Tuesday, April 05, 2005
An RPG in a week
Woo-hoo! I finished another game! Well, kinda. Some blogs I post both here and at GarageGames - but this time I'm simply going to link to the one at GG:
http://www.garagegames.com/blogs/27747/7537
If you want to play a new, free game - I won't say it's any GOOD, but it's free - you can download the fruits of my labors here:
HACKENSLASH - A game built in a week!
http://www.rampantgames.com/hackenslash.html

So what the heck is this?
Basically it was a dare. Build a game in a week, using NOTHING but free tools / content, WITHOUT using a higher-level engine (some of those are free) - just an API. Since there was no way I was going to get my boss to give me a full week off of work to crank out a game (and my wife has WAY better things for me to do if I find myself with a week off), I decided to define a week as a work-week: 40 hours.
Now, this was an extremely PRODUCTIVE 40 hours. I didn't count time spent web-surfing or answering emails or writing documentation or playing Unreal Tournament when I was SUPPOSED to be working on Hackenslash. So it's pretty close to an ideal 40 hours of time spent working on a game. I used Python + Pygame - raw installation, compiled with py2exe.
There was a learning process involved - I'd only had one aborted 6-hour project done in PyGame before, and I didn't remember anything about how to do it. But it proved to be extremely easy to do.
Now, I fudged a little on the time. I actually clocked in a little over 40 hours by a few minutes - but not 41 - finishing this thing up. The 40 hours was to get me to a "feature complete" condition. Afterwards, I had to spend some time getting py2exe to create a distribution for the game (so people wouldn't need to install Python to play), and fixing up some crash-bugs. After some discussion with Steve Taylor, I was convinced that I'd ONLY fix crash-bugs with the post-development time... so the game has plenty of other bugs from it's rapid development. For one thing, the display to the right doesn't display the player's correct armor class (or some other stats).
Oh, well.
I originally intended there to be a much bigger dungeon - with a big quest item at the bottom that you had to bring back to the starting area to win. And there was supposed to be a merchant with whom you could buy magic items and potions from (using some of that hard-won silver for something more than bribes). And LOTS more monsters - I didn't intend it to be a dungeon of only goblins.
My brother even did some great music for the game that didn't make it in.
Oh, well. Five more hours and I could have had a LOT more cool things in the game. But I'm pretty happy with how it ended up. No, it's not the best game EVAR. It's mildly interesting for a few minutes, and I'm pretty proud of the complexity that got in there.
Anyway - I'm anxious to see if anyone else will do the Game In A Week in the future. Consider the gauntlet thrown!
Labels: Free Games, programming, Roleplaying Games
Comments:
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Well, I'm sad the music couldn't make it in. C'est la vie. However, now you have a few royalty-free 30-second-loops to use in a future project, so that's a good thing!
Gauntlet thrown much harder:
http://www.mechanicalcat.net/tech/ld48/
Step up to the 48 hour challenge! And just be glad it isn't 24 hours like it used to be!
http://www.mechanicalcat.net/tech/ld48/
Step up to the 48 hour challenge! And just be glad it isn't 24 hours like it used to be!
Congratulations!
Now, considering that you used Python, I figured I would be able to play it on my GNU/Linux system. Did you remove everything and leave the Win32 executable in the package?
Now, considering that you used Python, I figured I would be able to play it on my GNU/Linux system. Did you remove everything and leave the Win32 executable in the package?
Matt:
Who knows? People have asked if I'll continue work on Hackenslash. Maybe I will. 10 more hours could mean a lot of things get done... :)
I'll leave the original, 40-hour version available regardless, since that was the point of the exercise.
Hamumu:
I've participated (some) in the Game-In-A-Day competition ( http://www.gameinaday.com ), which is a monthly event. However, taking a full 24 (or 48) hours in a single block of time is not conducive to marital bliss!
GBGames:
I'll be releasing the original source code and everything you need (except PyGame) to play the game on other systems *real soon now*. Because some people have asked for it. All I had in that original distro was the Py2EXE Windows version.
Who knows? People have asked if I'll continue work on Hackenslash. Maybe I will. 10 more hours could mean a lot of things get done... :)
I'll leave the original, 40-hour version available regardless, since that was the point of the exercise.
Hamumu:
I've participated (some) in the Game-In-A-Day competition ( http://www.gameinaday.com ), which is a monthly event. However, taking a full 24 (or 48) hours in a single block of time is not conducive to marital bliss!
GBGames:
I'll be releasing the original source code and everything you need (except PyGame) to play the game on other systems *real soon now*. Because some people have asked for it. All I had in that original distro was the Py2EXE Windows version.
Update:
I've included the raw Python version (with artwork and so forth), so if you have Python 2.3+, and PyGame installed, you should be able to run it on any platform.
The sourcecode is there too, if you want it - I don't know why you WOULD, it's crap, but maybe it could be useful to someone.
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I've included the raw Python version (with artwork and so forth), so if you have Python 2.3+, and PyGame installed, you should be able to run it on any platform.
The sourcecode is there too, if you want it - I don't know why you WOULD, it's crap, but maybe it could be useful to someone.
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