construct your ship in-game.
I do keep leaning towards high quality SVGs or painted art. I wonder if anyone out there would be interested in doing a mockup? Like I said before, once I settle on a style, I'm going to commission a whole set.
There's no (public) repo yet; I was a bit embarrassed to release it now. But I suppose that's part of open game development, so I'll probably post a repo and instructions on how to run tonight. Fair warning: it's not optimized in the slightest, so on slower computers, you might not get to play it like I do.
Three of the switches are safe, the other 6 are deadly. The two books in the room are the keys to the puzzle. Let me know if you're having trouble figuring it out!
@Redshrike: Yeah, I did think about making a list. Then partway through I realized that it would take a LONG TIME. But since you're interested in a comprehensive list (and I'm not really an artist), I think I'll go ahead and itemize everything that IS done and COULD BE done.
Be back in a few hours! :)
:) Yep, the Nethack list is pretty huge. On the other hand, it does really cover its bases...
The most obvious things from the Nethack list I would want to see:
Fantasy races/classes: Hobbit, dwarf, gnome, elf. Thief, wizard, knight, etc.
Monsters: Various ghosts, various elementals, minoutaur, lich, mummy, snake, rat, bat. My guess is that some of these could be collected from elsewhere on OGA?
Either way, it's already an excellent set! Keep up the good work!
Hmm, I wonder if this set could be evenually expanded to cover the whole Nethack monster list. If so, I'd be quite happy to compile them into a (large but very nice) Nethack tileset. Some of the larger monsters might have a little trouble fitting, but whatever.
Also, if you are ever running out of ideas for what to make next, I seriously recommend looking at the Nethack monster list. It's a bit sparse on graphics (duh), but it's quite diverse in flavor.
This challenge had a really good turnout. Maybe "remix" should be a recurring theme?
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