New Build (2011-07-16) - Slow Week

Moderators: GSH, Ultraken

Post Reply
User avatar
Ultraken
Patch Creator
Posts: 373
Joined: Fri Feb 18, 2011 6:06 pm
Contact:

New Build (2011-07-16) - Slow Week

Post by Ultraken »

I didn't get a whole lot done this week because I got sidetracked by Kerbal Space Program, Dungeons of Dredmor, and working on a little Windows Console action game.

It randomly generates mazes using different parameters each time you run it. You're the light blue smiley face. Move with the WADS keys and fire with arrow keys. Collect yellow diamonds and shoot or avoid the red circles. The are no end conditions yet, so press escape to quit when you're finished.

The game is loosely inspired by BASIC type-ins from Compute! magazine, some mini-games I wrote in QBasic years ago, Roguelikes, and an old character-mode PC game from Epic Megagames called ZZT.

It's more of a programming testbed than an actual game at the moment. I'm writing it very differently from VideoVenture, using almost pure C instead of C++ and focusing heavily on absolute minimal size. I use wcrt (link at bottom) instead of the normal C runtime so it's completely free-standing yet incretibly tiny.

Anyway, I now return you to your regularly scheduled Battlezone...


Downloads:

Testing Executable and Symbols
Game Assets (no changes since 2011-05-19)


What's new:

* Added % loss to the stats in the score display
- In-game measurement of loss isn't very accurate right now

* Map/Cockpit radar toggle is now a normal game key
- This means it can now be changed in gamekeys.map

* If no text input is active, intercept the caps lock key
- This prevents radar toggle from engaging caps lock
- When text input is active, caps lock works normally

* DistributedObject displays an error if it can't find the game object class
- It previously just crashed :P
- Unfortunately, I'm not sure why this would happening

* Cleaned up a D3D debug error when looking for a depth buffer format
- The debug version of D3D complained because I was doing it wrong
- This probably won't have any effect in the retail version
Post Reply