Tag Archives: office space 5000

Pyweek Results

Well, the results are in and you can check them out here: http://pyweek.org/6/ratings/

Our team (MUA), got 7th in the team category :/. It had really good reviews, including a 5-5-5, but chipmunk and rabbyt destroyed us on the linux side of things. It also doesn’t help that only 9 people judged ours… Finally, the biggest detriment was the 1-1-1 rating for a does-not-work, but NOT checking DNW so we took a huge hit to the scores. Without that 1-1-1 we didn’t deserve, we would have taken 4th, not 7th. Oh well, I’m sure that asshole did the same to other teams as well.

Overall, it was a LOT of fun and I’m really happy with how it turned out. We got some great reviews, some full of praise, some full of constructive criticism. I was surprised to see that people thought it was hard — I was worried the levels would be too easy. Still – I learned a lot and had a great time, so I’ll definitely be in for the next one.

Office Space 5000 – Installer Uploaded

After changing a lot of things on the blog today, I finally got the installer online and set up how I wanted for download tracking and whatnot. You can get it from the Office Space 5000 page:

http://keeyai.com/projects-and-releases/mua/office-space-5000/

EDIT: Fixed the link on that page. Was messing with a new download management plugin and I got it wrong. The link is working now.

Submitting

Pyweek: Saturday 11:21:25 — 7 hours remaining

Well, it is finished. Now I’m trying to package it correctly and get it uploaded. I’ve been trying to upload via the pyweek script — it gives a 301 Moved Permanently response though so I’m concerned…

After I get it all uploaded I’ll probably work on a high score mechanism.

Pyweek: Saturday 02:28:42 — 16 hours remaining

Music and sound are done! Both are working pretty well together, although I think I went overboard. I certainly wasted a lot of time today on them… I tried to make my own music but failed horribly, so everything in the game is either directly or made from free loops online. Special thanks to the sites organizing/hosting them ( Freesound, Soundsnap, and Partners in Rhyme) and the authors who put them up there (all are listed in the readme.txt files inside the sound and music folders).

With sound and music done, the game is essentially finished. In fact, I’d be satisfied with using this iteration as the final product. But with 16 and a half hours remaining, you know I won’t. :) My biggest problem with it all is the 18-ish MB of music and sound files I’ll have to package with it. Oopsie…

Tonight I’m going to see what I can do on the storyboard, then catch a few hours of sleep. The GF is getting up at 7:00 am, so I’ll rise and shine with her. As I joked with #pyweek, she is getting up to go do a lingerie shoot with her hot friend, and I will be jumping up and running to my computer as I wave goodbye to them. Where are my priorities?

Pyweek: Friday 16:15:18 — 27 hours remaining

Fixed a lot of bugs that sprouted up when the game states are looped through the multiple levels. Having a working game is definitely a load off — even if everything else goes to shit, we have a functional, if silent and buggy, entry.

I added mouse support to the main menu, which I think adds a nice touch. It also leads the user to use the mouse on the weapon select screen. It also made me think about adding keyboard selection to the weapon screen, but that is definitely at the bottom of the (very long) list.

I ended up writing essentially some shitty sprite/gui tools to do all my text and icons without resorting to a gui lib. See the previous entries for why I don’t want to go down that road again.

To gameplay, I’ve added a bonus for completing the whole thing, and now it stops the level immediately when you do so you don’t have to wait for time to expire while you have nothing to destroy.

The two biggest lag producers in the game are explosions and liquids. On the railgun1 level, there are rows and rows of barrels and boxes in line but behind walls, so you have to line up and blast them with a railgun. This destroys them all and results in a massive fireball of awesomeness (+2 cool). Unfortunately, on my crippled machine this means the FPS drops down below 10, making the game completely unplayable.

In an effort to combat this, I’ve changed the collision code to only process explosions and liquids every other few frames. It has helped the lag a little, and I think I’ve got it tweaked so everything still works like it should. I’ll probably come back to this area later, especially if some of the testers experience a lot of lag as well.

Next up: music! Wish me luck!